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mysterious force acted on craft


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I found that my craft orbit will change by itself, when the craft in vacuum and all engine and RCS are off.

For example, when the craft near the Pe, the Ap will keep changing attitude . If the Ap is very high, attitude will change more significance.

It feels like a force acting on the craft

Does anyone had encounter this situation?

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I have the same problem of "mysterious force", This also makes the docking maneuver very complicated.

Mods List :
Toolbar
USITools
AB_Launchers
AoATech
ASET
B9 Aerospace ProceduralWings
BDMk22 (mk2 cockpits)
CommunityResourcePack
Thermonuclear Turbines
EVAStruts
EVATransfer
Extraplanetary Launchpads
Firespitter (.dll)
FuelWings
Goodspeed
Haystack Continued
Heat Management
Interstellar FuelSwitch
Raster Prop Monitor
KAS+KIS
KerbalAtomics + DeployableEngines + NTRsUseLF
Kerbal Engineer
Kerbal Hacks (Asphalt Tiles, PP Textures, Wrapper Tank)
Kerbal Joint Reinforcement
Nav Instruments
HyperEdit 1.5
kommit nucleonics
KspPlayers
KW Rocketry
Infernal Robotics
MechJeb2
Mk1 RPM Internal
Mk2 Expansion
ModuleManager.2.6.24.dll
Docking Port Alignment Indicator
Near Future Props
Planetary BaseInc
Precise Node
Procedural Fairings
Procedural Parts
Rcs Sounds
RealChute
RealPlume
RealPlume-Stock
SCANsat
SmokeScreen
TarsierSpaceTech
Trajectories
TweakScale
UbioWeldingLtd
USI (Karbonite, Kontainers, ReactorPack, WarpDrive)
Interstellar Extended
Wild Blue Industries (Buffalo, DSEV)

Edited by Spacetourist
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The aether is real!

In all seriousness, are you sure that your orbit is nowhere near the atmo? The only other thing I can think of is that an engine glitched out and is providing thrust while being off/no particle effects. If you suspect the latter, rotate your craft during the Ap changes and see if it affects them.

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The engines state does not change anything.

I have made a lot of tests and it seems that multiple mods amplify the "stock bug" described in the links of the JWag post.
But finally, according to my tests and with my mods list, Kerbal Joint Reinforcement is the strongest "bug amplifier".
- With mods and KJR : the orbit varaition is about 30m by seconds
- With mods but not KJR : the orbit varaition is about 1m in a time lapse between 1 or 3 seconds
- Without any mods : the orbit varaition is some centimeters by seconds

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Even I have this bug, at first i thought maybe Squad introduced orbital decay due to masscons
I do have 30 or so mods innstalled and KJR is one of them
Tylo 105km x 105km
KSP 1.1.2 (64bit)
Edit: when time-warping this bug doesnt appear

Edited by Crazy-Engineer
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On 2016/5/7 at 11:37 PM, Spacetourist said:

The engines state does not change anything.

I have made a lot of tests and it seems that multiple mods amplify the stock bug" described in the links of the JWag post.
But finally, according to my tests and with my mods list, Kerbal Joint Reinforcement is the strongest "bug amplifier".
- With mods and KJR : the orbit varaition is about 30m by seconds
- With mods but not KJR : the orbit varaition is about 1m in a time lapse between 1 or 3 seconds
- Without any mods : the orbit varaition is some centimeters by seconds

I don't have KJR , Do you know what else mod also are the amplifier ?

 

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I've noticed this on my own ships that have lots of struts. I've also noticed those ships starting to rotate on their own with SAS off right after time warp.

In extreme circumstances I can get them to explode on the launch pad after shaking themselves apart, and removing a few struts (ironically) fixes the problem.

I've not replicated it in stock yet (I haven't tried) but when I do Squad will be getting a bug report.

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On 13/05/2016 at 9:18 AM, royying said:

I don't have KJR , Do you know what else mod also are the amplifier ?

 

 
Not really because I do not do my tests a mod at a time, but by 50% packets, I had to redo it several times before understanding that many mods caused the stability problem.
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