Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 7 3700x | GPU: Nvidia RTX 3080 Ti | RAM: DDR4 16GB 3200Mhz
These issues pertain to both the deleting of the first node causing all nodes to be deleted, and unusual behavior in the properties of consecutive nodes.
Node Deletion Reproduction Steps:
1. Create a Maneuver Node
2. Create a Maneuver Node after the first one
3. Delete the first Maneuver Node
4. Observe all nodes were deleted. This shouldn't happen and isn't the way KSP 1 functioned.
The second issue is unusual node behavior. Essentially, the second node will not function like a regular node when you attempt to use it. If you were to give the node a lot of prograde, it will say something completely different will happen than the reality of what would happen. It's not accurately predicting what said burn would do.
Node Unusual Behavior Reproduction Steps:
1. Put a vessel with plenty of deltaV in Low Kerbin Orbit
2. Set up a Mun intercept with the 1st Maneuver Node which sets you up to burn to Mun orbit.
3. Place a second Maneuver Node on your Mun Intercept periapsis, and attempt to input enough retrograde to create a circular orbit.
4. Observe how the second node doesn't allow you to create a circular orbit, and instead predicts unusual and incorrect burn behavior.
Both of these issues currently prevent the usage of consecutive maneuver nodes, but they are essential for setting up more complex burns, like consecutive gravity assists.
I've attached a screenshot showing how attempting to create a node that would leave me in Mun orbit instead predicts some incredibly unusual orbital behavior.
Bug Report
QuiescentRabbitt
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes
OS: Windows 10 | CPU: AMD Ryzen 7 3700x | GPU: Nvidia RTX 3080 Ti | RAM: DDR4 16GB 3200Mhz
These issues pertain to both the deleting of the first node causing all nodes to be deleted, and unusual behavior in the properties of consecutive nodes.
Node Deletion Reproduction Steps:
1. Create a Maneuver Node
2. Create a Maneuver Node after the first one
3. Delete the first Maneuver Node
4. Observe all nodes were deleted. This shouldn't happen and isn't the way KSP 1 functioned.
The second issue is unusual node behavior. Essentially, the second node will not function like a regular node when you attempt to use it. If you were to give the node a lot of prograde, it will say something completely different will happen than the reality of what would happen. It's not accurately predicting what said burn would do.
Node Unusual Behavior Reproduction Steps:
1. Put a vessel with plenty of deltaV in Low Kerbin Orbit
2. Set up a Mun intercept with the 1st Maneuver Node which sets you up to burn to Mun orbit.
3. Place a second Maneuver Node on your Mun Intercept periapsis, and attempt to input enough retrograde to create a circular orbit.
4. Observe how the second node doesn't allow you to create a circular orbit, and instead predicts unusual and incorrect burn behavior.
Both of these issues currently prevent the usage of consecutive maneuver nodes, but they are essential for setting up more complex burns, like consecutive gravity assists.
I've attached a screenshot showing how attempting to create a node that would leave me in Mun orbit instead predicts some incredibly unusual orbital behavior.
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