https://bugs.kerbalspaceprogram.com/https://bugs.kerbalspaceprogram.com/favicon.ico?15601711372018-12-30T21:14:02ZSquad BugtrackerKerbal Space Program - Bug #20773: Orbit Lines render through Celestial Bodies when zoomed outhttps://bugs.kerbalspaceprogram.com/issues/20773?journal_id=1092722018-12-30T21:14:02ZGameslinx
<ul><li><strong>Status</strong> changed from <i>New</i> to <i>Confirmed</i></li><li><strong>% Done</strong> changed from <i>0</i> to <i>10</i></li></ul><p>This happens for me, also. Not hard to reproduce at all.</p> Kerbal Space Program - Bug #20773: Orbit Lines render through Celestial Bodies when zoomed outhttps://bugs.kerbalspaceprogram.com/issues/20773?journal_id=1092832019-01-01T13:24:44ZPoodmundeddieturner2002@gmail.com
<ul></ul><p>I think this issue is probably to do with how KSP has the Orbit Lines rendered out to the Unity Camera, basically it seems that at some point of zooming out, KSP switches from a 3D based to 2D based rendering system where the 2D based rendering is just pixels drawn on the screen (or it may just be misconfigured, I don't know). You may be able to change this so that, for the orbit lines, they are forced to be in the 3D rendering 'system' at any distance of camera zoom.</p>
<p>The only "problem" I can think of the top of my head is that the 3D rendered lines, by default, may fade out very early or quickly (this is something that happened with Kopernicus in some testing with resolving flickering Orbit Lines for large SMAs). The way that this could be resolved is that if each body in the system was set to use the lowerCamVsSmaRatio and upperCamVsSmaRatio parameters to define at what distance the lines of the body are set to fade out (just make this upper distance VERY large).</p>