The Aziz Posted June 29, 2023 Share Posted June 29, 2023 (edited) Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: i7-10700K | GPU: RTX2060 | RAM: 32GB Rendezvoused two vessels, as soon as the relative speed dropped below ~7m/s, the green markers (and probably others as well) started wobbling back and forth around on the navball even at relatively large distance from target. Included Attachments: KerbalSpaceProgram22024-02-0321-02-16.mp4 Edited February 19 by Spicat Link to comment Share on other sites More sharing options...
1 Filed.Teeth Posted July 2, 2023 Share Posted July 2, 2023 Ya, giant PITA. Link to comment Share on other sites More sharing options...
1 Anth Posted October 2, 2023 Share Posted October 2, 2023 (edited) Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i9 9900K | GPU: 3070ti | RAM: 32GB Observed Behaviour: Prograde/Retrograde Indicators are moving based on the other crafts rotation. Expected Behaviour: Navball indicators only move in reference to the two crafts relative positions. Video Evidence: https://youtu.be/rzTCBmVMpTc (27 Seconds) Steps to Replicate: Load TargetInheritorTestSave.json Load again to counter spinning bug Undock the docking port on the left Target the other crafts docking port Change to Target mode. Change to the other craft Push a little rotation Change back to the original craft Results: Retrograde indicator is reflecting other crafts rotational movement when it shouldn't be. Credit: @00Dave For help with getting the perfect way to demonstrate this for the video evidence. Edited November 18, 2023 by Anth Edited the title Link to comment Share on other sites More sharing options...
0 Spicat Posted July 11, 2023 Share Posted July 11, 2023 I had the same problem, it's a bit annoying to have a change in velocity when performing a rendezvous. It's probably due to the orbit decay bug because of micro variation of the rocket, but I will let devs figure this out: On 6/9/2023 at 9:04 PM, Nate Simpson said: We have seen movement on most of the items in our top 10 list this week! It’s very exciting: Vehicles in stable coasting orbits sometimes experience orbit instability/decay Status: fix in progress We’ve figured out what’s going on here: when an orbiting vehicle is not under on-rails time warp, the effects of minor joint fluctuations within the vehicle rigidbody cause tiny but cumulatively significant changes to the vehicle’s velocity. The outcome of this is that orbital parameters can change due to all of this subtle wiggling. A system is now being crafted to prevent orbital velocity changes when a vehicle is not under thrust. This change will likely not make it into v0.1.3.0 update, but we know what’s wrong and the steps to fixing it are well understood. Link to comment Share on other sites More sharing options...
0 Davidian1024 Posted July 28, 2023 Share Posted July 28, 2023 This one is definitely annoying. I swear it wasn't a thing before patch 0.1.3.0. Link to comment Share on other sites More sharing options...
0 Some3906 Posted October 26, 2023 Share Posted October 26, 2023 Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10, Pro 64bit | CPU: AMD Ryzen 5 5600X 6-Core Processor | GPU: Radeon RX 5500 XT | RAM: 32GB installed Severity: Med Frequency: High ( or at least, consistently reproduceable ) Expected Experience: Similar to ksp 1, or: while docking reaction wheels would have no effect on relative velocity to target craft, except for rotating to better position rcs for translation. Craft dependent: No, bug is able to be triggered from multiple different crafts in fully different instances This issue is very noticeable while docking due to the precise nature of requiring the same ( or very low relative ) velocity as the target craft, but may be in effect in other situations. in target velocity mode, rotation introduces instability to local craft velocity, which then skews the navball, which can result in a runaway effect of repositioning to compensate continuing to move nodes and effect velocity. thanks Spicat for digging it out of the archive, apparently this is an old bug: Included Attachments: KerbalSpaceProgram22023-10-2617-11-48.mp4 Link to comment Share on other sites More sharing options...
0 Spicat Posted November 18, 2023 Share Posted November 18, 2023 That's surprising. Link to comment Share on other sites More sharing options...
0 The Space Peacock Posted November 18, 2023 Share Posted November 18, 2023 real interesting Link to comment Share on other sites More sharing options...
0 HebaruSan Posted November 19, 2023 Share Posted November 19, 2023 (edited) Yup, this is a big problem for precision rendezvous/docking (I submitted a duplicate of this before, not sure of its current status). Engaging timewarp resets the markers, a telltale sign that rotation is playing a role it shouldn't, since timewarp also currently arrests rotation. ... found it: Edited November 19, 2023 by HebaruSan Link to comment Share on other sites More sharing options...
0 The Aziz Posted December 20, 2023 Author Share Posted December 20, 2023 Still present in 0.2 Link to comment Share on other sites More sharing options...
0 OPERATOR571 Posted January 7 Share Posted January 7 Reported Version: v0.2.0 (latest) | Mods: Maneuver Node Controller (and dependencies: Spacewarp, UTIK, Node Manager) | Can replicate without mods? Yes OS: Windows 11 Home | CPU: AMD Ryzen 3 5300G | GPU: Nvidia 1650 Super | RAM: 8 GB When you're going low speeds (like Gilly orbit) rotations of your craft will annoyingly effect navball info like speed and prograde/normal/radial markers Included Attachments: Spainwithoutthea.mp4 Link to comment Share on other sites More sharing options...
0 DibzNr Posted January 7 Share Posted January 7 @OPERATOR571 Merged your report with this one Link to comment Share on other sites More sharing options...
0 testunde Posted January 10 Share Posted January 10 maybe related with Link to comment Share on other sites More sharing options...
0 BlackholeKS Posted January 10 Share Posted January 10 I think this might be the direction vectors being calculated from the point of control rather than the craft CoM, meaning that distances and speeds in relation to the target change when the craft rotates. Would need to test to be sure, however. Link to comment Share on other sites More sharing options...
0 DanW Posted February 4 Share Posted February 4 Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: amd 5950x | GPU: gtx 3070 | RAM: 64GB very hard to dock when they move around so much. since my direction of travel is not changing why would they bounce all over the place. Included Attachments: KerbalSpaceProgram22024-02-0321-02-16.mp4 Link to comment Share on other sites More sharing options...
0 Spicat Posted February 4 Share Posted February 4 @DanW, merged your bug report. Link to comment Share on other sites More sharing options...
Bug Report
The Aziz
Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes
OS: Win10 | CPU: i7-10700K | GPU: RTX2060 | RAM: 32GB
Rendezvoused two vessels, as soon as the relative speed dropped below ~7m/s, the green markers (and probably others as well) started wobbling back and forth around on the navball even at relatively large distance from target.
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