Open mmithril opened 6 years ago
I've seen this in at least 1.3.1 as well, i don't think its 1.4.x specific, dunno how long it has been around.
I thought it might have been that somehow the dV vector in the maneuver node was being converted to world coordinates, been edited for a few seconds while the "world rotated" and then being written back but I couldn't see where a bug like that might be happening. When I looked at the code the math seemed to be in the maneuver node coordinate basis which should be non-rotating from frame-to-frame, so IDK.
I wonder if it has something to do with the code changes to be able to merge/add two maneuver nodes together?
I re-read the code and I don't see how the stock code does not do the same thing.... I ll try to investigate it more in the coming days
Observation: when I click e.g. +0.1 fast, periapsis to Moho goes lower (as expected). When I click slow, it goes higher (wrong). It really looks like some time-dependent rounding / truncatation happens.
Dňa ut, 13. mar 2018 10:07 sarbian notifications@github.com napísal(a):
I re-read the code and I don't see how the stock code does not do the same thing.... I ll try to investigate it more in the coming days
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Could you test with Precise Node to see if it has the same problem ? If not then it may be some weird interaction with the EditableDouble
The only mods that do things differently is Better_Maneuvering and I do not understand why he does it... https://github.com/DMagic1/KSP_Better_Maneuvering/blob/master/Source/BetterManeuvering/ManeuverController.cs#L1055
So... all the mods exhibits the same problem. It seems there is an instability somewhere in the stock intercept code and I can't do much about it. At best I could make sure the update button do nothing when the value did not change... Other ideas ?
Ideas
Another observations:
Dňa ut, 13. mar 2018 20:25 sarbian notifications@github.com napísal(a):
So... all the mods exhibits the same problem. It seems there is an instability somewhere in the stock intercept code and I can't do much about it. At best I could make sure the update button do nothing when the value did not change... Other ideas ?
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I'm pretty certain that the problem is more trivially reproducible:
And MJ is saving the node with the same Vector3d and UT values that it read off the node.
This is likely just due to loss of precision due to the KSP ManeuverNode object using a Quaternion instead of a QuaternionD.
For the editor, if we try to stay in the Frenet frame and not round-trip through the Burn vector frame (which rotates with the inverse rotation of the universe) then we might at least be able to make the node editor idempotent.
So we don't round-trip through the Burn vector and keep everything in the frenet frame, so the errors are likely just from the loss of precision packing into and out of the Quaternion.
After upgrade to 1.4, Maneuver Node Editor does irreversible changes to the trajectory. Both CKAN version and latest DEV
Steps to reproduce:
Expected:
Actual:
Which logs should I provide?