BechMeister Posted August 15, 2023 Share Posted August 15, 2023 (edited) Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz | GPU: NVIDIA GeForce GTX 1660 TI | RAM: 16 gb The start is 3x and 4x speed - to get to the bug quick, but without losing the steps proceeding the bug. I also cut out a lot of the "computing time" that comes when you right click. For some reason I had freezes close to being 1 minut. Edited August 15, 2023 by Anth12 Link to comment Share on other sites More sharing options...
Anth Posted August 15, 2023 Share Posted August 15, 2023 @BechMeister Thanks for resubmitting it so it's got its own report. Also I tried clarifying the title a bit in brackets. It's weird that it's a disassemble bug but not in the same way. Link to comment Share on other sites More sharing options...
BechMeister Posted August 16, 2023 Author Share Posted August 16, 2023 (edited) I noticed something weird yesterday evening as well. The two Cockatoo's that are connected "vertically" to the clamp-o-tron inline is not registered as connected. - i cant undock them from the ports.. and i can close the ports down. They are registered as part of the structure, but they drift when time warping. At least thats my theory... I was doing refuel runs yesterday and when i loaded the station everthing was fine. I then connected to the refuel ship and timewarped to the point of rendezvous - and when the two crafts were a few 100m from each other i noticed the two Cockatoo had driftet several 100m from the docking ports. But were still registered as part of the station.. at least i could move crew from them to other parts of the station. Its all a bit weird. I will upload a savegame later. Edited August 16, 2023 by BechMeister Link to comment Share on other sites More sharing options...
Anth Posted August 16, 2023 Share Posted August 16, 2023 40 minutes ago, BechMeister said: I noticed something weird yesterday evening as well. The two Cockatoo's that are connected "vertically" to the clamp-o-tron inline is not registered as connected. - i cant undock them from the ports.. and i can close the ports down. They are registered as part of the structure, but they drift when time warping. At least thats my theory... I was doing refuel runs yesterday and when i loaded the station everthing was fine. I then connected to the refuel ship and timewarped to the point of rendezvous - and when the two crafts were a few 100m from each other i noticed the two Cockatoo had driftet several 100m from the docking ports. But were still registered as part of the station.. at least i could move crew from them to other parts of the station. Its all a bit weird. I will upload a savegame later. Weird for sure. Might be related to the same bug...might not. Link to comment Share on other sites More sharing options...
BechMeister Posted August 16, 2023 Author Share Posted August 16, 2023 Unfortunately I have lost the savegame with the parts drifting - and i cannot make it happen again, even though yesterday I was fighting hard for the cohesion to prevail. I have added a savefile here: https://1drv.ms/f/s!AhGsvJ5Xnc4dsRiWKtxbAsQ1J0Bu?e=1HsDMp I have decided to revert to a save before the escape crafts were added to the station - and I may not attempt to dock things to them, so I may not make any more findings in this direction. Link to comment Share on other sites More sharing options...
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