v0.9.2 alt:radar returns altitude when "too high"
JoCRaM opened this issue · comments
I too preferred the old behavior. At least with returning an invalid number like -1, you were aware that the radar altitude was lying to you and you knew not to rely on it. Right now you can't tell the difference between "alt:radar and altitude are the same number because I'm too high" versus "alt:radar and altitude are the same number because the terrain I'm over is at sea level."
they're not even at the same level, because your ship has moved.
wasted a good bit of time tying to work out why my lander wasn't 1000 metres above the ground at periapsis...
@BiZZKeryear You might want an alt:radar:raw. Have fun dealing with -1 and alt:radar > altitude (over water).
I don't fancy spending my limited cycle budget on these ...
"None" would seem to follow the conventions used elsewhere, but if for some bizarre reason we want this to lie then I'd say "max_radar_alt" would be the best value. but it should report the sea-bed, just like the dial does in the cockpit view - how else can you aim for a splashdown?
Aiming for a splashdown? Use the geocoordinates of the place you want to reach, not the fact that you are right now over water ... unless you restrict yourself to coming to a full stop (in regard to the surface) right here where your radar readings imply there is liquid below you.
Where in the user interface are geocoordinates shown? regardless, the KSP I'm playing limits me to information that doesn't require omniscience.
My strattegy was to have been if I've been over 50m of water for "long enough" then to aim for this spot on the next orbit. My new strategy is indeed to kill surface speed once I'm over deep enough water.