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Feedback #3351

Launchpad Blows up Randomly on Before Launch

Added by EmpressKuroki over 10 years ago. Updated over 8 years ago.

Status:
Closed
Severity:
Normal
Assignee:
-
Category:
Physics
Target version:
-
Version:
Platform:
Any
Expansion:
Language:
English (US)
Mod Related:
No
Votes:
Arrow u r green
Arrow d r red

Description

With the new update sometimes if I place a new ship on the launchpad, it will blow up and have to be repaired. The launchpad will blow up with no provocation when I put the ship on the launchpad. I have had ships remain on the launchpad perfectly fine after the launchpad blew up. On hard mode early in the game this can ruin your entire game.

ARM Deorbit Mk I Launch NoClamps.craft (324 KB) ARM Deorbit Mk I Launch NoClamps.craft 3500t ship with no launch clamps Padishar, 10/12/2014 09:16 AM
ARM Deorbit Mk I Launch.craft (348 KB) ARM Deorbit Mk I Launch.craft Same ship with launch clamps Padishar, 10/12/2014 09:16 AM

History

#1 Updated by Squelch over 10 years ago

  • Tracker changed from Bug to Feedback
  • Status changed from New to Need More Info
  • Severity changed from High to Normal
  • Platform Any added
  • Platform deleted (Win64)

The explosion is caused by the vessel dropping onto the pad as the physics loads. This is a feature of the new destructible buildings, and the use of launch clamps or making stiffer ships should prevent it.

This is not a bug, so I have changed it to feedback.

#2 Updated by Padishar over 10 years ago

I, personally, would call this a bug. It is not an intended feature of the game and is caused by the long standing problem of the significant lurch when physics starts up for the vessel.

This video https://www.youtube.com/watch?v=A_YqipllP3A shows a 3500t ship being "launched". This was built in version 0.23.5 and originally had launch clamps supporting it. With launch clamps the pad does not get destroyed.

If Kerbal Joint Reinforcement is installed which includes code that eases the startup of the physics (even if the enhanced part joint strength is disabled) then this craft loads and sits directly on the launch pad just fine.

This problem also occurs with large planes on the runway where it isn't very practical to suspend the ship from launch clamps.

It looks like it is time for a KJR style physics start easing to be added to stock KSP.

#3 Updated by EmpressKuroki over 10 years ago

As a note I have had this happen with clamps, I think if the ship is too close/in the ground when launched in the VAB. Also without any easy way of knowing the total weight(without mods) it becomes very difficult to tell what will and will not blow up, so if its truely intended you need to add a total weight indicator in VAB/SPH before its implimented, which should be added anyhow.

#4 Updated by Squelch over 10 years ago

The explosion happens as a consequence of the vessel hitting the launchpad or runway as the physics engine loads up. The explosion itself is an intended feature of the new destructible buildings, but it is being unintentionally caused by the physics "lurch".

The "lurch" has been present for quite some time, and I understand to be a product of floating point rounding errors between the vessel and the reference body (Kerbin) or even the sudden onset of acceleration due to gravity. As Padishar rightly points out, this can be mitigated with addons that either suppress the initial damage, or make the vessel very stiff.

The exact mass that causes the explosions is proportional to the stiffness and distance of the craft from the pad or runway, and can be invoked with a few simple parts that are large enough and have enough unsecured mass. Conversely, adding more parts to make the structure stiffer can prevent it.

This feedback will be forwarded to the developers as it does affect gameplay especially during a career.

#5 Updated by Squelch over 10 years ago

Incorrect post. Please ignore

#6 Updated by Squelch about 10 years ago

0.90 has brought many changes, and has possibly fixed some of the issues that cause this behaviour.

Feedback on whether unplanned explosions are still happening in 0.90 are welcome.

#7 Updated by bewing over 8 years ago

  • Status changed from Need More Info to Resolved
  • % Done changed from 0 to 100

Seems to be resolved in 1.1.2. The last remaining issue that seemed to cause this was retracting extended landing legs on the pad.

#8 Updated by TriggerAu over 8 years ago

  • Status changed from Resolved to Closed

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