Project

General

Profile

Bug #28315

Maneuver alarm switches to wrong vessel

Added by DiomedesDK over 3 years ago. Updated over 3 years ago.

Status:
New
Severity:
Low
Assignee:
-
Category:
UI
Target version:
-
Start date:
07/18/2021
% 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

When i create a maneuver alarm for my vessel (DORV-2 Moon Dolphin 3), go to another vessel, tracking station etc, press the alarm clock and select the alarm for DORV-2 Moon Dolphin 3, press "Switch To", the game takes me to the viewpoint of another vessel (DORV-2 Moon Dolphin 2) which has no manueuvers). The bug could maybe be related to the likeliness of the vessels' names, but is however still a bug.

I play the 1.12.1 steam version.

I have uploaded a video with the issue on reddit

https://www.reddit.com/r/KerbalAcademy/comments/omp90z/i_have_experienced_a_new_bug_with_the_maneuver/

quicksave #740.zip (987 KB) quicksave #740.zip DiomedesDK, 07/19/2021 07:22 PM
quicksave #740.loadmeta (399 Bytes) quicksave #740.loadmeta DiomedesDK, 07/19/2021 07:22 PM
screenshot67.png (1.5 MB) screenshot67.png Anth12, 07/19/2021 08:15 PM
58368

History

#1 Updated by Anth12 over 3 years ago

Might be similar to #28207

If both DORV-2 Moon Dolphin 3 and DORV-2 Moon Dolphin 2 share the same persistent ID that might be the issue.

Do you have a quick save from the video?

#2 Updated by DiomedesDK over 3 years ago

How would my two crafts get the same Persistent ID? They have been launched on two seperate occassions.

I am trying to upload the safefile, but get an error every time i try to upload it here. The file is <20mb

#3 Updated by Anth12 over 3 years ago

Zip the file. that will cut it down quite a bit

#5 Updated by Anth12 over 3 years ago

awesome! Ok lets see if its happening as I suspect it is

#6 Updated by Anth12 over 3 years ago

58368

Confirmed.

QA Manager: This might be more about that each craft should have a different Persistent ID than it being a problem with the Alarm

#7 Updated by DiomedesDK over 3 years ago

Ah yeah i see!! Thank you for the awesome help both here, and last week with the saving problems i encountered. How do i make sure that the persistent ID's wont be similar? Is it a game bug or something that i do wrong?

#8 Updated by serdan over 3 years ago

Anth12 wrote:

Confirmed.

QA Manager: This might be more about that each craft should have a different Persistent ID than it being a problem with the Alarm

I just set my version to 1.5.1 through Steam and I'm getting the same behavior w.r.t. persistent ids. The same ids are also saved to the craft file (which is presumably how vessels launched at different times get the same id). I don't know what the persistent id is for, but it does not seem like it was ever intended to be unique per vessel. Vessels do have a separate "pid" which seems to be unique (they are valid UUID's anyhow).

Am I missing something?

#9 Updated by Anth12 over 3 years ago

I don't see the point in a persistent ID for a craft if its not unique when its in "Flight"

#10 Updated by serdan over 3 years ago

Anth12 wrote:

I don't see the point in a persistent ID for a craft if its not unique when its in "Flight"

The "pid" field is unique. I don't know what the "persistentId" field is for, but its presence in craft files would suggest that it's not a unique identifier for vessel instances.

#11 Updated by Anth12 over 3 years ago

Interesting. A persistent file I have from 1.3.1 has no persistent ID at all. but the pid is definitely there

#12 Updated by Anth12 over 3 years ago

And a craft file from 1.2.2 which has no persistent ID at all compared to the current version

#13 Updated by Anth12 over 3 years ago

Looks like persistent ID started being a thing in 1.4

#14 Updated by serdan over 3 years ago

Related bugs:
  • Can't switch
  • Can't edit
  • Linked vessel is changed to current on edit
  • Time left for maneuver alarms changes to current on edit
  • SOI changes to current on edit

There are probably other variations on this, but it's all to do with the Alarm Clock not being able distinguish between related vessels, as well as the AOORE problem reported by Anth12.

#15 Updated by Deepspeed over 3 years ago

I have issues with this when I launch 2 identical vessels, especially if they have the same name at launch.

I use the same types of space planes, and have several nearly-identical probes going to other planets and the alarm menu's "switch to" button doesn't work well for them, often dropping me into the wrong craft.

#16 Updated by serdan over 3 years ago

Deepspeed wrote:

I have issues with this when I launch 2 identical vessels, especially if they have the same name at launch.

I use the same types of space planes, and have several nearly-identical probes going to other planets and the alarm menu's "switch to" button doesn't work well for them, often dropping me into the wrong craft.

The name is irrelevant. I describe the problem in the link below and what you can do to fix it.
https://forum.kerbalspaceprogram.com/index.php?/topic/203958-alarm-clock-is-broken-and-impacted-saves-cant-be-fixed-programmatically/

Also available in: Atom PDF