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SOI change shows in planned trajectory but not actual trajectory [2nd intercept hasn't been encountered yet]


thegreatgonz

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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows 10 Home 64-bit (10.0, Build 19045) | CPU: Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz | GPU: NVIDIA GeForce RTX 2080 Ti | RAM16384MB

 

In the attached screenshot, the planned trajectory (orange) passes deeply through Ike's SOI, but the actual trajectory (blue) stays in Duna's SOI (I've also attached a save to reproduce the problem). However, the only planned maneuver has 0 delta-v, so the two should be identical. After advancing time far enough, the actual trajectory suddenly updates to show the Ike encounter.

 

Included Attachments:

Screenshot2023-12-30162644.png.d48f2e8d1

quicksave_9.json

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@thegreatgonz 

The game only shows the next 2 closest approaches from the vessel’s/maneuver node’s position. If the maneuver node is placed further along the orbit than the vessel is currently, it may include the next one.

 

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  • 2 weeks later...

@Anth

It sounds like there's a different bug here, then: in situations like the one in the screenshot, the game stops modeling the vessel's trajectory at a certain point (in this case the second close approach to Ike), but continues drawing a trajectory past that point (the blue line from the Ike encounter back to the vessel's current position). That's really surprising and confusing, and makes it very hard to plan: if I want to figure out when I should stop trusting the displayed trajectory, apparently I need to be aware of events (such as the first close approach to Ike) that aren't visible in the UI and don't affect the vessel's actual trajectory.

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On 1/15/2024 at 2:03 AM, thegreatgonz said:

It sounds like there's a different bug here, then: in situations like the one in the screenshot, the game stops modeling the vessel's trajectory at a certain point (in this case the second close approach to Ike), but continues drawing a trajectory past that point (the blue line from the Ike encounter back to the vessel's current position). That's really surprising and confusing, and makes it very hard to plan: if I want to figure out when I should stop trusting the displayed trajectory, apparently I need to be aware of events (such as the first close approach to Ike) that aren't visible in the UI and don't affect the vessel's actual trajectory.

it's not really a bug. the two trajectories just start from different reference frames. the actual trajectory starts from the crafts current position, while the planned one starts from the position of the maneuver node, which is what causes the disparity between them. i will agree that it's quite confusing to the player and needs to be looked at, tho

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