Bug #393
Collision at almost zero speeds causing instant explosions (video included)
100%
Description
I THINK this is a physics issue however Im not certain (hell what do I know). Sorry if I classified this incorrectly.
What happens:
Parts that touch each other (kerbals included) can spontaneously explode. (Says they collide)
How to reproduce:
Create a craft with a pod and a docking port plugged into a rocomax 64 fueltank. Uncouple the port. Instantly explodes.
Touch parts with other parts or kerbals at little to no speed and the thing touching the uncontrolled part will explode.
Notes:
This thread involves my issue; http://forum.kerbalspaceprogram.com/showthread.php/44069-Exploding-parts
Video I made; http://www.youtube.com/watch?v=Sy-W7Fom4nA
Output logs; http://rapidshare.com/files/734314744/output%20files.rar
Workaround; debug hack to disable crash damage
Version: seems to go back as far as 17.0 (at least)
I think its something on my computer but Sal_vager said its likely a bug and to create this bug report.
Just updated my gfx card drivers and the problem persists so /shrug
History
#1 Updated by Anonymous over 11 years ago
- Severity changed from High to Low
This does not seem like a high priority bug, but is a bug nonetheless
#2 Updated by Xellith over 11 years ago
Appologies for setting it as the incorrect priority. Not entirely certain what constitutes high/low etc. Anyhow - the problem persists into 0.19. Figured that was relevant.
#3 Updated by sal_vager over 11 years ago
- Status changed from New to Confirmed
- % Done changed from 0 to 10
- Platform Windows added
I have seen this also in the Linux release, on Ubuntu 12.10
This is a physics issue with parts of large mass differences, the mass of the Jumbo-64 is being taken into account when a part collides with it, even when stationary.
The greater the difference in relative mass, the more likely the smaller part will be destroyed.
This requires a rewrite of the physics code to fix.
#4 Updated by sr about 11 years ago
- Platform Any added
- Platform deleted (
Windows)
I've tried reproducing this issue under 0.22, and so far I'm failing. Could you please check if it is still happening in 0.22, or if it may have been ninja-fixed?
#5 Updated by Anonymous about 11 years ago
Not exactly ninja-fixed, per version history, but not exactly announced loudly either:
http://wiki.kerbalspaceprogram.com/wiki/Version_History#v0.20.1- Tweaked the logic for part-to-part collisions. Things should be much less likely to explode on contact.
#6 Updated by Xellith about 11 years ago
I just threw my kerbals at some parts for about 15 mins. So far Jeb is still alive. :)
#7 Updated by sr about 11 years ago
- Status changed from Confirmed to Closed
- % Done changed from 10 to 100
Closing the issue, assuming fixed. Thanks for re-checking :)