![]() The contracts only count a true hyperbolic orbit, even though the user can't see the difference between that and the elliptical-but-high, orbit. But sadly this doesn't seem to be the case. IMO, the contract should have been designed to use the same criteria the map view is using to show an escape (it should count if AP > SoI (good enough for escape under the 1-body simulation but not in reality) *OR* AP is negative (true escape (hyperbolic orbit) that would really work with N-body simulation). it's still an elliptical shaped orbit, but the Apoapsis is higher than the SoI) and not be a true escape trajectory that would work in the real world. What *looks* like an escape trajectory may be an artifact of the one-body simulation system the game uses (i.e. This is unfortunate because the user interface doesn't really distinguish the two cases so this can confuse a player. The contracts that ask for escape trajectories are looking for an actual hyperbolic orbit, not merely one with Ap > SOI. You just have to be on that trajectory! No need to fly far. Originally posted by RoofCat:You just need your Ap leave Kerbin SOI (twice as high as Minmus) which is roughly 1000m/s from LKO. an object that glitched through the ground that is now orbiting underneath the surface of the world in its hollow interior could have an apoapsis < 0 but still not be hyperbolic if that Apoapsis is between the body's center and its surface.) (*) - Technically because in the game the apoapsis is measured from the sea level surface of the body, instead of the true radius to the center of the body, your orbit is hyperbolic once (Apoapsis + body_radius) < 0, rather than just Apoapsis < 0 (i.e. The contract is merely running the math formula and looking for a negative number for apoapsis, so it will only be satisfied by condition (1). The contract won't be satisfied until you have condition (1), even though condition (2) *looks* like it would be enough when you look in the map view, and in practical terms of gameplay it's the same given that KSP will make your ship escape when you leave the SOI. (2) is kind of a "soft escape" where it wouldn't really escape in the real world, but it does in KSP.) ![]() They have alomst the same effect in the game (because with how it works. The game draws both of these with almost identical looking UI elements in the map view - you see your arc of predicted orbit leaving the body. (2) - Your orbit is elliptical and has an actual apoapsis, so it's not *really* an escape trajectory, but the apoapsis is still high enough that it's outside the sphere of influence of the current body. (1) - Your orbit is *really* an escape trajectory, meaning it has a hyperbolic shape and the apoapsis is a negative number (*) (which is the formula's way of telling you it's not an actual valid real distance measurement - i.e. There are two different conditions that look identical in the game UI: Originally posted by Derunik:I triggered the condition, used the right engine, and it still didn't complete.
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