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Bug #1606

[Bug 0.22] Ground Contact Error at launch changed, causing launch clamp failures

Added by MOARdV over 10 years ago. Updated over 7 years ago.

Status:
Closed
Severity:
Low
Assignee:
-
Category:
Gameplay
Target version:
-
Start date:
10/22/2013
% Done:

100%

Version:
Platform:
Win32
Expansion:
Language:
English (US)
Mod Related:
No
Votes:
Arrow u r green
Arrow d r red

Description

What happens:
When using launch clamps, the ship is subjected to a severe force when transitioning to the launch pad. This force can cause launch clamp failures on ships that worked just fine in 0.21.x. In the debug log, there is a "Ground Contact! Error = xxxx" message. In 0.21, the error was 0.006m, which caused ships to wobble a tiny bit. In 0.22, the error is now 0.141m, and it can break launch clamps.

How to Reproduce:
  • Create a ship - I've used a Mk1-2 command pod, two Jumbo-64 tanks, and a Mainsail engine.
  • Attach two launch clamps towards the lower 1/3 of the bottom J64 tank.
  • Launch. Notice the ship is jarred pretty severely. Usually, a launch clamp fails, although even if it doesn't, at least one clamp will be vertically displaced.

Notes:
Clamps do not fail with smaller / lighter craft. Ship / clamp configurations that are stable in 0.21 can fail in 0.22. Fails consistently with some non-stock parts (for instance, KOSMOS URM L09 1.25m fuel tank). Can work-around by hacking the launch clamp to a much higher breaking force (I am using 1500 instead of the default 150) and strutting the ship to the launch clamps.

Can the joints be made unbreakable during the scene transition, and then switched to normal behavior after the ground contact corrections take place and the physics effects settle down?

Found on Win7 / Steam installation, verified on a clean install of KSP (no mods). Leaving priority at "Low", since I don't know what criteria apples for changing priority.

scrot_hagalaz_201410180101.png (826 KB) scrot_hagalaz_201410180101.png highly successful intergalactic spaceplane velusip, 10/18/2014 12:01 AM
3971

History

#1 Updated by Kerolyov over 10 years ago

  • Status changed from New to Confirmed
  • % Done changed from 0 to 10

I needed to repeat this with 3 jumbo tanks a few times to get the clamps to break and got the sam,e ground contact error in the debug log.

#2 Updated by MedievalNerd over 10 years ago

Kerolyov wrote:

I needed to repeat this with 3 jumbo tanks a few times to get the clamps to break and got the sam,e ground contact error in the debug log.

Not only can this cause to clamps to break, but they are physically misaligned too. Here are some screenshots that showcase the issue quite clearly.

[url=http://postimg.org/image/n84g8hdkh/full/][img]http://s8.postimg.org/im8c04s1h/Clamp_Alignment_Issue_Stock_022.png[/img][/url]

#3 Updated by GusTurbo over 10 years ago

This still occurs in .23.

#4 Updated by velusip over 9 years ago

3971

[dta demo]: ground contact! - error: -0.131m

Occurs when launching from VAB or SPH in version 0.25 even without launch clamps, 64-bit Linux build.

End up in situations like this: http://i.imgur.com/ie1rQCB.png

#5 Updated by Squelch over 8 years ago

  • Platform Win32 added
  • Platform deleted (Windows)

#6 Updated by TriggerAu over 7 years ago

  • Status changed from Confirmed to Needs Clarification
  • % Done changed from 10 to 0

#7 Updated by MOARdV over 7 years ago

This issue is still present. (From a log yesterday:)

[LOG 14:52:19.343] [AeroEquus]: ground contact! - error: 0.009m

I haven't noticed as large of an error lately as happened when I submitted this bug, but I also use Kerbal Joint Reinforcement for its physics easing at scene transition, so the issue is masked.

I don't know if there's additional steps Squad can take, or if this is now "good enough"

#8 Updated by TriggerAu over 7 years ago

  • Status changed from Needs Clarification to Confirmed
  • % Done changed from 0 to 10

#9 Updated by TriggerAu over 7 years ago

Will keep this one open for now and give it a more detailed review later

#10 Updated by sal_vager over 7 years ago

  • Status changed from Confirmed to Ready to Test
  • % Done changed from 10 to 80

This appears to no longer occur in 1.2

#11 Updated by MOARdV over 7 years ago

  • Status changed from Ready to Test to Resolved
  • % Done changed from 80 to 100

I concur. The error isn't visible, and the physics easing in 1.2 seems to mostly eliminate the jarring (I still have a FASA gantry / launch clamp that occasionally releases early, but there may be something else going on there).

#12 Updated by JPLRepo over 7 years ago

  • Status changed from Resolved to Closed

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