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Johny5

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  1. Oh I finally understand what you mean by a new way. The trajectory change during the burn showing as part of the prediction is new. Got it. I don't think that feature and having the option to adjust the burn start time are mutually exclusive features.
  2. I’m still not seeing any evidence that there is a new way at all. And I absolutely love the timers with the drag racing style countdown and kerbal announcing when it gets close. It really great but it right now doing what it tells you to do gives a poor result. The devs have put great effort into making the tutorials so that new players have an easier time learning the game. I have a hard time believing that they intend new players to understand placing a node at the right position before PE/AP. The tutorials imply otherwise. We can all agree that regardless of if new calculations are going into a maneuver prediction or not, it would never be most efficient to start a burn on PE/AP if your goal is to simply raise or lower orbit.
  3. My testing while playing the game, using a quick save and repeatedly trying the same maneuver executed different ways, tells me that KSP2 works exactly the same as KSP1. The result is much more accurate to the prediction if you spread the burn before and after the node and use SAS locked on the maneuver (without time warp). At least it is for me. In one test I set up an encounter with Duna which predicted hitting the planet, since we can’t see orbit lines at target SOI yet. Using the timers, I missed the planet every time. When I ignored the timers and eyeballed an early start, KSP1 style, I could hit the planet.
  4. Where did you find this information? Was there a Dev note explaining how KSP2 nodes are different from KSP1?
  5. I guess another way you say it is that, in my observations, the maneuver node and planned orbit lines calculate exactly as they did in KSP1. It calculates as though the entire burn was at the node.
  6. The bottom line is if you place a maneuver node and execute the burn using the exact time from the new timer, the result will be wrong. You don't end up on your planned trajectory unless you ignore the burn timer. Look at your orbit lines at the end of your burn. It doesn't work. You can eyeball where you start your burn by imagining half of the red line is before the node. Start your burn there, ignore the timers, and end your burn when the white bar below the timers is empty. You'll see that your orbit line will end up exactly as planned.
  7. This is my number one problem with the game currently. It makes accurate maneuvers a real chore. I hope this makes it into the first patch.
  8. While orbiting Mun around 15K my PE and AP constantly change as though I'm gently thrusting toward the ground. It stops at any level of time warp but reappears at normal time scale. Definitely no thrust or RCS active.
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