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Create Maneuver reports No Fuel after engine disable/enable


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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Debian GNU/Linux 11 (bullseye) | CPU: AMD® Ryzen 5 5600x 6-core processor × 12 | GPU: NVIDIA Corporation GP102 [GeForce GTX 1080 Ti] | RAM31.3 GiB

 

Launched craft to orbit.  Adjusted orbit to concentric 100km.  Left orbiter in orbit and disabled engine just in case I might accidentally engage engines and screw up orbit in the future.

Re-engaged engines, tried to create maneuver point, and was greeted with a message stating that a maneuver point couldn't be created because I was out of fuel.

Fired engines, tested creating maneuver point, same result.  Also, engine seemed to move up one staging to join the final stage with parachutes.

- Jonathan

Edited by The Space Peacock
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I have a similar issue where my lander and orbital science module is reverse of my reusable transit module and the lander engines are turned off. I can fire the rockets on my transit module manually but can't create a maneuver.

Version: v0.2.0

wgOcrtE.png

 

Edited by jclovis3
Added video link.
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I have the exact same behaviour.

My craft undocked from the interplanetary tug, the two spark engines connected via a MEM-125 engine plate work fine, there is plenty fuel, BUT the DeltaV displayed on the right is zero, and I cannot create a maneuver node due to the "Cannot Create Maneuver: No Fuel" error.

BnZLAsC.jpg

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I have an update on this. It seems that if you turn off the engine of the lander before docking, it creates this bug. As a standalone unit, it will be out of fuel and carries this status on after being docked. The way to get around this is to make sure it is activate during docking, then deactivate it before you burn. Still, this is a bug that needs to be addressed.

Edit: or, perhaps not. I relaunched my explorer and still have this bug regardless of when I turn the engines off. Now, even with the engines on and before docking, it says I am out of fuel. Oddly, there are empty fuel gauges next to the parachutes? Could this be a problem?

Yes, that is a problem. You will have to modify your staging to get those parachutes staged without decoupling anything else. Once staged, I was able to set maneuvers again, even with the lander engines off. So the bug here is that unstaged parachutes provide fuel blockers for maneuvers.

Edited by jclovis3
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After some further testing with the same ship, I found it is not the state of the engine before docking, nor anything to do with parachutes. On my craft, after docking, I found that if I rearranged the staging to move my hydrogen engines back to a new stage and fired the staging to activate them again (throttle was at zero), this allowed the vessel to display the new deltaV and acknowledges that I have fuel again.

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I'm getting this with three probes I had detached from a vessel to Duna using radial couplers.  Enabling and disabling the engines doesn't seem to bring it back - re-staging the engines is not helping either.  Unfortunately I can't dock with anything so can't try docking and undocking - having a look the save file next.

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Okay - so much save game fiddling later - it appears to be the way I attached the radial decouplers.  When I removed the radial decouplers from the vessel entire (Save game edit) it fixed it.  It seems that the game sees the radial decouplers attached prior to the stage and assumes (incorrectly) that there can be no delta-v for the fuel tank (radial attached to fuel tank) as the part is on the jettisoned side of the radial decoupler.

I'm used to using these (and accepting the dead weight) to make it easy for me to separate sub-vessels - guess that doesn't work well in KSP V2 - at least I can go in and remove them fully to get it working again.

For now I'm going to stick to the double-ended variety.

This may be related to issues I was seeing in the VAB and calculated delta-V.  Assumptions made on how we put vessels together.

I'd rather they just used delta-v calculates based on the same principles that allow us to fire the engines manually rather than assumptions on which parts may or may not be activated/deactivated later.  If it's got control, fuel and an engine - that's all you need for delta-v.  Ignore what parts are or are not attached unless a future stage actually separates them.

Before fix - No delta-v - note radial decoupler part f755138f-5574-4782-93dc-015da0c7730f

Spoiler
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After Fix (Has delta-v)

 

Spoiler
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Edited by The Space Peacock
put logs into spoilers so this comment doesnt take up so much space
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I imagine you have already solved it, but the issue, seems to be that the vessel appears with no stages and you can't add any, and therefore the engine is in no stage.... It happened to me a couple of times. The only thing you need to do is, while docked, to ensure that the engine you are going to use is set into stage 1. You can do it before undocking or, if you forgot, dock again, put the engine in stage 1 and undock again.

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8 hours ago, landerote said:

I imagine you have already solved it, but the issue, seems to be that the vessel appears with no stages and you can't add any, and therefore the engine is in no stage.... It happened to me a couple of times. The only thing you need to do is, while docked, to ensure that the engine you are going to use is set into stage 1. You can do it before undocking or, if you forgot, dock again, put the engine in stage 1 and undock again.

I had this exact thing happen to me. Docked ship had other engines active. The ship I was going to undock had only engines in terms of staged parts. The engine was disabled up in a different stage of the main craft. When I undocked, the engine remaines in this ghost stage. Reloading my quick save and activating the engine in the main stage properly linked it to the stage of the craft on undocking.

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On 12/20/2023 at 10:21 PM, Anonymous Bug Reporter said:

Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Debian GNU/Linux 11 (bullseye) | CPU: AMD® Ryzen 5 5600x 6-core processor × 12 | GPU: NVIDIA Corporation GP102 [GeForce GTX 1080 Ti] | RAM31.3 GiB

 

Launched craft to orbit.  Adjusted orbit to concentric 100km.  Left orbiter in orbit and disabled engine just in case I might accidentally engage engines and screw up orbit in the future.

Re-engaged engines, tried to create maneuver point, and was greeted with a message stating that a maneuver point couldn't be created because I was out of fuel.

Fired engines, tested creating maneuver point, same result.  Also, engine seemed to move up one staging to join the final stage with parachutes.

- Jonathan

I had something similar around Mun.  Disabled engines on craft I was leaving in orbit and landed an Apollo style mission.  Returned and docked and now combined craft showed no fuel and would not allow placement of a MN (no fuel).  Activated engine, turned on and off docking mode, etc.  Did not notice anything about staging.  Still unable to create MN.

Except.

I eyeballed a return and hit 'z' and low and behold the engines lit.  Was able to use map view to get a Kerbin pe low enough to aerobrake to the surface.

Somehow the systems are not talking to one another.

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  • 3 weeks later...
On 12/30/2023 at 3:11 AM, jclovis3 said:

After some further testing with the same ship, I found it is not the state of the engine before docking, nor anything to do with parachutes. On my craft, after docking, I found that if I rearranged the staging to move my hydrogen engines back to a new stage and fired the staging to activate them again (throttle was at zero), this allowed the vessel to display the new deltaV and acknowledges that I have fuel again.

Indeed, making sure the lander's engines were above the interplanetary tug's stage before undocking fixed the issue for me. Thanks for the tip.

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