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1.0.4 Cargo Bays Causing Objects Adjacent to Belly to Overheat and Explode on Pad or Runway


Question

Need help with this one. I can't figure out why large advanced SAS units explode inside the External Tank due to overheating while the craft just sits on the launch pad. I have a stack of 30 offset inside to make controlling the shuttle possible. One explodes due to overheating and then others.

KSP 1.0.4 plain vanilla. No mods. Fresh download.

Windows 7 Pro.

First reported to me in 1.0.3.

Craft file: http://kerbalx.com/inigma/STS-6-Space-Shuttle

Simply load craft in VAB, then CLOSE the cargo bay doors, hit launch, and wait for physics to load. Boom! Consistenly duplicatable.

Update 1: this appears related to whether or not the mk3 cargo bay doors are closed. Closed? Explosions. Open? No explosions. Please confirm. The cargo bay doors have to be closed for it to trigger.

Update 2:

Squad:

Further testing has allowed me to create this simple SAS Cargo Bay Heat Bomb based on this bug:

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craft file: http://kerbalx.com/inigma/SAS-Heat-Bomb-Bug

The results are obvious. This is an orientation issue (east, west) with the mk3 cargo bay and at least in my test, a SAS unit attached to an attachment point connected to the belly, with the SAS units just at or going over the lip of the top of the cargo bay. With the closed mk3 cargo bay belly facing east or west on the pad or runway, the effect causes the mk3 bay to somehow trigger a overheat reaction slightly below the top of the bay targeted at the middle sas unit. And it does not have to be a SAS unit. It can be other parts.

If the cargo bay belly faces north or south, the effect is not triggered.

Granted, I don't make craft like this, however when I have a fuel tank attached to the bay loaded with SAS units for my shuttle, it causes explosions. This craft above is just a simplified version showing up the effect in all its simplistic glory.

The work around is simply to launch with your craft with mk3 cargo belly facing north or south and not east or west.

Update 3: Bug report submitted to tracker and confirmed already by Squad: Bug report submitted: http://bugs.kerbalspaceprogram.com/issues/5181

Please add your own simplified test bug craft files and steps to duplicate to the report, or submit a new report if you think your experience is unrelated.

Update 4: And of course a video. In good taste. Exploiting... er exploring the bug a bit.

Edited by inigma
changed topic to better reflect bug discovery, added bug report info
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I don't think the SAS causing this, more likely cargo bay. There seem to be something weird going on with cargo bays specifically when they are in closed state.

I had issues with them even with usual engines heat even not connected directly to bay, immediately obvious just on 2x warp (probably warp exacerbates the issue) - http://forum.kerbalspaceprogram.com/threads/126379-Since-radiation-is-disabled-for-parts-within-bays-umm-should-it/page2

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Is it due to the fact that SAS units have the tendency to create small high frequency oscillations when activated? Possibly their micro-spasms are causing a bug where its also creating a ton of air friction in the process.

No. If you read my post above, it is NOT just the reaction wheel! Many other combination of parts causes overheat on the pad.

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No. If you read my post above, it is NOT just the reaction wheel! Many other combination of parts causes overheat on the pad.

Yeah. So still just a broken nonsensical mess of physics. Reason can't be expected when fixing these types of issues :huh:

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Correct. You can replace the SAS units with other parts though I did not have time to test. Its not a SAS activation issue since if you see my imgur albumn example on page 2 of this thread, there is no command module to activate them.

This is clearly an issue with the cargo bay when it is in a closed state and its belly is facing only east or west on the launch pad or runway. It is overheating parts that are adjacent to the belly near the belly forward of the bay lip when a child parts raise above the lip.

Edited by inigma
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Can any of you guys tell me when these stupid things get fixed? I don't think I will be playing any more until then. I'm tired of playing through a "Fully Released Game" that has more bugs than it did in alpha.

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Correct. You can replace the SAS units with other parts though I did not have time to test. Its not a SAS activation issue since if you see my imgur albumn example on page 2 of this thread, there is no command module to activate them.

This is clearly an issue with the cargo bay when it is in a closed state and its belly is facing only east or west on the launch pad or runway.

Again man, don't get blinkered. It is not just a cargo bay issue either. That is just one of the combinations that set it off. I think its a general issue with things being STOWED.

I have had the little blue separators overheat on the pad when inside a fairing.

We need to be as accurate as possible so Squad can fix it.

Again, I believe its a issue with parts that are STOWED inside fairings and cargo bays.

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Again man, don't get blinkered. It is not just a cargo bay issue either. That is just one of the combinations that set it off. I think its a general issue with things being STOWED.

I have had the little blue separators overheat on the pad when inside a fairing.

We need to be as accurate as possible so Squad can fix it.

Again, I believe its a issue with parts that are STOWED inside fairings and cargo bays.

I think it affects both stowed and unstowed parts. In my bug bomb craft the girder is simply attached to the belly of the cargo bay, and the SAS units to the girder.

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I think it affects both stowed and unstowed parts. In my bug bomb craft the girder is simply attached to the belly of the cargo bay, and the SAS units to the girder.

Well, you have an issue here with reproduction steps, a demonstrator craft and logs, this needs to be submitted to the bug tracker.

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inigma isolated clear reproduction steps and a simple test craft that triggers the runaway heating of parts, and has reported this issue with logs to the tracker, this is what the developers need to occur when dealing with any suspected bug.

Everything else so far has been anecdotal evidence at best, overdramatic at worst, knowing that an effect occurs with many different parts is not helpful and just causes confusion, reproducible steps must be found.

Now that it has been, the test team can reproduce the issue which I see has already happened, and the developers now have enough information to work on why this occurs.

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Dude, did you add that its not just the cargo bays? That it is also objects in fairings. it is objects that are stowed that are overheating.

Build the simplest test craft possible to duplicate your experience and notate steps you took to duplicate the overheating. Add your simple craft and steps to duplicate to the bug report! If you then suspect its not related, submit a new report!

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Build the simplest test craft possible to duplicate your experience and notate steps you took to duplicate the overheating. Add your simple craft and steps to duplicate to the bug report! If you then suspect its not related, submit a new report!

Ok i'm on it.

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Just to add fuel to the fire here:

I have a ship which is using 2 of the MRS Rocket Payload Bay.

inside the bay, I have a rover, made with Probodobodyne RoveMate chassis.

If I go to the launchpad with the bays open, the Rovemate explodes due to overheating.

I tried the trick of rotating the entire ship 90 and 180 degrees, but that didn't make any difference.

If I send it to the launch pad with the bays closed, it seems to be ok.

If I open up the bays immediately, then sometimes it explodes. However, if I wait a while, then it seems to settle down.

When I was testing, I was using Hyperedit to get it to Minmus orbit and then landing. Even there, it exploded, unless I waited a few minutes

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Just to add fuel to the fire here:

I have a ship which is using 2 of the MRS Rocket Payload Bay.

inside the bay, I have a rover, made with Probodobodyne RoveMate chassis.

If I go to the launchpad with the bays open, the Rovemate explodes due to overheating.

I tried the trick of rotating the entire ship 90 and 180 degrees, but that didn't make any difference.

If I send it to the launch pad with the bays closed, it seems to be ok.

If I open up the bays immediately, then sometimes it explodes. However, if I wait a while, then it seems to settle down.

When I was testing, I was using Hyperedit to get it to Minmus orbit and then landing. Even there, it exploded, unless I waited a few minutes

Rip parts off your craft until you can no longer reproduce the issue, and then either get creative to see if you can build a simple craft demonstrating the effect, or submit your remaining ripped up craft (one that explodes) along with duplication instructions to the bug report, or if you feel its unrelated, create a new bug report.

- - - Updated - - -

updated OP with bug info, and new update.

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This would explain why I now have to reenter my reusable boosters with open service bays... otherwise I get explosions due to overheating, especially at high physics timewarp. Strangely, it's only on reentry, and depending on wheher or not I'm on timewarp it affects a different part (1.25m reaction wheel or 0.625m probe core).

Rune. Ten cents it's related to the "shielded" flag.

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What is a bug like this doing without an exploit video? Well wait no more.

Enjoy!! I made this video specifically to showcase this bug in all its glory (at least in what I could replicate)! :D

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What is a bug like this doing without an exploit video? Well wait no more.

Enjoy!! I made this video specifically to showcase this bug in all its glory (at least in what I could replicate)! :D

Excellent video! Very enjoyable to watch. It is amazing how this heat system can be considered by some as better than it was in version 1.0

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PLEASE, inigma, please stop.

congrats, you reported the bug. but as it has been stated before it has nothing to do with closing / opening nor the direction the bay is oriented to.

anyway

as you had your fun with making a video now, consider this topic as closed. its really annoying seeing your postings over and over again - even 2 of this 50 posts with a video linked ...

stop please!

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