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Post by shiolle on Jul 3, 2018 20:47:43 GMT
Thank you for the wonderful update. I'm not sure if this issue is recent or if it existed previously as well, but there is something very strange going on with delta-V calculation for combustion rockets:
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Post by bigbombr on Jul 4, 2018 6:49:24 GMT
Thank you for the wonderful update. I'm not sure if this issue is recent or if it existed previously as well, but there is something very strange going on with delta-V calculation for combustion rockets: This isn't new, and it should indeed be fairly easy to fix.
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Post by Enderminion on Jul 4, 2018 15:24:26 GMT
the game doesn't check weather or not you have all the propellants, just how much
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Post by AdmiralObvious on Jul 5, 2018 7:07:12 GMT
The DV is shown assuming that you WILL use the propellant, even if it's not loaded onto the ship with the right stochiometric ratio.
I think this is the case because we can refuel our ships on the fly if we use tankers.
So, I can fill up full of O2, but half of the methane to keep the rocket going, and later on, fill up again with Methane once it's run out.
One way or another the DV will be wrong, but it gives you the "bare minimum" estimate at the mass you are currently at.
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Post by shiolle on Jul 10, 2018 14:25:51 GMT
Sorry if my original post sounded like it was a superficial issue when in fact, I believe, this bug allows you to plan and execute maneuvers in the game that should not be possible. This delta-v calculation is also used during scenarios for strategic maneuvers. Here are the steps of my test: - I was able to make a missile with 8 kg of O2 but only 1 kg of methane. It's engine's stochiometric ratio was 1:3.99. The editor showed my delta-v at 2.26 km/s.
- I've placed launchers for that missile onto a ship and loaded it in sandbox.
- I launched a group of missiles and planned a 2.1 km/s maneuver. The missiles executed the maneuver just fine. There was delta-v left on the missiles after this maneuver.
- If you zoom in on the missile fleet after this or the missiles enter combat, the game immediately recognizes they have no delta-v left and disables them (even though it showed delta-v remaining in the strategic view).
You may think that's not too bad since the game correctly adjusts remaining delta-v after the ship enters combat and disables the missiles, however you can build a regular ship specifically to expoit this bug. Now, I would like to address some specific points by AdmiralObvious and Enderminion . First in the example in the first post, you can't use the oxygen because there are no tanks for methane on board the vessel at all. So, no matter how many tankers you have in your fleet, there is nothing for them to refuel. Second, including potential refueling into delta-v calculation doesn't make any sense either. If you do, every ship has infinite delta-v, since there is no limit to how many times it can be refueled. Third, it doesn't give me the bare minimum value because of the reason described above. It also doesn't check how much propellants I have; it only checks the maximum delta-v I could have if I added the appropriate amount of the other type of propellant. I've first discovered the problem when I had both fuel and oxidizer tanks on my missile and I've noticed that adding or removing one type of tanks does not change the delta-v calculation. There is no warning that you've got the amount of tanks wrong for the stochiometric ratio of your engine, so it's relatively easy to do accidentally.
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Post by AtomHeartDragon on Jul 10, 2018 17:11:26 GMT
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