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When a Kerbal is on a Ladder they are Instead Drifting Away or aren't able to Move at All [Caused by Orbital Decay Fix]


Mushylog

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Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Edition Windows 10 Home Version 22H2 Installed on ‎29/‎06/‎2022 OS build 19045.3448 Experience Windows Feature Experience Pack 1000.19044.1000.0 | CPU: CPU Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz Base speed: 3.40 GHz Sockets: 1 Cores: 4 Logical | GPU: GPU 0 NVIDIA GeForce RTX 3060 Ti Driver version: 31.0.15.3713 Driver date: 14/08/2023 DirectX | RAMMemory 32.0 GB DDR3 Speed: 1600 MHz Slots used: 4 of 4 Form factor: DIMM Hardware reserved: 4

 

What happened:

If you are in orbit, go EVA with a Kerbal then move up and down the ladder of the pod (I used the 3 seats Pod), the Kerbal will drift away from the craft. Then, moving again, a few seconds later, will teleport back to its supposed position: on the capsule's ladder. 

Expected behaviour:

The Kerbals should be able to go up and down a ladder on a craft, without drifting away in space.

What I suspect happened:

The new fix that (successfully) reduces orbital decay may have created a new bug related to other bodies (crafts or kerbals) that are supposed to stick to another craft. It seems that this fix forces objects (crafts or kerbals) that are in orbit to forcibly freeze on their position, based on their motion (a kerbal moving up a ladder would create a "new orbit" since he created a force upward to go up the ladder, and maybe the game thinks that the kerbal is not attached to the ladder of the craft and therefore should not be sticking to it, ergo, should drift away).

 

Might want to replicate this bug with DOCKING other vessels to one another.

 Video recording of my test:

timestamp: 28 minutes 39 seconds

Included Attachments:
bugtest1.json


Anth12 Edit: Adding Video of it working Correctly in 0.1.4.0 confirming issue is caused by 0.1.4.1


 

Edited by Anth12
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13 minutes ago, Dakota said:

Appreciate the report. QA is aware of this issue and we're looking into it. We really want to nip these orbital decay issues in the bud!

Absolutely! The team should not let the new bugs that arise after a fix/update bum them out! Carry on, work hard, give your best and this game will get better and better! I'm glad to help as much as I can. :D

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Movement on the ladder is not required to reproduce this. I was able to reproduce on a stock Kerbal K2.

  1. Fly to Mun orbit (roughly 35km)
  2. EVA (just don't let go)
  3. Kerbonaut and craft drift apart because they have separate AP/PE altitudes.
  4. Time warp.
  5. Exit time warp, Kerbonaut and craft "snap" back together, and AP/PE altitudes change. Drift worsens.

Orbital decay seems to still be there but appears to be "snap" corrected when certain conditions are true.

Edited by Palshife
whoops can't remember the names of ships
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