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Part Exploding On Launchpad?


Phoxtane

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I\'ve been working off-and-on for a while on an engine part. It loads into KSP just fine, but explodes when it loads onto the pad. Putting a decoupler underneath prevents it from exploding. I\'ve checked the collider and scene origin; the collider is bigger than the model by a goodly distance, and the scene origin is neither outside the collider nor less than .1 meters away from it.

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Does it explode if its not touching the ground? IE build a booster on the side and attach it so it hangs above ground.

If it doesn\'t, then its either weight tolerance, or the collider is not working properly, letting the origin hit the ground.

Can look it over if you upload it somewhere.

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I have dealt with this issue way more then I would like. I think I\'ve got the cause of it figured out at this point.

Check to make sure that the node collider is fully surrounding position 0,0,0 (x,y,z) in your modelling software. What will happen, is that the origin of the part will fall below the ground or a surface, when this happens the physics engine thinks the part is 'tunneling' out of the world and destroys it.

Also make sure the origins of your parts are set to the origin of the world. In 3ds max you can affect this by selecting 'heirarchy' and choosing 'affect pivot'. You then set the pivot to the scene origin of 0,0,0.

__________

{ } So, Imagine this is your collider. The 0,0,0 point will have a good spacing on all edges, this prevents another model from

{ 0,0,0 } Overlapping that position. If you have any more questions, send me a message and I\'ll help you out.

{________ }

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