#Manouvrer node doesn't work
10 messages · Page 1 of 1 (latest)
I've been having lots of issues working with maneuver nodes as well. Same as what you describe. I really can't figure out what's going on. I played a lot of KSP1 and maneuvers feel VERY disjointed right now. I hope they get them fixed soon.
I saw a bug on the forums. Apparently the timer is starting at the node like the first game and you have to manually time it like we used to. Haven’t tested it myself yet
I also miss having the delta v remaining callout like the first game
Those green marks are lights for a countdown, "3, 2, 1, GO" Start when it reaches 0 seconds, and end when your AP/PE or whatever you are aiming for is where you desire it to be. Don't trust the maneuver planner after you start your burn, and when you are done with your burn delete the maneuver node and things should look correct.
the planner seems to update in a weird way and I'll often have a circularization orbit that was planned and executed correctly will show me launching to some point outside kerbin orbit when I'm done. Delete the node and it all looks like a normal circular orbit again
When you put a node in you will get an audio que that sounds like comms chatter, hit burn when you hear that and it does split the burn 50/50 either side of the node.
It seems to be the burn indicator box just doesn't display right...
BUT...
- Dont warp if the burn is more than about 20 secs or auto warp takes you straight past it.
- The burn still doesn't come out right most of the time anyway! (but it's better) I'm guessing it's cos the Av calcs and crossfeed rules are all squiffy which is why it still doesn't work out though?
Yeah, I've been having a ton of trouble figuring them out since they seem to put me on completely incorrect courses, contrary to what the original planned showed.
I think the problems are also compounded by the fuel flow issues. This is changing mass ratios during the burns and as well as how much fuel there is to burn in a stage during a multistage burn.
Intercept will need to isolate some of the variables before they can get to the bottom of this is my bet.
In my experience, the planner works fine once you know the buggy intricasies. There's a bug where going in and out of map view resets the timer, which can throw off your burn, which may be what's happening here. But, if you stay in one screen, start burn a second after the timer hits 0 (look at map view and where the red line starts in relation to the timer), and remain completely loyal to the maneuver navball target and follow the plan exactly, it should result in an identical or near-identical trajectory as to what was planned. KSP2 doesn't use instant impulses like how KSP1 did, which should make these much more accurate. One of the best gameplay improvements made between the two games imo, even if the maneuver planner has a lot of qol issues right now