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[BUG] Ejected parts with parachutes affect original craft.


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I decided to use a weird method on delivering the tourists to their destinations. I would use a pod attached to a plane and when I'm over the area I would eject the pod they're in and open parachute in one stage. When I did, suddenly the original craft immediately slowed down and acted like it was attached to the parachute.

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I decided to use a weird method on delivering the tourists to their destinations. I would use a pod attached to a plane and when I'm over the area I would eject the pod they're in and open parachute in one stage. When I did, suddenly the original craft immediately slowed down and acted like it was attached to the parachute.

I had this exact same issue. I just put some capsules on top of my radially attached boosters and decoupled them with the parachutes as soon as I was above 70k. My original craft didn't make it to orbit after that and the pilot ended up extremely dead. Also, I had a Kerbal on EVA during a suborbital flight, and I didn't pay much attention to my altitude. Once I hit the atmosphere I deployed the parachutes and my Kerbal made it all the way to the ground (well, splashed down into the ocean) and survived reentry while on EVA.

I have a sneaky suspicion that this is all linked to the same kind of bug that Scott Manley found in the livestream. These boosters with parachutes, Kerbals on EVA, etc, are all still being treated like the parent craft with respect to the aerodynamics.

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Pictures and craft files are really helpful for trying to replicate these sort of bugs. Otherwise we spend a lot of time trying various configurations of "capsules and radially attached boosters with parachutes and decouplers." I want to help out, but there's a lot of combinations you can do with those parts.

I'm not sure if Scott hit the same bug. The one that I saw him find has to do with cargo bays. Things inside of cargo bays are not being properly unshielded after they leave the bay, and the bay is subsequently closed.

Cheers,

~Claw

Edited by Claw
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Haha, nice.

The disappearing craft might be if they went outside physics range. The range has been extended, but still has it's limits (which is 20-something km now I think). Although I will try to replicate what you are saying when I get the chance.

Cheers,

-Claw

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Haha, nice.

The disappearing craft might be if they went outside physics range. The range has been extended, but still has it's limits (which is 20-something km now I think). Although I will try to replicate what you are saying when I get the chance.

Cheers,

-Claw

For some reason I thought the disappearing craft was only for debris. For some reason I thought that if I had a command module with the parachutes that it'd still be able to figure out that it was going to splash down successfully. I'll keep an eye on it in the future, although with my 2nd craft (which has 5 of the starting command pods on it), I can ferry a lot of crew around the Kerbin system quite easily and probably don't have to drop them off on spent stages anymore (until I develop a comfortable way of doing it - you know, hitch-hiker style. I have to apologize to all the tourists for the cramped quarters every time).

When Bill did a high dive through the atmosphere, I didn't notice any reentry effects on him the entire way down either. When he splashed down, he went 16m beneath the ocean and I couldn't gain control of him until he was back up on the surface. I imagine he would have perished if he'd hit the ground, but I was hoping that he would have turned into a BBQ long before that was even a possibility.

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