-
Notifications
You must be signed in to change notification settings - Fork 69
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Navball manoeuvre marker jumps at time of ignition #1728
Comments
Hi, just wanted to follow up with more information. Quicksave: Steps to reproduce:
Additional Information:
Please contact me if you need any more info or if you need help with testing. |
We can't seem to be able to reproduce the problem demonstrated by your video in the stock game. Have you observed it with stock? If not, the problem might come from an interaction with other mods, and these things are notoriously hard to debug. What mods do you use? In other words, what mods do we need to load the save? |
Same problem here. Maneuver node jumps when t=0 Is easy to check creating a new maneuver node and moving the ignition time between past and future, but it also happens when you set the node and naturally execute it. Im running a clean KSP 1.2.2 install with Realistic Progression Ckan install (just recommended mods). Apologies, my english is not very good. Edited: -Trying new clean 1.2.2 Install With RP-0 (RSS, RO and minimum dependencies with CKAN install). Savegame: |
I have just recreate the issue in stock game without mods (Principia+ Squad folder). Nodes jumps when time = 0. The only way to correctly burn nodes is using ''inertially fixed'', closing principia window and burning like an standard KSP node. -Create a node to circularice at Mun Apogee. *I'm using Coxeter for 1.2.2, but I tried and happens the same with Cohen release. |
Thanks a lot for taking the time to reproduce the problem on the stock game. I'll take a look over the week-end and I'll update the bug. |
Thank you both for being persistent in bringing this issue to our attention. This bug will be fixed in the next release, Cramer, to be released around April 16th. The problem stemmed from a confusion between the vessel orbit and the manœuvre node patch orbit. This is almost always incorrect as the vessel orbit may change, but it was only really visible e.g., when changes of celestial sphere of influence were involved. |
Glad to hear that. I had experienced this kind of problems with mars transfer maneuvers. By the way, I had decided to start new savegame without beginning until the issue was fixed. I'm using RSS... Would it be a problem if I install principia in my current savegame? Would it affect the historical position of the planets? Thanks a lot! |
You can give it a try, but you may or may not like the result. We will restart integration of the solar system since the origin (it will take a little while the first time you start the game with Principia) and we'll move the celestials to the positions that we have computed. As an example, the Moon is likely to move quite a bit, so if you were flying towards the Moon you may find yourself going towards the-moon-is-not-here-anymore. |
See https://youtu.be/P2ADq1CVm0o for details.
The text was updated successfully, but these errors were encountered: