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[1.0.2] Rockets get stuck on launchpad lvl. 2


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Hi. I've just restarted my career to take advantage of the 1.0 release (now 1.0.2.842), and I've run into a problem using one of the early parts.

This behavior MAY be intentional, but I don't think so.

First, let the record indicate that I am running the Steam version of KSP on a Windows 8.1 64 bit installation. It is not immediately clear in any of the files I was instructed to look at whether the KSP installation is 32 bit or 64 bit, but the version number is clearly 1.0.2.842.

Basically, I'm using the "Thumper" solid booster as a first stage to get my craft into orbital or suborbital trajectories in the early contracts where science and funding are thin on the ground. It's not usable as such because the engine is getting entangled in the grating on the Level 2 launchpad. It pulls free after a few moments or can be pried loose if you want to tilt your craft a few dozens of degrees off the vertical on the launchpad, but both come at the expense of a lot of wasted fuel.

I have been able to get early access to the S1 SRB-KD25k "Kickback" Solid Booster through a testing contract, which does not have the above mentioned problem. An obvious workaround would be utilizing the TT18-A Launch Stability Enhancer to lift the rig off the ground, but I did not prioritize the purchase of "General Construction" and as noted above, science and funding are at a premium at the game start. If a player does not purchase it before "Advanced Rocketry", and does not get a testing contract allowing them to use either the "Kickback" or the TT18-A LSE, they are denied the use of Solid Boosters in the early game, which could be a major balance issue given the expense of Liquid Fuel Stacks.

Here is a screenshot of the Test craft (designed to allow experienced pilot Kerbals to haul rich morons... I mean "Tourists" into space. (Should probably ditch the Science Jr...))

1024x768.resizedimage

Here is a screenshot of the craft trying to lift off, but entangled in the grating.

F6C53B44F6B1ECD1CD239E29D20C37C973AA109F

And here the craft finally pries itself loose from the launchpad. Note it has wasted about a third of its 1st stage fuel to go 11.5 meters! This is not a problem with the weight as the craft gains speed quite rapidly once it is disentangled.

F232C0BE4A1478F041E0E88A40D0E9120875FD3A

Craft File:

https://www.dropbox.com/s/mswf5xx2qe8z5cb/Pseudo-Gemini%20Test.craft?dl=0

Save File:

https://www.dropbox.com/s/a8nre4dsop6utmp/persistent.sfs?dl=0

DXDiag File:

https://www.dropbox.com/s/0x17rdqen4uh9pv/DxDiag.txt?dl=0

Congrats to Squad, Felipe Falanghe and the KSP team on the official release and for all their great work!

Edited by Duke Leto
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This bug is in career mode. When the launchpad is level 1 all my small rockets launch fine as expected. After I upgrade the launchpad to level 2, the same rockets that launched fine before, appear to get stuck. After about 10 seconds of the boosters burning they suddenly launch very fast upwards. I have determined this might be because of the creases in the grate of the level 2 launchpad. The bottom edges of the boosters get stuck between the creases and the rocket doesn't take off until it somehow gets freed. This doesn't happen if I slightly readjust the position of the boosters.

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All right then, I'd just repeat my science tree balance suggestion:

Move the TT18-A Launch Stability Enhancer to either "Start" or "Basic Rocketry". If collision issues with the launchpad are unavoidable with the physics engine, then the launch clamps are a basic requirement, not an advance easing use.

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All right then, I'd just repeat my science tree balance suggestion:

Move the TT18-A Launch Stability Enhancer to either "Start" or "Basic Rocketry". If collision issues with the launchpad are unavoidable with the physics engine, then the launch clamps are a basic requirement, not an advance easing use.

I agree. I hesitated to suggest this, since although it doesn't say anywhere that they are required for launchpad level 2, it doesn't say you need a parachute to land either, so it is the job of the player to consider getting stuck in the launchpad grate. That means that somewhere should be stated that it can happen and then let the player deal with it appropriately however they want, or simply unlock the launch clamps when upgrading the pad to level 2 (instead of having them in the tech tree) so the player can use them to launch rockets from then on if they need to. Also, the launch clamps go directly hand in hand with the launchpad (since you can't use them as not connected to the launchpad anyway) so I think providing them as a launchpad upgrade instead of a technology makes a lot of sense and works nicely.

I haven't tried modding KSP, but if I had any experience I would make a mod that does what I suggested above if it is possible.

Edited by launchpad_liftoff
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We can fudge our own launch clamps as soon as we get any decouplers, by using stack decouplers as feet or using radial decouplers and modular girder segments, we can keep our troublesome craft off the surface.

The issue here is known as "sticky launchpad" and is caused by the Unity engine colliders, coding around it only helped to an extent.

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  • 2 months later...

I've had some luck with placing my rocket so the engines touch the floor of the VAB, also by moving the rocket to the side so it's on the concrete edge of the pad, not on the grille, as it is the grille that is "sticky" (bad collider).

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Have you guys tried any of these suggestions?

http://forum.kerbalspaceprogram.com/threads/127580-1-0-X-Cross-Platform-Issues-Thread

Find: ISSUES / FIXES:

Then Find: [1.0.4] Tier 2 "Sticky" Launch Pad – [PARTIAL FIX / PARTIAL ADD-ON FIX]

Which reads:

This bug only strikes the Tier 2 launch pad with certain (mostly 30 ton+) rockets where the engine nozzles rest directly on the launch pad.

I have created a small, stand-alone add-on that fixes this bug. You can find it here: http://forum.kerbalspaceprogram.com/threads/97285

If add-ons aren't your thing, keep reading below.

Fixes to avoid are basically to lift the engines up off the launch pad.

  • Use launch clamps to hold the ship up a little.
  • Put cubic struts or modular girders, or launch legs on the ship to hold it slightly off the pad.
  • Offset your rocket to the west side of the launch pad (by moving it away from the doors in the VAB pre-launch).
  • Offset your rocket off the east side of the launch pad (by moving it toward the doors in the VAB pre-launch).
  • Increasing physical warp (while engines are running). Remember to hold MOD when pressing the warp key. (mega_newblar)

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