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Eve interception trajectory fails


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I have an issue with getting to eve, and it has been plaguing me since .23: Vessels that are supposed to enter Eve's SOI don't.

To be more specific, I can make a vessel, put it into orbit, make an transfer burn headed for eve, and even a careful fine tuning adjustment once I've left Kerbin's SOI. After getting everything lined up, with the projected Eve encounter showing in the map view, and a nice close periapsis and everything, I go to the space center and time warp, as one does. However, here is the problem: Even if I only time warp for 100 days or so, not even the whole trip, when I go back to my vessel the trajectory not only no longer encounters Eve, but is several thousand m/s away from even getting close enough to have a "closes approach" marker.

Almost every single time. Frankly, I sometimes just use the debug menu to turn on infinite fuel and correct my course, but I dislike cheating even if I am just fixing a game fail.

Does anyone know what could be causing this? I've dealt with things like the "flicker" of encounter points, which I understand are due to floating point issues (and are a totally different annoying problem) but this is different. There is no flicker. Everything shows me as PERFECTLY lined up, unless I go and time warp. If I time warp with the vessel focused in the flight interface or even in the tracking station, the trajectory doesn't derp, but if I warp for any length of time while it is not in focus it all goes cockeyed.

Help!? D:

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Are you time warping before or after SOI transitions? If you time warp at 10,000x or 100,000x during or right after SOI transitions, your trajectory will be very different.

This happens right after SOI transitions too. If you go straight to 100,000x right after leaving Kerbin's SOI, that will change your trajectory significantly. Make sure to ramp it up slowly (going 10x, 100x, 1000x, 10,000x, 100,000x over a few seconds).

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Are you time warping before or after SOI transitions? If you time warp at 10,000x or 100,000x during or right after SOI transitions, your trajectory will be very different.

This happens right after SOI transitions too. If you go straight to 100,000x right after leaving Kerbin's SOI, that will change your trajectory significantly. Make sure to ramp it up slowly (going 10x, 100x, 1000x, 10,000x, 100,000x over a few seconds).

Hmm... I always use Kerbal Alarm Clock to slow down before the SOI transition, but I didn't know it was still iffy AFTER the transition. I will look at that. Thanks!

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There's definitely bugs outside the "SOI transition" issue. I setup a Duna transfer last night. I used KAC to safely leave Kerbin's SOI, after I did that, the intercept had a pe of 5 million km. Then I timed warped a bit, but killed it about halfway there - no transitions had been made. There was no intercept at all any more, and I had a 200ms correcting burn to get it again.

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