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Asteroid rotation should not be stopped by time warp


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Hello everyone,

I've been trying to prevent a class D asteroid from hitting Kerbin. One of the major concerns when fireing the engines to alter its orbit is the rotation of the asteroid. If not careful, it can start to spin rapidly. This situation forces the player to be aware of the angle between the thrust vector and the asteroid's center of mass. It feels to me that it adds a very realistic component to the ARM. However, any non-physical time warp kills instantly the asteroid's rotation if it is attached to a tug.

Would it be possible to restore the rotation after the time warp has ended? Or restore the orientation AND rotation as if the asteroid rotated all the time?

Alpheratz

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This is something that has been brought up quite a bit for ships, but I think it is now MUCH more relevant now that asteroids are involved. I seem to remember this being brought up a long time ago and one of the developers responding that it was possible/on the to do list, but my brain could be making up that memory.

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It would take away my the cheat to magically stop rotations when they are unwanted. ;)

And yes, with asteroids this has become far more relevant now.

Hope they can squeeze it in in .24 or .25.

This would also allow vessels to be in 'tidal lock' with a planet/moon. Having my huge com-dish station always aimed away from Kerbin for example.

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Conservation of rotation when on-rails could be realistic and very useful for centrifuges (spinning craft for artificial gravity) or for tidal lock (ship rotate slowly so it's always facing ground the same way). from other hand I think that many people will like to had "kill rotation" button in debug menu as this timewarp rotation bug is often exploited to easily deal with spacecrafts that started to spin out of control...

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