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Bug #4101

Disarm grabber causes acceleration detection and craft wobble

Added by boolybooly almost 10 years ago. Updated over 8 years ago.

Status:
Closed
Severity:
Normal
Assignee:
-
Category:
Physics
Target version:
-
Start date:
02/18/2015
% Done:

100%

Version:
Platform:
Win32
Expansion:
Language:
English (US)
Mod Related:
No
Votes:
Arrow u r green
Arrow d r red

Description

In this case the grabber had been telescoped using the assembly widgit into the body of the craft, actually there were multiple parts overlapping in the same place. Including Steadler Advanced Inline Stabilizer, Z-200 small circular battery, OKTO-2 satellite pod all crammed into the nose of a Mk2 1.25m Adapter. I include the craft file "Fuelplane.craft".

The behaviour was apparent after launch to orbit, arming grab and grabbing another craft (with 5 Kerbal pods and a satellite pod on it but no kerbals), transferring fuel, separating again and disarming the grab, applying thrust to move away from the target craft, closing down the game, opening the game later, switching to the target craft and performing a maneuver and then switching to the Fuelplane in map view. I dont know how much of that is absolutely necessary, all I know is that it didn't have a problem prior to using the grab.

The problem manifests as a visible constant judder some of the time with the craft vibrating when the grab is disarmed, there is a noticeable stickyness about arming / disarming, also an inability to engaged timewarp much of the time when disarmed but not if you catch it mid judder, also an inability to return to the Space Center due to acceleration detection.

If the grab is armed all the acceleration / collision problems cease possibly due to the changed geometry of the part.

Fuelplane.craft (80.7 KB) Fuelplane.craft boolybooly, 02/18/2015 07:28 AM
persistent.sfs (1010 KB) persistent.sfs boolybooly, 02/18/2015 07:44 AM

History

#1 Updated by boolybooly almost 10 years ago

I should probably add the persistent file so you can check it.

To replicate - look for Fuelplane in the tracking station, fly it, disarm the grabber, go back to Space Center and then tracking station again, fly Fuelplane again and it should now show judder and acceleration detection issues will be apparent.

#2 Updated by Neutrality almost 10 years ago

Another confirmation that this happens- I had a save from 0.25.0 with some ships attached to a pair of asteroids, and upon loading the game in 0.90.0, they wobble and break apart. This happens whether I simply load the world and do nothing, release the claws, do various time warps, or a combination of those. They had a bunch of struts, though I switched over to a bigger craft with lots of struts and that one seemed to not wobble (though there were no docking ports or asteroid grabbers).

I also had a similar problem with docking ports- my ships from 0.25.0 would gain random accelerations when connected with docking ports.

#3 Updated by Squelch over 9 years ago

  • Platform Win32 added
  • Platform deleted (Windows)

#4 Updated by TriggerAu over 8 years ago

  • Status changed from New to Needs Clarification

#5 Updated by TriggerAu over 8 years ago

  • Status changed from Needs Clarification to Closed
  • % Done changed from 0 to 100

Closing this report out for now. If you find it is still occuring in the latest version of KSP please open a new report (and this one can be linked to it.) For best results, the wiki contains really useful info for when creating a report http://bugs.kerbalspaceprogram.com/projects/ksp/wiki.

You can also ask questions about the bug cleanup in the forum here: http://forum.kerbalspaceprogram.com/index.php?/topic/143980-time-to-clean-up-the-bug-tracker/ and tag @TriggerAu to get my attention

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