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Orbit Stays Hyperbolic


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I need some help here guys, not sure whats going on.

I captured an asteroid (class D) and I tried to put it into the orbit of the Mun. I arranged an encounter and then this happened.

VMnfkHI.jpg

As you can see, the orbit it hyperbolic, as it should be. But its stayed this way for over two full Munar Cycles.

Heres another picture

SDvhbhH.jpg

Any tips or suggestions for how to fix, or even what this is called?

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I get that I have to match orbits manually. What Im saying is that my spacecraft has not moved from this position for the game equivalent of two months; stayed right on the edge of this encounter, not moving toward the periapsis like it should. It gave me an estimated time of 14 minutes, but after two complete (time accelerated) lunar orbits, the craft has not moved.

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Can think of situations where this could be ... usefull ...

But seriously ... does it have a speed (orbit, surface, target) ? Does speed change when you start the engine(s) ?

I would try to isolate one of the mods. Copy away the savefile and start with a clean install. If the ship moves in clean install it's one of the mods and the work begins.

k

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There is a bug I've encountered before where your craft's velocity is zeroed out (and remains zeroed out) upon entering a SoI. I've only encountered it in modded instances, so it's probably a mod issue. Never was able to pin down the cause or how to reproduce it reliably, but it's very rare anyway. I think the most I ever got it in the same save was twice.

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After I looked up what an L Point was, I thought I was in one; but after the game was paused for a while and restarted, everything returned to normal. Thanks guys!

If you mean Lagrange point, i'm sorry they don't exist in KSP, the concept of SOI stands against that. Spoken in pictures, you would have to be in two SOIs at the same time to meet the criteria of a Lagrange points.

k

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