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Asteroid Glitchy In General?


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Anyone else finding this? I tried to land an asteroid on Kerbin which is a fun mission, but time warp caused some weird things to happen, like the ship and the asteroid orbiting 2 different kerbin centers of mass, if that makes sense.

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If squad could manage to keep the Kraken out far away in the Kuiper belt somewhere, that would be quite great.

I believe such things are generally improving release-by-release, but fear 1.1's going to start life as a Kraken-fest. I desperately want Unity 5's multi-threaded physics engine, but it's so many changes! Squad's testers work hard, but no small group can stress a game like a hundred-thousand crazed Kerbonauts can. :)

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Anyone else finding this? I tried to land an asteroid on Kerbin which is a fun mission, but time warp caused some weird things to happen, like the ship and the asteroid orbiting 2 different kerbin centers of mass, if that makes sense.

Question: When you target the asteroid in attempting to lock the Claw on it, are you targeting its center of mass? If you right-click on the asteroid, it will give you this option. It helps.

I've put two class C asteroids into orbit around Kerbin just these past few days, and once course has been set and my burn finished, I've used time warp (several of them) with no problems. I've not tried to land any yet however.

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