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Part Drift That Plagued KSP1 Robotics is Significant for Entire KSP2 Crafts.


Anth

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KSP2 Version: 0.1.0.0.20892
Operating System: Windows 10
CPU+GPU+RAM: i9 9900K+3070ti+32GB
Mods used: None

How KSP1 Works Without Robotics Which Keeps Parts Permanently In Their Original Positions:
Whenever KSP1 saves:
Only the original part positions from the VAB/SPH are saved
Whenever a craft leaves physics/render range:
KSP1 when leaving physics range will snap all parts to their original positions. Then when it moves out of render range those coordinates are held in memory for when the game saves.

How KSP2 Works:
Whenever KSP2 saves:
The current real time part positions are saved which are different to the original parts positions due to the stress on the parts by gravity or by other means.
Whenever a craft leaves physics/render range:
I flew in a plane until the KSC disappeared and then flew back a few times. There is some form of drift but it's not exactly like the game saving and loading.

Video Evidence of Drift Over Multiple Saves or Visits to a Craft:
The following video shows the worse of this situation. Drift over multiple saves or visits to the craft. Its accumulative. (5 Quicksaves+ 5 Quickloads)
I have timestamped it so the loading screens can be skipped to save time. End of video I undocked the weight and the craft stayed bent which doesn't happen if it's undocked on launching it for the first time.

https://youtu.be/yYUN4lqQZsE

Screenshots of Extreme Drift after 1 or 2 Quicksaves and Quickloads:

What it's like in the VAB:

IBQgEiX.png

And this is after 1 or 2 QuickSaves and QuickLoads. This is permanent. Obviously I used a heavy weight to force the issue:
Me1RjNZ.png

Craft Files from Video and Screenshot:
https://www.dropbox.com/s/bdlg15vpdn5hg3r/KSP2%20Drift%20Testers.zip?dl=0

Conclusion:
Drift via Gravity:
If the player wants to reuse crafts again and again the parts will drift over time until they looked warped or are entirely useless
Because the main drift is caused by gravity imagine what a craft on Eve will end up looking like.

Drift via Wobbling Parts:
If a rocket is wobbling or flexing while in space and the player or the game saves, the rocket will now stay permanently in a flexed state on reloading.

Additional Information:
For further information I recommend talking to @JPLRepo (Jamie Leighton) who is one of the  developers for KSP2. 
KSP1's 1.12.3 which fixed docking port drift (introduced in 1.12.0) and added a way to counter drift to some degree when locking  was his work.

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