Bug #26898
Extraneous part mass
100%
Description
Certain parts or part combinations have gained mass which isn't accounted for in the game.
Seems to affect low-mass, physics-enabled parts like grip pads, small robotic parts, and empty dumpling fuel tanks.
Also affects low-mass physics-less parts if they're attached to a robotic part.
Crafts using these parts have gained a significant amount of mass which isn't shown in the editor, nor accounted for in the delta-v calculations.
History
#1 Updated by tehmattguy almost 4 years ago
Edit:
I did more testing and it seems like the game raises the mass of low-mass parts to be at least 0.03t.
Empty dumpling tanks, empty oscar-B tanks, small grip pads, and small robotic parts apparently weigh 0.03t despite editor info.
#2 Updated by Anonymous almost 4 years ago
- File seesaw2.craft seesaw2.craft added
- Status changed from New to Confirmed
- % Done changed from 0 to 10
- Expansion Core Game added
Confirming with just core-game parts. Two (2) '10-kg' Z-200 batteries outweigh one (1) '50-kg' Z-1000 battery, when loaded in KSP version 1.11.0
Not all parts behave as if they have this 30-kg minimum mass, but many do.
#3 Updated by tehmattguy almost 4 years ago
- File Scale.craft Scale.craft added
#4 Updated by tehmattguy almost 4 years ago
- File screenshot21.png screenshot21.png added
- File screenshot22.png screenshot22.png added
- File screenshot23.png screenshot23.png added
- File test6.png test6.png added
Added more screenshots/ info to help clarify the 0.03t issue
#5 Updated by tehmattguy almost 4 years ago
- File deleted (
test4.png)
#6 Updated by Anonymous almost 4 years ago
Reported in this thread https://forum.kerbalspaceprogram.com/index.php?/topic/198851-111-part-mass-bug/&tab=comments#comment-3896452
where Stamp 20 points out the new line in Physics.cfg:
partRBMassMin = 0.03 // Minimum mass that a parts RigidBody can have - If this is too small then PhysX will not behave when it is dropped as a vessel, this is the default if minimumRBMass is not defined in the part cfg.
This observation inspires the obvious edit to 'Physics.cfg' partRBMassMin = 0.005
which solves the problem for me. (I tried a Module-Manager patch but it did not take effect on KSP startup.) The adjusted minimum mass was 5kg, to match the minimum mass of all parts that have their mass attached to their body (as opposed to the smallest parts, flagged PhysicsSignificance=1, for which KSP adds their mass to the parent part).
The obvious potential side-effect, based on the comment in physics.cfg, would be if parts with mass in the range 5kg to 30kg start behaving badly when dropped on the ground during EVA construction.
However, some mods have lighter parts that can be independent rigid bodies, specifically the GP-004 grip pad from Breaking Ground used in some examples posted above. So for games including these parts, a lower minimum
partRBMassMin = 0.002
New bug-report #26939 might have the same cause, but shows a different symptom in that the trajectory plotter sees a different center-of-mass than the physics engine.
#8 Updated by Well almost 4 years ago
[email protected] wrote:
However, some mods have lighter parts that can be independent rigid bodies, specifically the GP-004 grip pad from Breaking Ground used in some examples posted above. So for games including these parts, a lower minimum
[...]
My mod add 0.625 rocket parts to the game, so all my parts have a really small mass. In 1.11 with this mass added to all small parts, my mods is just broken, Rocket can't reach space anymore with a huge amount of False DeltaV showed. A lot of work broken with this update. Could be great to think about modders when you update things like that, Playing with KSP physics is never a good idea. I hope this could have a fix, i suggest the lower min mass possible to avoid any more problem, even if i think adding "virtual" mass to a parts wich is not defined to have this mass is not a good idea.
#9 Updated by victorr almost 4 years ago
- Status changed from Confirmed to Ready to Test
- Target version set to 1.11.1
- % Done changed from 10 to 80
We've made some changes in the latest version of the game and would like some feedback on this issue. Thanks.
#10 Updated by tehmattguy almost 4 years ago
- File screenshot0.png screenshot0.png added
- File screenshot1.png screenshot1.png added
victorr wrote:
We've made some changes in the latest version of the game and would like some feedback on this issue. Thanks.
Thanks for the update, from what I can tell reducing partRBMassMin to 0.002 fixed the mass issues for most physics-enabled parts. However I believe any physics-enabled part lighter than 0.002t will still be affected by the 0.002t minimum. For example the Tiny Nosecone, a physics-enabled part which should weigh 0.001t, still has an apparent weight of 0.002t.
Also, while testing for physics-less parts I found that attaching them directly to a robotic part seems to give them a minimum mass of 0.0065t. This mass isn't shown in the editor but is accounted for in-flight through the delta-v readouts. This effect is also present in version 1.10.1 so I don't know whether it's intentional or not.
#11 Updated by Technicalfool over 3 years ago
- Status changed from Ready to Test to Resolved
- % Done changed from 80 to 100
Should be resolved now. Please report if it isn't.