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Bug #27171

Parts forgets their original zero position when reloading scene

Added by [email protected] about 1 month ago. Updated 13 days ago.

Status:
New
Severity:
Low
Assignee:
-
Category:
Physics
Target version:
-
Start date:
01/29/2021
% Done:

0%

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

Description

Leaving vessel saves its current position as zero position on all parts, so if there is any pressure on vessel it gets modified over time according how many times you reload scene.

This is most noticeable on robotic parts but i do further investigation on other structucal parts.

Screenshot (9).png (1.91 MB) Screenshot (9).png Launche vehicle [email protected], 01/29/2021 03:15 PM
Screenshot (10).png (1.87 MB) Screenshot (10).png Leave to space center and come back [email protected], 01/29/2021 03:15 PM
Screenshot (11).png (1.92 MB) Screenshot (11).png Do same 2nd time [email protected], 01/29/2021 03:15 PM
Screenshot (19).png (1.8 MB) Screenshot (19).png Launch vehicle almost pointing vertical [email protected], 01/29/2021 03:39 PM
Screenshot (26).png (1.73 MB) Screenshot (26).png 7 reloads later robotic arm points 5 degree downwards. [email protected], 01/29/2021 03:39 PM
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History

#1 Updated by [email protected] about 1 month ago

This seems to be robotics parts only problem, its current spring state is saved as zero point.

#2 Updated by [email protected] about 1 month ago

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Made some smaller robotic arm with very small weight to confirm this.
I have control point at end of fuel tank, which robotic arm loads.
After 7 times reloading scene robotic arm has changed about 5 degrees under 1 tonne weight. Imagine what this does on mining bases which you constantly refresh.

#3 Updated by [email protected] about 1 month ago

This is probably what causes robotic krakens on reload. when left robotic part under pressure, next time you reload scene that pressure is fully released on that direction.
Fix this and you get 2 things fixed same time :)

#4 Updated by dok_377 about 1 month ago

Probably ain't going to happed any time soon. This bug is ancient, it was in the parts from the very beginning. The fix would require heavy code rewriting, since it was coded as is from the start. The system itself is fundamentally flawed.

https://bugs.kerbalspaceprogram.com/issues/22928

#5 Updated by [email protected] 27 days ago

I think these microphysics bugs should need be fixed before adding any new content over it. Some values on game seems weird too which causes krakens. Like every part is shaking on their own, even without input. Which means that more of parts you put together, bigger their magical shake forces will be and they starts kraking. There should be some tolerance to avoid rattling coordinates to affect real physics on game.

#6 Updated by Anth12 19 days ago

They are aware of this bug.

#7 Updated by [email protected] 13 days ago

Anth12 wrote:

They are aware of this bug.

Any plans of fixing or ideas how to fix?

#8 Updated by Anth12 13 days ago

I think they want to fix it, not sure what they are doing to attempt to fix it though.

EJ_SA has been having constant issues with this on twitch, and at least one KSP developer is regularly watching him

Also it appears that more people are now complaining about it as time passes

#9 Updated by Dunbaratu 13 days ago

My biggest frustration with this is not merely that they forget their position when going on and off rails, but that they forget the fact that they were locked and they forget the motor was engaged. So not only do they load in in the wrong position, they load in with the bits of the vessel attached to hinges just flopping around loosely.

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