Superfluous J Posted September 15, 2016 Share Posted September 15, 2016 33 minutes ago, p1t1o said: What is it like in 1.2? I have yet to have my Pe or Ap waver by so much as a meter, after hours upon hours of play. Link to comment Share on other sites More sharing options...
p1t1o Posted September 15, 2016 Author Share Posted September 15, 2016 8 minutes ago, 5thHorseman said: I have yet to have my Pe or Ap waver by so much as a meter, after hours upon hours of play. Even in low (<100km) orbits? Planets AND moons? Link to comment Share on other sites More sharing options...
Superfluous J Posted September 15, 2016 Share Posted September 15, 2016 27 minutes ago, p1t1o said: Even in low (<100km) orbits? Planets AND moons? Yup. 74km over Kerbin? Rock solid. Ejection to Mun, 12km periapsis from LKO? Still 12km when I get to Mun, even though I forgot to stop time warp passing through the SOI. I won't go so far as to say I've checked every orbit every time, but every time I *DID* pay attention, it was amazingly steady. Link to comment Share on other sites More sharing options...
p1t1o Posted September 15, 2016 Author Share Posted September 15, 2016 @M4ssler 25 minutes ago, 5thHorseman said: Yup. 74km over Kerbin? Rock solid. Ejection to Mun, 12km periapsis from LKO? Still 12km when I get to Mun, even though I forgot to stop time warp passing through the SOI. I won't go so far as to say I've checked every orbit every time, but every time I *DID* pay attention, it was amazingly steady. Good to hear, thanks! Link to comment Share on other sites More sharing options...
Corona688 Posted September 15, 2016 Share Posted September 15, 2016 (edited) The only time I've seen my orbits crawl around was when I was in a <10km and highly circular orbit around Minmus. The apostasis visibly moved as I watched, not so much decaying as shifting. But it didn't make a huge amount of difference for the few minutes I stayed in it, waiting for the landing site to come up. Edited September 15, 2016 by Corona688 Link to comment Share on other sites More sharing options...
CaptKordite Posted September 17, 2016 Share Posted September 17, 2016 As I said in previous posts, I had the problem appear in 1.1.2 but when 1.1.3 rolled out, the problem cleared up. But, as M4ssler observed, it suddenly stopped being OK in 1.1.3 as well. My experience is that there is no problem around planetary bodies at any altitude (although when I timewarp there are something changes in SOI changes, intercept distances and the like, so there is something wrong there). But around moons (tested around Mun, Minmus and Ike, so far) if I am under 100 km, the Ap and Pe waver significantly. That is does not affect everyone, and that it didn't even affect me at first, tells me this is a genuine bug and not a "basic, unavoidable limitation in using the integration method PhysX uses, and the floats PhysX uses." Link to comment Share on other sites More sharing options...
Superfluous J Posted September 17, 2016 Share Posted September 17, 2016 On 9/15/2016 at 6:28 AM, 5thHorseman said: Yup. 74km over Kerbin? Rock solid. Ejection to Mun, 12km periapsis from LKO? Still 12km when I get to Mun, even though I forgot to stop time warp passing through the SOI. I won't go so far as to say I've checked every orbit every time, but every time I *DID* pay attention, it was amazingly steady. I'm sad to say that while orbits seem fine still, soi changes do in some situations cause pe of the target world to change, sometimes quickly. It's rare but it's happened and I can't recreate it. I don't think a save in a bug report will help as it seems f5/f9 fixes it. Link to comment Share on other sites More sharing options...
dunadirect Posted September 17, 2016 Share Posted September 17, 2016 (edited) Playing 1.1.3, it seems to kick in when my target craft reaches about 200m away from the active vessel. the target's semi-major axis was unchanging until i got within that distance. originally my station was in ~25km x 25km around mun, but it's drifted all the way to 43km x 19km as i've tried unsuccessfully to dock. it seems better with orbital drift correction off (i can at least dock now). see distance & semi-major axis in this series of KER screenshots: http://imgur.com/a/iZM7T hard to verify whether it exists on 1.2 as i don't have KER and stock doesn't display target semi-major axis anywhere, but it did seem like my active vessel picked up a torque. Edited September 17, 2016 by dunadirect Link to comment Share on other sites More sharing options...
citizenslave Posted September 17, 2016 Share Posted September 17, 2016 I am still experiencing orbital drift in 1.2. When in orbit below 100km, Ap and Pe drift in a manner that has caused orbits well clear of the terrain to crash into the surface. PLEASE, devs, fix this. Steam gives me 2403 hours in KSP. I don't think I can satisfactorily continue my career save with this bug. Link to comment Share on other sites More sharing options...
M4ssler Posted September 17, 2016 Share Posted September 17, 2016 On 15.9.2016 at 11:15 AM, p1t1o said: @M4ssler Yes, it is still unclear as to whether or not this will be fixed 100%, or even if it *can* be fixed 100% in the current build. Any staff care to weigh in? Is there hope for the orbit bug? What is it like in 1.2? I tested it in 1.2 just stock game (no mods) and ap and pe are moving. so its the same issue. But 1.2 is prerelease, maybe they are working on it. I hope! Link to comment Share on other sites More sharing options...
NathanKell Posted September 17, 2016 Share Posted September 17, 2016 Can't work on it if you don't actually report bugs right. There's even a link in the prerelease forums! Follow the bug reporting guidelines and I can work on it. Link to comment Share on other sites More sharing options...
M4ssler Posted September 17, 2016 Share Posted September 17, 2016 1 hour ago, NathanKell said: Can't work on it if you don't actually report bugs right. There's even a link in the prerelease forums! Follow the bug reporting guidelines and I can work on it. I´m sorry. searching a long time and can´t find a forum with a link. Many posts i have to google translate, because i can not understand difficulty words Link to comment Share on other sites More sharing options...
NathanKell Posted September 17, 2016 Share Posted September 17, 2016 @M4ssler http://bugs.kerbalspaceprogram.com/projects/prerelease/issues Link to comment Share on other sites More sharing options...
M4ssler Posted September 17, 2016 Share Posted September 17, 2016 50 minutes ago, NathanKell said: @M4ssler http://bugs.kerbalspaceprogram.com/projects/prerelease/issues I try my best and did make a report http://bugs.kerbalspaceprogram.com/issues/11738 Link to comment Share on other sites More sharing options...
p1t1o Posted September 19, 2016 Author Share Posted September 19, 2016 Added link to bug tracker homepage on the OP Link to comment Share on other sites More sharing options...
citizenslave Posted September 20, 2016 Share Posted September 20, 2016 This had already been reported:http://bugs.kerbalspaceprogram.com/issues/9619 But it does not seem to have been fixed. Link to comment Share on other sites More sharing options...
CaptKordite Posted September 22, 2016 Share Posted September 22, 2016 They say they have it worked out: http://bugs.kerbalspaceprogram.com/issues/11738 Link to comment Share on other sites More sharing options...
M4ssler Posted September 23, 2016 Share Posted September 23, 2016 I will try it later if the final version is released and most of my mods are working. Does anyone know if 1.1.3 mods are compatible to 1.2? Link to comment Share on other sites More sharing options...
citizenslave Posted September 24, 2016 Share Posted September 24, 2016 Ok, Squad. I'm legitimately impressed and I thought you should know it. I just updated to 1.2.0.1532, and my orbit is completely stable. Talk about customer service. Talk about support. Talk about responsiveness, troubleshooting skills, physics genius. I expected to at least have to wait for the official 1.2 release. I think my 2400 hours already express how impressed I am with your game, but this issue has me eminently impressed by your development team. Way to go. Thank you for fixing this. My Kerbals' journeys continue. Link to comment Share on other sites More sharing options...
p1t1o Posted September 27, 2016 Author Share Posted September 27, 2016 If we can get one or two more confirmations that the orbit bug has been cast into the void I'll put a big "FIXED" on the OP and close up the thread Link to comment Share on other sites More sharing options...
Guest Posted September 27, 2016 Share Posted September 27, 2016 I have seen no orbital drift in the latest couple of 1.2-pre builds. I've done several Mun and Minmus landings and take-offs from low orbit, as well as extensive testing of spaceplanes with relatively slow climbs to just above 70k. Rock solid. Link to comment Share on other sites More sharing options...
Red Iron Crown Posted September 27, 2016 Share Posted September 27, 2016 Closed at OP request. Link to comment Share on other sites More sharing options...
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