HebaruSan Posted October 20, 2023 Share Posted October 20, 2023 (edited) Reported Version: v0.1.5.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 | CPU: i7-3770K | GPU: GTK 1060 6GB | RAM: 32 GB Precision rendezvous and docking requires fine manipulation of the velocity relative to the target. In the original game this could be done by switching the navball into target mode and moving the retrograde marker around till you were on top of your target. In the sequel, the target-relative retrograde marker and the target relative velocity both give misleading readings while your craft is rotating. If your actual center-of-mass relative velocity is 0.8 towards the target, but your cockpit's rotation gives it a relative velocity of 1.5 m/s, that can be shown as anything from -0.7 to 2.3 m/s, and the marker moves all around based on the movement of the cockpit rather than reflecting the movement of the overall craft. Both values temporarily reset to "true" if you press "./" to start and stop time warp, then drift away again as you rotate to perform the maneuvers needed for rendezvous. This adds a layer of UI/UX frustration to the challenge of docking, since the player must now guess what the actual relative velocities are and/or attempt to remember precisely where the markers were the last time time warp was engaged. The target-relative velocity should be calculated relative to the craft's center of mass, and rotating should not affect it at all. Edited November 19, 2023 by HebaruSan Link to comment Share on other sites More sharing options...
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