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Accelerate under Timewarp still not working in some cases (Often in Large SOI's)


jclovis3

Bug Report

Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 7 7800X3D | GPU: MSI Gaming GeForce RTX 4080 16GB GDDR6X PCI Express 4.0 | RAM128 GB DDR5-6000

What Happened:
While taking off from Minmus in a Northly direction, I used the time warp and noticed my Ap stopped changing. Fuel was still being consumed. The trajectory arc was also not changing.

Evidence:
I tried loading from a quick save and even restarting and this bug persists, so I'm attaching the quick save.

Video: 

 

 

Included Attachments:

BuggedSave.zip

Edited by The Space Peacock
Added video and reformatted text.
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Hi, i have had and stil have the same problem, when i burn with xenon engine, if i increase the speed of time, the vessel won t accelerate.

Then if i put time back to 1x, i can ' t decelerate and i have message "cannot move thrust over 1x time" (This is ehat it mean, i don t know the real message because i have game language in italian).

 i must to reload the game and everything return working, but i cant increase time speed and it is precisely with that type of engine, which doesn't have much thrust, that it would be useful to have timewarp!!

Anyone havehad this problem and have a solution?

Can you increase time speed with Xeno engine?

Update: this happens when i am in a vessel which was generated from a later stage, when the vessel is exactly the big one that i launch it'  s work...

Many thanks..

Edited by ittoscano
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Win 10 | CPU: 3700x | GPU: 3070ti | RAM32

I've encountered the exact same bug as mentioned in this reddit thread only in my case I was using a LV-N "Nerv" hydrogen engine.

Kind regards

Included Attachments:

NewIkeLander.json

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Still encountering this Issue with 3 Ion Engines while trying to escape Kerbin orbit. It only happens on Ion engines though, not on others.
(also they are build on a multi engine mount, not sure if related though).

Reported Version: v0.2.0.0.30291 | Mods: none | Can replicate without mods? Yes  (tried with and without)
OS: Windows 11 Pro| CPU: AMD Ryzen 7 5800X 8-Core Processor 3700x | GPU: 3070ti | RAM32

 

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Here to report I am seeing the same thing with ion engines as well. This will make my Jool ion probe far more cumbersome than I was hoping it would be...

The theory that small accelerations are getting neglected due to rounding error makes sense to me, this particular probe was only pulling a pitiful 0.002 G of acceleration, easily low enough to say it's 'close enough to 0'.

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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows 11 | CPU: i9 12900k | GPU: RTX 4080 | RAM32 GB DDR5 6400Mhz

Sometimes when you have the engines on to do a manouver and turn on time warp, the DeltaV of the Spaceship wont change anymore although the engines are running and the Ship loses fuel.

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I can also confirm this bug. I have a probe with 3x ion engines. It was working fine in kerbin orbit up to about 0.8km AP/PE and then suddenly no thrust in time warp despite fuel consumption. I was doing repeated burns to escape Kerbin SOI.

I have definitely noticed this once with nuclear engines as well. On return from Duna I time warped a few intercept correction burns and ended up with vastly less fuel and unmodified trajectories and didn't know what had happened.

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Yep, this bug makes low TWR craft unusable.

The tips reported here (like switching to VAB/tracking station and back again) don't work for me.

I am now doing a 28 (real-life) hour burn, because I really want to get to Jool with my Xenon engine. With timewarp above 1x, fuel and electricity are being consumed, but the orbit does not change.

I cannot seem to attach my bug reports (generated using KSP2_BugPackager), does anyone know how? (Aside from hosting on e.g. Google Drive and adding the link here.)

17Qp56G.jpg

 

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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes 
OS: windows-11 | CPU: 12th Gen Intel(R) Core(TM) i5-12500H 2.50 GHz | GPU: rtx-3060 laptop gpu | RAM16,0 GB (15,7 GB usable)

I was trying to do a low sun-orbit using the ion/xenon engine because of the high fuel efficiency. but after activating the engine about 1m-km-periapsis from kerbol and then time-warping i noticed that the time-warp broke and the engine produces no trust.  Every time-warp stage is 1x. you cant even do things to the craft as time-warp is over 1x (even at the 1x setting) the number under the time-warp bar that recites the current time-warp speed is always at 1x at every time-warp level.  

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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes 

OS: windows-11 | CPU:  i7-13700 | GPU: rtx-3070ti | RAM: 32,0 GB

 

I've been doing some Ion probes and I've been getting this. Acceleration under timewarp worked fine at some times, but not at others. When it worked it seemed correct. When it wasn't working, no acceleration at all happened during timewarp even though the ion engine was still using power, the orbit PE didn't move at all. Acceleration started happening again as soon as changing back to x1 speed. It seemed like it didn't work when the probe was heavier. A light Ion probe worked fine while under timewarp. But after editing it, adding a few parts and making it heavier, suddenly it also wouldn't work when warping. Since all the probes only had one engine, the heavier one had a lower acceleration. Maybe this bug is being caused by low accelerations? It did seem like the Ion probes with a higher acceleration were able to timewarp.

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(0.2.1) I'm encountering this randomly with Dawn. E.g. I have a number of identical very light probes (sample return pods), one of them bugged out in the above described way after escaping Eve SOI - worked fine while within SOI. Another probe escaped Eve and did a 90min burn just fine under time warp. Reloading and quitting game don't seem to help. Don't know if related, but the AP/PE reported in lower left seem to be bugged too (reported 0m/0m or -2,088km/20,567m)

 

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New observation. I'm tending to find the ions work on timewarp while in Kerbol's sphere, but not while in the sphere of a planet or moon.

Nevermind. Satuts was, not working at Kerbin, working in Kerbol SOI, not working at Moho, working at Kerbol SOI, but then working second time in Moho SOI.

Edited by SolarAdmiral
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Win10 | CPU: Intel i9-7940X | GPU: Nvidia 3080 TI | RAM32GB

I've not tried this with any other type of engine, but for sure the problem exists with ion engines.  I've got a small probe in an eliptical orbit around Eve and I'm using an IX-6315 "Dawn" engine to slowly work down to a circular orbit  I'm having to run the burns in 45min intervals but every time I try to increase time warp above 1x, all thrust stops.  The animation continues.  And it shows Xenon and EC being used, but PE and AP never change.

Something else I encountered on one test run, I let the EC run out completely but the engine never stopped burning and because the engine was using more EC than my solar panels could produce, I couldn't shut the engine down.

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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Win 11 | CPU: 12th Gen Intel(R) Core(TM) i7-12700H | GPU: GeForce RTX 3060 | RAM: 16gb

The bug remains unresolved and occurs consistently under specific steps.

1.launch a vessel (especially with ion engine, but other engines still have bug as well)

2.go to an orbit

3.quit game and reenter game

4.control the vessel you launched recently

5.try to burn in time warp

You will see AP and PE do no changes while burining and fuel still consuming as well.

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The technical side of the problem:

When warp is engaged with thrust ON, the game tries to calculate the trajectory ("VesselComponent.HandleOrbitalPhysicsUnderThrustStart" method)

The end of that method has a sanity check, turning off this thrust-on-rails if either the position or velocity calculated for the current point in time (T=0) on the new trajectory is >=0.01 units off the actual current possition of your vessel.

Now, the only way this is telegraphed - is the

Quote

Delta error between patched orbit and NBody orbit too large. Cancelling Thrust under TimeWarp.

error message in the Alt+C.

This makes it extra nasty, because the game falls back to the non-thrust trajectory but doesn't turn off the engines - they keep wasting fuel with no good way to notice this in time.

My solution for myself

For now, I've turned off this sanity check in my "SASed Warp" mod, because this bug was preventing that mod from being useful.

If the Vanila game were to turn off the thrust-on-rails - with my fix you will instead see a debug message in the Alt+C, with pos(-ition) and vel(-ocity) error deltas.

P.S. The same fix was also added to the "Community Fixes" mod starting with v0.13, so having either my mod or CF is enough to fix (hide) this bug.
But if you have both, make sure "SASed Warp" is at least v2.3, otherwise there will be a conflict with CF.

From my experience of flying in and then out of 800k Jool orbit, the position error is usually much larger for than velocity error.
But even with that, it's only enough to lose accuracy over time. There is no noticeable teleportation when warp starts.

Possible vanila solutions

I imagine a very small fraction of players will use mods. And my fix isn't really a fix - it just hides the problem to make it less annoying.
So it's still a good idea to do something official but temporary as soon as possible.

You could at least reduce thrust down to 0 and display a warning.
And maybe a settings toggle to turn off this sanity check?

As for long term - I think using the "double" type for such calculations was easy but a very bad idea:

Floating point may look like the right thing to use, given how the scale tends to change rapidly.
But when it really matters - is when you make a maneuver that goes through several very different scales.
Like LKO Jool transfer with 2 pre-planned gravity assists: off of Tylo and then Laythe.

Given that, I think a custom fixed-point numbers would be far more appropriate:

    unsafe struct Fixed256
    {
        private fixed uint data[8];

        //TODO

    }

If you properly use 64-bit carries with 32-bit data words - many things fall into place like puzzle pieces, so it's not as scarry as it might look at first.

And I don't think the speed will be an issue, since custom fixed numbers are generally faster (at least when they aren't 4 times bigger) and the "HandleOrbitalPhysicsUnderThrustStart" is already optimized to only be called once in a while.

Edited by Sun_Serega
fix the font color, it was black even for dark theme users
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I have the same issue

This makes ion engines pratically unusable because randomly you are faced with this bug and either have to delete your bugged ship or have to do your 2 hours burn in x1 speed :mad:

Edited by val778
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One thing I have noticed is this reliably happens if available delta-v > 64k.  It's hard to do that without mods, but with mods can be easy.

20 hours ago, val778 said:

I have the same issue

This makes ion engines pratically unusable because randomly you are faced with this bug and either have to delete your bugged ship or have to do your 2 hours burn in x1 speed :mad:

Ah, does your vessel have delta-v over 64k?  If so, that's the issue.  I forgot about the ion engine, but that has high isp so you probably can get more than 64k delta-v, which is what seems to trigger this.

Edited by dolphin263
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2 hours ago, dolphin263 said:

One thing I have noticed is this reliably happens if available delta-v > 64k

No, it's related but not the trigger. I just explained this bug above.
Basically you need high position or velocity. With how floating point numbers work - this lowers precision, triggering that sanity check.
High position is easy to get, for instance teleport to a high circular orbit above Jool, its extreamly consistent there. I casually reproduced it first try at the end of my mod's demonstration video.

Edited by Sun_Serega
add link to explanation "above"
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Microsoft Windows 11 Pro 10.0.22631 64-Bit | CPU: AMD Ryzen 9 3900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM65459

 

Situation: retrograde orbit around Laythe. I want to flip the trajectory, so there is a maneuver plan already set in the attached save game. When performing the burn, the game always refuses to do burn under timewarp in this situation.

Being around Jool generally seems to trigger this bug very reliably.

 

Included Attachments:

ForSci_Bug42.mov

ForSci_Bug42_noBurnUnderTimewarp_logs.zip

Edited by ShadowZone
Request for merge no longer needed. Thanks!
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows 11 | CPU: Intel Core i7-8700K | GPU: NVIDIA GeForce GTX 1070 Ti | RAM32GB

When burning with ion engines and the orbit is very eccentric (like when braking to enter orbit after interplanetary transfer), time warping while burning with ion-engine doesn't affect the orbit and still consume fuel. Ion engines thus only work in time warp x1, which is a completey game breaking bug because this make low thrust ion engines completely worthless. I can't make a 1 day burn just to orbit my craft around Jool.

Please fix urgently

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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 9 5900X 12-Core Processor | GPU: Gigabyte RTX 4070Ti-Super | RAM48GB DDR4

Addition to:

When my ion-propulsed probe was in Kerbolar space, it had no trouble (mercifully) doing acceleration under timewarp (using both Ion-only and Ion + Nuke H2).

Now that I am in Moho's SOI and trying to burn off the last 100 m/s to capture into a reasonable orbit, acceleration under timewarp only results in fuel-burn, not orbital-modification...

 

Is it possible that the problem has to do either with being in a 'smaller SOI' or having an escaping-trajectory?

Included Attachments:

AccelerateunderTimewarpstillnotworkinginsomecases(Post-v0.2.0)_logs.zip

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