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Trajectory anomalies


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For the last few days, I began noticing some weird behavior from multiple crafts I launched. Multiple times over, I launched something towards the Mun, performed the burn for an encounter - and as soon as I engage time warp, I'm suddenly several thousand kilometers short of an encounter. Then yesterday, I was launching six craft to Minmus in rapid succession. One of them landed on the surface but the surface texture was visibly shaking everywhere. Another craft was a few minutes away from the Minmus SOI when I noticed that when time warp isn't engaged, the encounter was moving away from the craft and the Kerbin apoapse was slowly dropping as if I was doing a weak retrograde thrust, but the moment I engaged time warp it stopped. I disengaged time warp and I once again began passively decelerating for no reason.

Is KSP's on-the-rails trajectory calculations having trouble from having a large number of concurrent missions running at the same time or something? All of the above happened with the mission timer on green, ie. no physics bottleneck.

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14 hours ago, Fraktal said:

Is KSP's on-the-rails trajectory calculations having trouble from having a large number of concurrent missions running at the same time or something? All of the above happened with the mission timer on green, ie. no physics bottleneck.

Concurrent missions, or flights?  The game limits you to a dozen or so concurrent missions, but I have about 60 craft in flight, plus 8 bases, and I'm not seeing the issues you are.  I'm sure there's someone with hundreds of tracked asteroids who could say more definitely.  However, as always with games, bugs can be hardware-specific, and "works on my machine" might not mean much.

I do, however, see all sorts of weird behavior when the memory leaks have piled up almost enough to crash the game, but not quite.  Just today I was having my fairings mysteriously destroy my craft on deployment.  Rebooted and re-launched KSP, and everything was back to normal.  I see that all the time.  From what I've seen the biggest source of memory leaks is duplicating a large set of parts in the VAB through alt-click or ctrl-Z, but the game seems to bug out or crash after enough hours regardless.

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Yep, it crashes for me too. Not as much as it used to since I bought some more RAM, but still dies.

Anyway. For concurrent flights, in addition to the three ground probes and three relays sent to Minmus, I was at the same time having two space stations, one at Kerbin, one at the Mun, plus three relays and seven or so ground probes at the Mun, plus one probe en route to Eve. I can't even turn on full network visualization for CommNet without it flickering like crazy from the sheer number of DSN connections.

Edited by Fraktal
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