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Bug #10104

Fast orbital decay around Mun - possibly related to bug 9616

Added by kujirasan almost 8 years ago. Updated over 7 years ago.

Status:
Closed
Severity:
Normal
Assignee:
-
Category:
Physics
Target version:
Start date:
07/11/2016
% Done:

100%

Version:
Platform:
Windows
Expansion:
Language:
English (US)
Mod Related:
No
Votes:
Arrow u r green
Arrow d r red

Description

This may be related to bug# 9616, as i see that a steady stream of people have been saying that it's not fixed though it's marked as resolved. This is still happening, and is not fixed in 1.1.3.1289. I haven't played in at least 9 months and came back to find that i can't orbit Mun without my AP and PE dropping rapidly together - no RCS, engines off, and all controls off. It seems to vary from one burn to the next how extreme the decay is. I've also once seen AP and PE INCREASE steadily after a burn, albeit slowly (around 1m every couple seconds. There's no way to have multiple missions going on at once anymore since you have to station keep almost constantly, and you waste fuel / Delta V just to try and maintain a basic orbit. I'm not sure if it was a fluke, but one time i took it out to about 200k from the Mun in a circular orbit, and it seemed to have no issues at all.

This is a pretty game-breaking deal.

I'm using 64 bit mode if that helps any.

orbit variation.sfs (277 KB) orbit variation.sfs 2 craft in Mun orbit stormdot5, 07/24/2016 12:53 AM

History

#1 Updated by kujirasan almost 8 years ago

sorry, i meant that it could be related to bug # 9619

#2 Updated by Crusoe almost 8 years ago

Could be related to my topic too

#10087

check out my video in it if you wish... if u got same problem

#3 Updated by TriggerAu almost 8 years ago

  • Status changed from New to Updated
  • % Done changed from 0 to 10

Setting updated for confirmation during cleanup

#4 Updated by Ser almost 8 years ago

  • Status changed from Updated to Confirmed

I can confirm that.
Seems like lowest orbits are affected most. Lost 2 satellites trying to complete a contract below 8000m. I haven't even notice how peri dropped to 6700m (must have left my satellite unattended for some time on 1x) and it ran into a mountain.
The opposite apside is most likely to be affected: if you're at peri, your apo drops and vice versa.
Timewarp eliminates all decay completely and orbit becomes incedibly stable until return to 1x time.

#5 Updated by TriggerAu almost 8 years ago

Thanks for the update Ser

#6 Updated by stormdot5 almost 8 years ago

I was also experiencing orbit changes around the Mun. To eliminate phantom forces from clipping, or mods I placed a craft in orbit in a stock install. Here is the save file:

https://www.dropbox.com/s/uxu91r3nl4d8rko/orbit%20variation.sfs?dl=0

The first craft is a tiny/simple ship called Wobble and varies slowly by about a meter per minute, on the far side of the orbit. Acceptable variation.

To compare I placed a craft called Hammer with a root part as the 6 way adapter at the bottom, and the mass and pod near the top, 10 girders away. This this craft varies 30 meters either way, possibly due to wobble, but picks up a steady permanent variation in it's orbit. This kind of variation makes it unplayable when trying to arrange rendezvous etc. The effect is more pronounced if SAS is on, or set to hold a one of the set orientations.

I think the variation is there with both craft but is just more pronounced on the larger more wobbly one.

#7 Updated by sal_vager over 7 years ago

  • Severity changed from High to Normal

Good catch but it wouldn't be rated High according to the wiki

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#9 Updated by Squelch over 7 years ago

  • Status changed from Confirmed to Ready to Test
  • Target version set to 1.2.0
  • % Done changed from 10 to 80

this was addressed and fixed for KSP 1.2

#10 Updated by JPLRepo over 7 years ago

  • Status changed from Ready to Test to Closed
  • % Done changed from 80 to 100

Closing. No response.

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