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Dying for bug 9619 to be fixed


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I recalled I do know of one mod that I know for a fact triggers this bug. Hyperedit. If you hyperedit your rocket into an orbit from the surface, it doesn't perform the 'escape the atmosphere' cleanup correctly, and your craft's orbit twill be drifting until you load it from a quicksave already in orbit.

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14 hours ago, Sharpy said:

I'm SURE the KSP bugs WILL screw me in the future.

I manufactured and deployed launch clamps on my Minmus base, because it would occasionally jump up good 100 meters, and crash down. I gave up on a design where four long-distance rescue pods were mounted on a quadcoupler, because it would enter a wild wobble and rip itself apart. I intentionally destroyed the materials bay inside an orbital lab station around Minmus, because it would begin to bounce erratically and lead to the whole base suddenly falling apart. I dismantled a mining vessel for parts, because its own "brother" underwent a RUD due to physics bug, and I just knew this one would explode too. Yesterday I had to load a quicksave as instead of phys-warp the game entered a normal warp, and the rover I was driving at the time drove under the surface of the mountain it was climbing, vanishing entirely. I had to redesign the gantry entirely. The operator's cabin of the first model currently is crossing Jool orbit, on its way out of the system, such was the RUD on the runway when my 'folding' mechanism was activated.

The orbit drifting by a couple meters if I make it cross the atmosphere is really not on my list of things to worry about.

LOL Ok that sucks, but your build sounds unusually "crashy"?

Either way, I have been on a KSP hiatus since 1.1 and I wont be happy re-entering until orbits are properly stable. A funky part causing a bug or crash is one thing, but problems with the orbit code seems more fundamental to me.

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9 hours ago, p1t1o said:

LOL Ok that sucks, but your build sounds unusually "crashy"?

Either way, I have been on a KSP hiatus since 1.1 and I wont be happy re-entering until orbits are properly stable. A funky part causing a bug or crash is one thing, but problems with the orbit code seems more fundamental to me.

An orbital drift can be easily corrected through a minimal burn. RUD of your vehicle the moment its physics kicks in - not really so.

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6 hours ago, GoSlash27 said:

I guess I'm just not getting what this complaint is about. @p1t1o, could you please elaborate?

Thanks,
-Slashy

Uhm...I may not be exactly the best spokesperson, I have never actually seen this bug, or any other since I am on a KSP hiatus. I was simply chiming in because I think orbit related bugs are important.

But as far as I understand it, it was reported that orbit apoapsis was becoming unstable when the periapsis reached within the atmospheric limits. Ie: a 67km x 100km orbit would decay even whilst the craft was at apoapsis.

@sigmareaver reports it may be related to modding.

@Sharpy suggests it may be related to hyperedit.

 

14 hours ago, Sharpy said:

An orbital drift can be easily corrected through a minimal burn. RUD of your vehicle the moment its physics kicks in - not really so.

Bugs which require extra burns in-mission? Nope. No thanks. Would rather have random full CTDs. RUD is bad too, but extra bug-commanded burns are are not solution for anything. Cant we just agree that as many bugs as possible should be squashed? :)

 

 

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So it would seem my issue was Hyperedit then. Thanks for the help Sharpy. However, it seems to be more than that (transitioning from atmosphere to space), because I will swear up and down that the drag on rockets was wayyyyy beyond the normal. I'm talking losing tens or even a hundred meters on the rocket's periapsis per second while inside the upper (50k+) atmosphere.

Edited by sigmareaver
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