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Artimus

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  1. Same thing here, still some issues with plane gear. I just landed my spaceplane doing an almost 180° highspeed powerslide on the runway like sliding on soap (yes, I came from where the nose is now pointing to). There are 2 things to notice: Wheels keep sinking into the ground. The plane keeps moving (sidewards!) with 0.1 m/s even though it should stand still with brakes enabled. Additional information to sideward movement: Jebediah was not able to point towards the activated navigation target (the buttons left to the navball). He was always a little bit sidewards off the target, as if the plane was drifting all the time, even in orbit.
  2. Finally a bigger Navball that makes precission rotation easier.
  3. It did not have any effect for me, but for devs or whoever else cares about the problem, here is a savegame to securely reproduce the problem: Enter the tracking station. Select "Ceres Base" Watch the show... persistent.zip
  4. I'm experiencing the same issue on my minmus base. It starts moving by ~4 m/s with increasing bouncing until the legs cannot handle stress any more. I've got to put the gears up as fast as possible anyway or they'll explode right on physics initialization. But what I also experience is that the Landing gear lowers down beneath the surfance (greater flats) and even the flag i placed seems to have no connection to the ground any more, since it tips over when I enter the station nearby. I even tried to launch and re-land it veeeeeeery gently for several times, but as soon as the legs touch the ground the whole base gets pushed up (bounces) very hard and begins to slide and jump along the ground.
  5. @sal_avager There is only the sciene station mod and thus has no influence on contracts, flights or whatsoever in that area. I'm running on Steam and thus always immediately get the latest update on startup, which currently is shown as v1.0.5.1028 Edit: After setting up another orbit, going back to KSC and entering the craft again, the contract was accepted. This is an issue I often encounter with placing sattelites into orbit, too. The orbit is never accepted right away. I always have to go back to the KSC and then enter the sattelite again to get the orbit checked.
  6. It may help in those situations. Often the case also is replacement of items within a larger arrange. Thus you really remove the parts, place it somewhere, remove the part to replace, add the replacement part and then reattach the previously set aside composition of parts. Then you got just the same issue and i actually see no sense in this behaviour. I guess it originates from the same problem that splits up staging elements from 8 to 7+1 for example.
  7. KSP Version: any version on Windows 7, 8.1, 10 and for sure others. What Happens: When displacing items with action group assignments the assignment is partially deleted. This is especially annoying when adjusting the balance of planes and the likes, since it does not only apply to displacing a direct item but also an indirect item like an engine attached to a radial fuel tank. Steps to Replicate: 1) Create any kind of craft. 2) Attach any element that is configurable via action groups. 3) Set up an action group for that element. 4) Displace that element. 5) Launch the vessel. 6) Activate the action group -> only the element that was clicked still reacts to the action group. Fixes/Workarounds: Every affected element has to be configured into action groups again.
  8. KSP Version: v1.0.5 on Windows 10 What Happens: Putting a station into Minmus orbit fulfills all requirements, but the orbit-part is not accepted. Steps to Replicate: 1) Accept a Minmus station contract created in 1.0.5 (through timewarp to get the contract). 2) Launch into Kerbin orbit. 3) Adjust orbit alignment to Minmus. 4) Transfer to Minmus. 5) Establish Minmus orbit (no success). 6) Land at Minmus. 7) Launch again to establish another orbit (no success). (Not tested several times, thus not necessarily 100% replicatable.) Save file and output_log: Load the quicksave to find yourself in the shown situation. Download Link Fixes/Workarounds: Accept contract via debug panel, again... ? :-/
  9. I've added the download link to the bug report, I hope that'll help.
  10. The contract was brand new. I've never seen such a contract before upgrading to 1.0.5 Thanks for the debug panel hint, I've never come across it.
  11. KSP Version: v1.0.5 (just updated) on Windows 10 What Happens: After doing the Ultimate Kerbin 3 Challenge and coming back the Contract does not complete. Maybe I'm getting things wrong, but "be ready to launch your vessel from Kerbin" should mean having a fully functional vessel (Energy, Control, Fuel Tank and Engine) back at KSC for refueling. Except for, again lossing a wing part (-.-), the plane is in perfect shape. Steps to Replicate: 1) Accept Contact (in version 1.0.5) 2) Launch Spaceplane. 3) Fly by mun. 4) Fly by Minimus. 5) Land at KSC. Save file and output_log: Load the quicksave, but the log may not be of any use since some time passed after the event. Download Link Fixes/Workarounds: Thanks sal_avager I got pointed to the debug panel to complete the contract.
  12. So please put away the thought that it is caused by collisions, it simply does not fit! A collision does not apply air shake effects and the likes to a plane. A collision that only destroys a single part without "rushing" through the whole plane seems very unlikely. In addition, I really doubt you will get ANY save game to replicate the problem as everyone states that the problem is solved by reloading save states - sometimes only after restarting the game, so maybe there are 2 different bugs but who knows. As others now adviced, too, the only key to replicate the problem seems to be real time mission duration. I would advice you to create a plane with different triangular wing parts, from the small ones up to the Big-ASS Wing and implement a continous log file about the (aerodynamic) stress that is applied to those parts. I'm pretty sure you will get different values - I'd even say different direction vectors (as far as I can just imageine how things work internally) - between start and return. Thus I fear you have to bite the bullet and "brute force" into the bug on your own by running missions for a few hours.
  13. @Claw Even more information. Yesterday I performed another flight to Gilly with the same ship and returned with very similar effects. The effects were much weaker, but the second travel just took 4 hours compared with 6 hours for the first flight. Thus the plane was not shaking but still had a drift to the right which was noticable by the A.I.R.B.R.A.K.E. on the left (viewd from behind) was going up to work against the draw to the right. Thus this supports my previous conclusion and the key to solve this issue seems to be uninterrupted mission duration. More fragile parts will receive the effects within less time, stronger ones will need several hours. So... the rest is up to you.
  14. @Claw I've got new interesting information at hand. I just flew a spaceplane to Gilly and back, having *no* small winglets attached but still got into sudden "aerodynamic destruction effects". The flight included 2 landings on Gilly and several aerobreak turns back at Kerbin. As I was finally approaching KSC the plane started to shake just as if the flight-direction vector was far off the nose-pointing vector, but they were almost the same and the speed was quite low with ~150 m/s and less. When comming lower the shaking increased until the plane always got pushed hard to the right at the nose and thus got torn apart in the middle section. There was absolutely no reason for all of that since the plane was perfectly balanced and flying just straight. So the whole thing sounds to me as if there are some iterating calculations running for the aerodynamic parts that do.. like "seamlessly" calculate air-based-stuff along ascend/descent through the atmosphere where rounding-errors pile up through time (these can even occur through binary calucation issues at the and of the fraction-part of the variable). This is the only thing that comes to my mind why the plane suddenly gets pushed to one side even when being in perfect balance. Something like one wing has received different aerodynamic values though all that process. This may lead to the high areodynamic stress applied to the parts. Maybe the small triangular wings are just the most fragile of all parts and thus affected first and the tremble caused by their desintegration ripps off the rest. But now I did this very long flight and even the very strong big parts got affected so strongly that they couldn't handle it. Just to make this post complete you may take a look at the plane used this time:
  15. @basic.syntax All of that should be fulfilled. the only outside parts are things like RCS Thrusters - of course they heat up. @Claw Maybe some further info that came into my mind since the problem never occurred so far with the new Big-S Delta Wings: In all of my cases the destruction started with a "Structural Wing Type D" (marked in the image) - Maybe others can confirm that or similar observations? The tiny wing dies first: Almost the same plane, but different wing setup - no problems so far.
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