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Maneuver node overestimating burns


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This has happened several times- will update soon w/ more specifics and tests:

1) Create maneuver, ex. orbital circularization, Trans-Minmus injection

2) Timewarp several minutes

3) Begin burning

4) Notice that the burn will now far exceed what I initially wanted, ex. minmus injection burn seems to send me out of Kerbin's SOI. DIRECTION of burn is correct, but the MAGNITUDE is way too high. I cut my burn short of when the computer tells me to, and all is well.

 

Seems that timewarping/placing maneuvers in the future causes this- will test further to figure out exactly what's going on.

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3 hours ago, VlonaldKerman said:

4) Notice that the burn will now far exceed what I initially wanted, ex. minmus injection burn seems to send me out of Kerbin's SOI. DIRECTION of burn is correct, but the MAGNITUDE is way too high. I cut my burn short of when the computer tells me to, and all is well.

Had exactly this happening to me on my last session, not only with gravitational slingshot weehees, but also with simple circularization maneuvers. Haven't had any underestimates though. Eyeballing is fine for now, but I also find it uncomfortable because of how thicc the trajectory lines are compared to KSP1 (1080p-High player, maybe that counts idk).

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56 minutes ago, Vortygont said:

I had same bugs and there were undersimated and overstimated manevours when I flew to the Mun. When I performed 4 minutes burn my ship didn't follow red line

 

9 minutes ago, Sixstrings said:

Had exactly this happening to me on my last session, not only with gravitational slingshot weehees, but also with simple circularization maneuvers. Haven't had any underestimates though. Eyeballing is fine for now, but I also find it uncomfortable because of how thicc the trajectory lines are compared to KSP1 (1080p-High player, maybe that counts idk).

Yes- even more noticeable when you are travelling (trying to travel) to minmus and beyond.

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9 minutes ago, VlonaldKerman said:

Yes- even more noticeable when you are travelling (trying to travel) to minmus and beyond.

Minmus is exactly where it went pretty chaotic lol ! Add to that another bug that I had (will report that one for sure) where whenever I landed and took off again, trajectory lines totally disappeared, making maneuver nodes unaccessible. Coming back from Minmus by eyeballing the whole thing was fun in KSP1 when I had no idea what I was doing but tbh now it was kinda frustrating.

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11 minutes ago, Sixstrings said:

I landed and took off again, trajectory lines totally disappeared, making maneuver nodes unaccessible.

Yes- I had this bug, too. Mine occurred when I loaded a quicksave after experiencing a different bug. When I went to the tracking station, I saw this was because the game thought by craft (now in orbit of minmus) was in a landed state, and didn't bother showing a trajectory, let alone allowing me to make maneuver nodes.

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4 hours ago, Skorj said:

I had the maneuver node be wrong in the opposite direction.  Needed to burn a minute or so after it thought it was done.

How does something so basic get so messed up?

I mean, to be fair, it's not very simple at all. KSP1 maneuver nodes were simple, determining the effect of an instantaneous application of delta V, but KSP2 nodes are calculating the effect of the burn over time, which is way more complex. It should still work, obviously, but I just want to point out that the math is far from trivial.

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