The routine that actually glues an edit to an existing perimeter does not use the same offset as the breadcrumb trail that is shown during the physical mapping.
One of them is based on the center of the core, the other is based on the antenna. Or perhaps one is based on one antenna, and the other is based on the other. Whichever.
Edit an existing perimeter. In my case, generally adding to an area, not a “complex edit”.
The result will be offset.
In this example, I’d given the original perimeter a large buffer around an object. I attempted to reduce that buffer to a shorter distance. I started the rover within the area, transited into unmapped area, returned to within the area, and ended the edit. The result is the correct path, but offset.
Thanks for the additional details and examples. I’ve discussed this with the relevant team, and their initial suggestion is to try Correct Map Drift and then see whether the offset still occurs when editing the perimeter.
That said, it’s completely up to you whether you’d like to try this step. If you do, please let us know whether the issue still happens afterward, and we can continue looking into it from there.
I bisected the perimeter at the red arrow location and overlapped the adjacent area, driving in a straight line, taking care to only intersect the existing perimeter exactly twice at a steep angle.
The start of the resulting polygon segment is offset to the right.
It gets to the point where you’re making two edits to fix every edit, and it just gets worse and worse. You cannot even remove a section of an area, to fix the spike in the perimeter in that area. All it does is make two more spikes.
Thanks for sharing all the details. I’ve passed this along to our team for further review, and I’ll keep you updated as soon as I have any new information.