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What causes rockets to stick to the launch pad?


Absolution

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I am making a liquid fueled engine for a rocket. When I roll it out onto the launch pad half of the nozzle is stuck into the ground and the rocket wont leave the pad.

I\'ve swapped my engine with a 'stock' engine just to make sure that the rocket itself isn\'t too heavy and it\'s not.

What parameter does KSP use to define at what height the rocket should sit on the launch pad?

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Different engines have different rates and power of thrust. :P

In my case I copied the 'working' engine\'s part config file and put it into the 'non-working' engine. Everything about them is the same except for the geometry.

My node_collider is almost exactly the same size as my engine part and is a complete cylinder. This is what is making me scratch my head on this one.

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I\'m having the same issue here, anything below 80-90% of thrust and the rocket won\'t leave the ground, slightly more and it zooms into the sky and I have to lower thrust down to 70% (so the engine is too powerful, but still barely enough to leave the ground...).

Also, the node_collider has absolutely nothing to do with the visual mesh: you could make it twice as big/small, and even put it a few meters away, it will only change how/where it is displayed relative to the physical body.

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I\'m having the same issue here, anything below 80-90% of thrust and the rocket won\'t leave the ground, slightly more and it zooms into the sky and I have to lower thrust down to 70% (so the engine is too powerful, but still barely enough to leave the ground...).

Also, the node_collider has absolutely nothing to do with the visual mesh: you could make it twice as big/small, and even put it a few meters away, it will only change how/where it is displayed relative to the physical body.

It is my assumption that the node_collider is what is defining where the rocket sits as the rocket sits on the engine and the engine 'sits' on its collider. The game needs to know where the 'bottom' of the rocket engine is and I must be doing something wrong to make the game think it\'s somewhere where it shouldn\'t be. This is all assumption though so I was hoping an experienced mod maker has run across this issue and has determined that magic property that confuses KSP.

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