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Found 12 results

  1. I haven't been able to find anything about this yet, and I haven't run any tests because it's easier in zero G. Has anyone attempted clipping different sized docking ports together to basically make a universal docking port? I already have a couple vessels in orbit with this concept but have yet to use them.
  2. I've found that complex robotic installations used as wheel mounting points can be very shaky and reduce the wheel output by up to 80%. And I mean in the weird part clipping jitter way, for example a servo-hinge joint jumps all around the place non stop. If the devs could fix it that would be great.
  3. Ugh. In flight part clipping is so annoying. Post your struggles here
  4. This seems to have been introduced in KSP 1.3.1. Some wheels bounce harder than others, but all have some bounce. The large gear seems to have the least noticeable bounce, but it's quite noticeable at Minmus. The others are very noticeable back at KSC. The small gear seems the most stable. To avoid scrolling down, here are current bug reports filed on this problem. Please upvote these. https://bugs.kerbalspaceprogram.com/issues/16159 <- Surface collisions on physics start https://bugs.kerbalspaceprogram.com/issues/16090 <- Related to prerelease bug #15796 Non-active
  5. Can someone tell me definitively how struts and fairings in the stock game are supposed to interact? I recently found myself fighting against KSP 1.3.1 to keep my struts where I want them. The game seems to treat these interactions inconsistently depending on the order you place/edit parts, whether you use Undo, etc. Some scenarios I've observed on a recent craft I was constructing: Connecting struts before fairings built Works fine Connecting struts through fairings after they are built Works in the editor most of the time, except: Occasional inco
  6. Hello there, I am trying to build a Stratolaunch vehicle similar to the one in the Matt Lowne's video below. I noticed that he's clipping some parts, specially the wings, in order to make it look better. My problem is that when I try to do the same, parts collide with each other during take off and the ship breaks apart. I tried using struts to tie some of the parts together but it doesnt help much, also, I didn's see any struts in the craft on the video. I would like to know if there is something I should be doing to avoid that problem. Thanks!
  7. The AE-FF2 airstream pro and likely other fairings are causing CTD on launch when there is any clipping at all and can corrupt a save as well, 0ing out funds in career and if the save manages to revert and saves to the persistent back up deleting the craft from the pad in the tracking center will result in a high pitch audible scream til the game ctds again. Rigorously tested while live streaming on twitch. The episde link is provided below and provides about 2 hours of test data showing different configs it was tested in. Oddly, the configuration worked once, normally in a engineering s
  8. I made a craft I was pretty proud of, it was supposed to be the backbone of my charter fleet. It works perfectly, it has got range, it is easy to pilot, it can reenter... Just minimum clipping actually but indeed I moved the wings with the SPH gizmos. The problem is that whenever I am already in orbit if I get back to the space center to arrange for another launch or any other KSC related activity and then I try to fly again the craft, the outer section of the wings gets ejected. Pics below, the issue is depicted in the fourth one. Has anybody experienced such an issue b
  9. I've heard that 1.1 is very sensitive to problems caused by clipping. These days, I try hard to not intentionally clip any parts. However my space plane wing is comprised of 4 big S wing panels. Previously, I'd attach the first wing to the fuselage, the second wing to the first wing, and the third and fourth wing sections would attach to the second. However, there is not (yet) a Kerbal joint reinforcement nor a Tweakscale for 1.1 release, and this configuration flaps quite a lot in flight without Kerbal joint reinforcement. Hardly surprising, since my tree str
  10. Hello everyone. I just wanted to see if this was a reported issue or not, I searched but couldn't find any reports. Problem: the drills seem to start to clip through the ground as intended when they deploy But, after say 3ft under they seem to encounter a solid as if they aren't clipping though anymore. I'm wondering if its one of those 'ingame invisi walls' to stop things falling though the world? I used Hyperedit to move the base to another location on the Mun but had the same result. In 1.05 I don't remember this happening, has the item changed that you have to atta
  11. Hello guys, I have a big problem with my Minmus Refinery I built. It was planned as a huge fuel supply for my orbital station. The building process was pretty long inculding some errors and fixes but in the end it worked out and I had my facilty completed. It wobbled a bit upon loading and shaked due to some clipping errors with the drills but nothing crucial until the tanks got heavier because of fuel getting loaded into them. I created an album to show my problem. I wanted to know if I can edit the safegame file in a way that the tanks are on the exact same level as the root part to avo
  12. This question is almost certain answered elsewhere here. What parts, when used on the same craft, are able to touch the craft? By touch, I mean "not pass through."
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