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Bug #18126

Structural Tubes don't shield objects inside of them

Added by maculator over 6 years ago. Updated almost 6 years ago.

Status:
Investigating
Severity:
Low
Assignee:
-
Category:
Physics
Target version:
-
Start date:
03/19/2018
% Done:

20%

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

Description

For example: it stil ripps off your antenas when you put them inside a tube with closed nodes.

Test.craft (21.6 KB) Test.craft [email protected] jclovis3, 03/28/2018 08:47 AM

Related issues

Has duplicate Kerbal Space Program - Bug #19093: DLC Structural Tubes do not occlude drag of internal partsDuplicate05/28/2018

History

#2 Updated by diomedea over 6 years ago

  • Status changed from New to Duplicate
  • % Done changed from 0 to 100

#5 Updated by Squelch over 6 years ago

  • Status changed from Duplicate to Investigating
  • % Done changed from 100 to 20

#6 Updated by jclovis3 over 6 years ago

Can you provide craft files or photos to look at? I just tested Mk3 Cargo Bay CRG-25 with open antennae and solar panels. My ship is attached. I was very careful to ensure both the top and bottom of the Cargo Bay were completely sealed off, and not leaving a gap between parts. You might need to check that in your own ship, or specify which parts you are using, but the craft file would be most helpful.

#7 Updated by diomedea over 6 years ago

  • Has duplicate Bug #19093: DLC Structural Tubes do not occlude drag of internal parts added

#8 Updated by Anonymous over 6 years ago

The old 'structural fuselage' behaved the same way. There is a patch for those who want such parts to shield their contents
https://forum.kerbalspaceprogram.com/index.php?/topic/139980-130-community-database-of-module-manager-patches-for-stock-ksp/&do=findComment&comment=3384236
That patch applies the cargo-bay code to the structural fuselage, and other hollow-looking parts.

#9 Updated by Anonymous about 6 years ago

I added patches for EnginePlates and StructuralTubes to the forum thread linked above.

#10 Updated by blowfish almost 6 years ago

This may not have always been the case, but it appears that ModuleCargoBay expects there to be an animation module (or some other scalar module) controlling its state. I was able to work around this on some mod parts by adding a dummy ModuleColorChanger that doesn't actually do anything but fulfills the requirement. It would be ideal if the stock module supported this though.

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