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Bug #5305

Craft exploding while passing over southpole

Added by rudi1291 over 9 years ago. Updated over 9 years ago.

Status:
Duplicate
Severity:
Low
Assignee:
-
Category:
Physics
Target version:
-
Start date:
08/08/2015
% Done:

100%

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

Description

KSP Version: v1.0.4.0 Ubuntu Gnome 64bit (Linux version), confirmed for windows
What Happens: Crafts passing over the south pole (at every body) explode (when active)
Mods / Add-Ons: Stock problem, but easier to test with Mechjeb or Hyperedit

Steps to Replicate:
1) Build a simple craft (one part might be enough)
2) Launch into polar orbit
3) Adjust your orbit to pass exactly over south pole (and i mean exactly - inclination must be 90 or 270 degree or it wont happen)
4) Wait until the craft passes over the south pole (does not happen during normal timewarp though)
5) (Optional) Turn on "Ignore Max Temp" in cheat menu to see massive overheating

Result: Boom (due to overheating)

Fixes/Workarounds:
- Don't use accurate polar orbits (the stock scanner is still happy if you're a bit off)

Other Notes/Pictures/Log Files:
- Image after craft exploding: http://i.imgur.com/UO7QmsFl.jpg
- Image with "Ignore Max Temp": http://i.imgur.com/1aqh939.jpg
- Original thread (forum): http://forum.kerbalspaceprogram.com/threads/129800-Craft-exploding-while-passing-over-poles?p=2126521#post2126521

From original thread:

I tested this in a stock install with just HyperEdit installed. It still happens.
What i found so far:
Only happens to active vessel
Only happens if not timewarping (may happen in physwarp)
Happens at any altitude (as long as you stay inside the SOI)
Happens on bodies with or without atmosphere
Happens to all vessels in active vessel´s physics bubble when active vessel goes boom

screenshot1.png (1010 KB) screenshot1.png [email protected] rudi1291, 08/08/2015 11:31 AM
screenshot2.png (933 KB) screenshot2.png [email protected] rudi1291, 08/08/2015 11:31 AM
Player.log (558 KB) Player.log [email protected] rudi1291, 08/08/2015 11:35 AM
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Related issues

Is duplicate of Kerbal Space Program - Bug #5181: Certain part combinations overheat depending on global orientation.Closed06/25/2015

History

#1 Updated by rudi1291 over 9 years ago

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Here the "full stock" pics and game log:
(took me some time to figure out how to get that, finally used the moon as reference)
I tried two times, both at 90 degree inclination: first time it didn´t happen. made a 1dV correction burn and it happened... you need to be really accurate

#2 Updated by Squelch over 9 years ago

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

Thanks for your report.

I can confirm the observation, but only when the orbit is hand edited or tools such as HyperEdit are used. The orbital inclination must be exact as you have noted, but any attempts to "fly" an exact inclination will fail and hence not display this behaviour. By way of further example, setting a rover to 0lat, 0lon (North Pole) via a manual edit or HyperEdit leads to adverse effects. Attempting to drive a rover to these coordinates cannot be achieved.

There does appear to be a problem with an exactly orthogonal inclination which may need investigating. However, the chances of this happening during normal, non edited, gameplay are extremely low, but it must be accepted as possible.

I do feel that this issue is an extension of the ongoing investigations into the thermal runaway problem. This issue does appear to exhibit the same world orientation behaviour, so I'll mark this as a duplicate of #5181. Please could you post your findings there so we can collate everything together?

#3 Updated by Squelch over 9 years ago

  • Is duplicate of Bug #5181: Certain part combinations overheat depending on global orientation. added

#4 Updated by featherwinglove over 9 years ago

Got burned like this, update on #5181 pending.

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