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Bug #5097

Spontaneous disassembly or gravity breakage on non-physical warp or ship switch after using claw

Added by ringerc over 9 years ago. Updated over 8 years ago.

Status:
Closed
Severity:
Low
Assignee:
-
Category:
Physics
Target version:
-
Start date:
06/01/2015
% Done:

100%

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

Description

The Claw easily breaks physics, causing ships to spontaneously disassemble and/or lose their gravitational frame of reference. This occurs in a 100% stock game.

This happens when attached to asteroids or other ships. I first triggered it with a space station that had claws.

It happens when the claw-bearing ship is in focus at the moment of attachment.

Focusing an existing ship that's attached with a Claw is enough to trigger this, it doesn't have to be newly docked to trigger the issue.

Once it happens, all use of non-physical time warp on any ship (with or without claw, near or far from a clawed ship) will either cause the in-focus ship to explode under structural stress, or will cause it and other objects in the active simulation space to detach from its affecting sphere of influence and accelerate anomalously.

After entering time warp once, if time warp is stopped, entering warp again is blocked with "Cannot warp faster than 1x while the ship is under acceleration", even though it isn't.

Time warp in the space center doesn't cause a ship to explode. Only time warp when the ship is focused does.

Physics warp is not affected.

I'm trying to reproduce this from a new sandbox game. I generally find that engaging timewarp near or focused on one or more ships docked to an asteroid triggers it, among other cases.

(Observed with 1.0.2 KSP.x86_64 on Fedora 21, but doesn't seem likely to be platform specific and matches numerous forum reports).

History

#1 Updated by ringerc over 9 years ago

Note that it's a laptop with Intel onboard graphics, a Intel(R) Core(TM) i7-2640M CPU @ 2.80GHz . It's not especially fast running KSP, which may be relevant.

Quitting KSP and relaunching it then loading the save again usually works, even though nothing changed.

#2 Updated by ringerc over 9 years ago

To my incredible frustration I can't seem to reproduce this with the saves that were doing it quite reliably before.

I'll follow up when I can trigger it again and try to provide debug logs if any, saves, etc.

#3 Updated by sal_vager about 9 years ago

  • Status changed from New to Resolved
  • % Done changed from 0 to 100

The issues with the claw were fixed in build 1028.

#4 Updated by TriggerAu over 8 years ago

  • Status changed from Resolved to Closed

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