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Feedback #27058

[Not a Bug] Maneuver nodes are not stable when burning several orbits in advance.

Added by OnlyLightMatters 3 months ago. Updated 3 months ago.

Status:
New
Severity:
Low
Assignee:
-
Category:
SAS
Target version:
-
Platform:
Windows
Expansion:
Core Game
Language:
English (US)
Mod Related:
No
Votes:
Arrow u r green
Arrow d r red

Description

Normal behaviour
When you plot a maneuver node and you execute it, markers are somewhat stable in the navball. The remaining deltav is reliable and decreases over time until the burn is complete.

The bug
Suppose you have a ship with a low TWR (ion engines for instance) and you have a very long burn ahead. You will have to make several burns in advance to slowly raise your apoapsis and gain benefit from the Oberth effet. And here comes the bug: if you burn at least one orbit before the actual maneuver node behaves erratically.
- The maneuver marker start bouncing everywhere (the earlier the burn, the more it bounces)
- The remaining deltav

To reproduce the bug
I have made a short video to show how to do the same.

The game is absolutely stock + the 2 DLCs (fresh installation to be sure).

https://www.youtube.com/watch?v=FZoywiJ3OII

History

#1 Updated by Anth12 3 months ago

Interesting.
This feels more like the maneuver node system simply isn't made to work like you are trying to make it work

#2 Updated by OnlyLightMatters 3 months ago

  • Subject changed from Maneuver nodes are not stable when burning several orbits in advance. Xenon crafts and Oberth effect are barely usable. to [Not a Bug] Maneuver nodes are not stable when burning several orbits in advance.

#3 Updated by OnlyLightMatters 3 months ago

  • Tracker changed from Bug to Feedback
  • Start date deleted (01/15/2021)

Yeah this is not a bug I checked on several versions before 1.11.0 and the behaviour is consistent since at least 1.4.
This bugid can be closed.

#4 Updated by OnlyLightMatters 3 months ago

  • Version changed from 1.11.0 to Not Applicable

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