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When targeting another craft close by navball indicators (prograde|retrograde etc) start moving in an erratic way. [Wobbly navball markers]


The Aziz

Bug Report

Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Win10 | CPU: i7-10700K | GPU: RTX2060 | RAM32GB

 

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: 

Edited by Spicat
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Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows 10 | CPU: i9 9900K | GPU: 3070ti | RAM32GB

 

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:

  1. Load TargetInheritorTestSave.json
  2. Load again to counter spinning bug
  3. Undock the docking port on the left
  4. Target the other crafts docking port
  5. Change to Target mode.
  6. Change to the other craft
  7. Push a little rotation
  8. 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 by Anth
Edited the title
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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:

  1. 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.
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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 | RAM32GB 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

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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 by HebaruSan
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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 | RAM8 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

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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.

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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows 11 | CPU: amd 5950x | GPU: gtx 3070 | RAM64GB

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

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