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Game wrongly indicating 0 DeltaV for any stage that does not contain the original root part


SomeoneAlive

Bug Report

Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows 11 | CPU: Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz, 2904 Mhz, 6 Cores, 12 Logical Processor(s) | GPU: NVIDIA GeForce GTX 1650 SUPER | RAM12 GB

 

Expected delta-v to show for a separated vehicle but it showed 0 delta v

Steps to replicate (what that I did):

1. Create a vehicle on another vehicle which separates via a decouple (eg. a probe which separates from a larger craft. Note: construct probe on larger craft, not as its own craft and then attach)

2. Separate sub craft.

 

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DeltaVbug.png.f0da1086f1c48ab4440cfdd713

Edited by DibzNr
Changed title to better reflect nature of the bug based on my own personal experience
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5 answers to this question

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Adding a stage to the bottom of the staging tree and moving the active engine in there brings the DV back. Perhaps this helps in fixing the issue.

This is a pretty severe bug as, thanks to the unholy decision to prevent maneuver nodes to be created when here's "no fuel," it means you can't get home from other planets once this happens.

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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows 11 | CPU: 12th gen intel core i7 | GPU: rtx 3060 | RAM16GB

After docking, vessel indicates no delta V available. Has fuel and appears to operate in spite of no delta V. Engine ignites and burns, but results in no change in orbital speed or fuel reduction. Orbital info does not change.

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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows | CPU: i7 11th gen | GPU: :klueless: | RAMIntegral of 2x through the bounds 4 and 0

Detaching a craft off the main craft (so the detached craft does not contain the rot part) results in the craft reading 0 on the dv readout.

Persists through quickloads.

Annoying for landing boosters.

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