Kerbal Space Program

Kerbal Space Program

Orbital glitches 1.1.2
You have the perfect encounter with a planet. You've done all the course corrections and plain changes needed to get a perfect encounter. You click on your trajectory in that planet's SOI and click "Warp". Suddenly your orbit shoots either into the planet or away from the planet and you find yourself 300km away from the ideal flyby. You do more corrections. It happens again. And again. You waste fuel. FIX PLZ SQUAD!!! Oh and also when you're in a nice awesome almost circular orbit, your Apoapsis starts growing. it grows and grows and keeps on growing. you cannot stop it. Its like being in re-entry but reversed. C'mon squad. I love 1.1 and its smoother gameplay but... There are a ton of bugs that need fixing. I am hyped for 1.1.3.
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15/5 megjegyzés mutatása
I have not had this problem. And i have sent 2 crafts to jool...
Hmmmm
Sent crafts to Moho and Eeloo as well as Dres and Jool and it has happened everytime.
Legutóbb szerkesztette: Fire; 2016. máj. 29., 6:11
there was a known bug/inaccuracy in the 32 bit version of the game. in the transistion from one SOI to another (for example kerbin SOI to sun SOI), you would often lose encounters that were previously shown. i think it had something to do with the accuracy of the old unity engines.

are you running the 64 bit version of the game? i haven't seen those problems in the 64bit version. does it happen when you cross SOI borders? if so, you may be able to reduce the problem by slowing down the warp factor to x5 when you get near the SOI transition. you'd still get some inaccuracies, but at a much smaller extent.
mkunz2 eredeti hozzászólása:
there was a known bug/inaccuracy in the 32 bit version of the game. in the transistion from one SOI to another (for example kerbin SOI to sun SOI), you would often lose encounters that were previously shown. i think it had something to do with the accuracy of the old unity engines.

are you running the 64 bit version of the game? i haven't seen those problems in the 64bit version. does it happen when you cross SOI borders? if so, you may be able to reduce the problem by slowing down the warp factor to x5 when you get near the SOI transition. you'd still get some inaccuracies, but at a much smaller extent.
I have not experienced that inaccuracy in 64bit either...
Legutóbb szerkesztette: Zefnoly; 2016. máj. 29., 7:25
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15/5 megjegyzés mutatása
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Közzétéve: 2016. máj. 28., 12:17
Hozzászólások: 5