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Bug #2789

Launching a craft without a control source via launchpad may break UI.

Added by a.g. almost 10 years ago. Updated almost 8 years ago.

Status:
Closed
Severity:
Low
Assignee:
-
Category:
Controls and UI
Target version:
-
Start date:
07/18/2014
% Done:

100%

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

Description

To reproduce:

  1. Save a craft without a control source, like a single fuel tank.
  2. Click on the launch pad, select it and click launch. It will complain about the lack of control source.
  3. Move the mouse over the VAB so that it highlights.
  4. Click Launch Anyway.

The effect of that is that the game enters both flight and VAB, producing a stream of NullReferenceExceptions and breaking the UI so it's impossible to quit except by Alt-F4:

http://i.imgur.com/U25Dnua.jpg

If the mouse is moved to the button without highlighting VAB, everything works normally. This was reproduced on the 32-bit linux version.

History

#1 Updated by Kerolyov almost 10 years ago

Looks like this issue is confined to Linux as a quick test on Win 32 bit didn't replicate this one

#2 Updated by a.g. almost 10 years ago

Could be. The linux Unity version has some issues where input isn't properly captured. For instance, various edit boxes don't prevent the same keystrokes from also triggering various hotkeys. Possibly here the click on the button is also being handled by the background view to mean a click on the VAB.

#3 Updated by MrZephil almost 10 years ago

The problem is also present on Windows 64 bit, because it just happened to me now.

http://imgur.com/fHks4aP
http://imgur.com/QOEoUCO

I have triggered the bug very similarly :

1.Got out of the Hangar after saving a manned plane
2.Clicked on the LaunchPad, and chose a vessel
3 Got rid of the crew and launched the vessel despite the warning message.
4.Got back in the VAB with the launchpad in it.

#4 Updated by AndrewHansen over 9 years ago

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

This bug has been confirmed with pictures by four different people so far, from this page and a forum thread together. It occurs on all platforms. If I knew how, I would change the Platform to "All," the version to 0.24.2, and the priority to High. This is a game-breaking bug - the only thing you can do when it happens is force-quit the game, so I believe it deserves High priority.

#5 Updated by vexx32 over 9 years ago

  • Platform Any added
  • Platform deleted (Linux)

Affects all OSs.

#6 Updated by AlonzoTG over 9 years ago

I would like to request a priority bump for this because there is a valid, if obnoxious, use case. I built a zeppelin (using plugin) with a science lab at SPC. Ok, but I couldn't figure out how to give it enough dv to get out of Kerbin, I want it on one of the several stock or plugin planets out there. So I need to get a booster section under it.

As luck would have it, I have a 100 ton capable ascent stage that I've used over 200 times. So instead of putting a normal payload on it, I simply slap an aftermarket SAS wheel and one of those super-fragile Clamp-o-trons Sr's on it. Now all I need to do is set the zeppelin for neutral bouyancy, and let mechjeb dock it to the stack on the pad. (I've done this before, it works!!!!, omitting a few details.) Now if I try to launch at anything more than 10cm/sec^2 the rig will break in all of ten different places simultaneously... But it is possible, with the help of several hundred veernors, to get the mofo into orbit with a 99% fuel load in the Zeppelin.

#7 Updated by Squelch almost 9 years ago

  • Status changed from Confirmed to Resolved
  • % Done changed from 10 to 100

Work done on the inputlocks and UI logic in the interim releses have now fixed this issue.

#8 Updated by TriggerAu almost 8 years ago

  • Status changed from Resolved to Closed

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