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Bug #10092

[1.1.3] - (modded KSP) - Physics kick-in problems with sea "based" ship

Added by Linkdeous over 7 years ago. Updated over 7 years ago.

Status:
Confirmed
Severity:
Normal
Assignee:
-
Category:
Physics
Target version:
-
Start date:
07/07/2016
% Done:

10%

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

Description

Hi, i'm Linkdeous, i have a problem since KSP 1.0.3 (If i remember well)

The problem is , when using a tall ship, even somme little one, when leaving them in the water (exemple : a basic boat)
when re-entering in the physics range with a plane, the boat just get propulsed something like 500 meters up in the air...
When using the "ù" button (My button to switch vessel) or when ,after click on "switch to", or "fly" in the space center, the WHOLE kerbin/ship disspear, ... no more planets, no more boat, nothing, just the space, the altitude meters show only 500 meters tough .... really strange isn't it ? So, to be short, the problem from KSP 1.0.5 / 1.0.3 with the physics range is still alive ... Does there is a way to "safely" put a ship on land , or at least something that can prevent my ship to be ejected 500 meters high in the sky ? Thanks you very much ^^

Screenshot_9.png (529 KB) Screenshot_9.png after kicked Linkdeous, 07/07/2016 02:08 PM
Screenshot_8.png (821 KB) Screenshot_8.png Kicked by physics Linkdeous, 07/07/2016 02:08 PM
Screenshot_11.png (421 KB) Screenshot_11.png Everything is ... deleted ... ? Linkdeous, 07/07/2016 02:08 PM
Screenshot_10.png (385 KB) Screenshot_10.png When "fly" with space center Linkdeous, 07/07/2016 02:08 PM
KSP 113 savegame PHYS KICKER.zip (14.4 KB) KSP 113 savegame PHYS KICKER.zip Save game SpannerMonkey, 07/22/2016 02:31 AM
sysinfo.zip (3.09 KB) sysinfo.zip SYS inf txt for ref SpannerMonkey, 07/22/2016 02:35 AM
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History

#1 Updated by Azimech over 7 years ago

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

Confirmed with stock as well. Also, first contact with water when landing a vessel can create violent jolts which create massive RUD's, which is new.

#2 Updated by SpannerMonkey over 7 years ago

Confirmed here also, seems to be triggered by or related to vessels mass,lighter vessels ( 100's of tonnes) suffer the effect far less than heavier ones, the effect can still occur but with less savagery and frequency than that encountered when using vessels of several thousand tonnes

#3 Updated by TriggerAu over 7 years ago

  • Severity changed from High to Normal

#4 Updated by Claw over 7 years ago

If you can attach a save with just this ship in it (i.e. delete all the other vessels), that would let me look at the save file structure and see if there's something unusual in there.

#5 Updated by SpannerMonkey over 7 years ago

@Claw will do that, If i create a new install with just the stock parts and The Large Boat Parts Pack (90% of the hulls in that pack suffer from the effect) and either hyper edit. Vessel mover,or kerbal constructs( in order to move vessel to water, Will that work for you?

#6 Updated by SpannerMonkey over 7 years ago

See attached save game, ship launched and suffering physics kick issues, start game from KSC view select vessel and observe

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