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Kraken attacks if you walk away from a landed ship on EVA and then walk back towards it [Moving 2400m away from the vessel (physics range) and getting back]


EngineeringWaffle

Bug Report

Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows 10 | CPU: AMD 5600X | GPU: Nvidia 3070 FE | RAM32

 

If you get far enough away from a landed ship obviously the ship unloads and stops having physics applied to it. Which is fine. But then if you walk back to the ship (especially if you are using time warp on EVA) then the ship will often just randomly explode. I had this happen a couple times on Duna, where the ship seemed to explode "in place." Often landing gear would get damaged and then the craft would tip over. I then landed in the water on Laythe and had a similar thing happen but this time the ship seemed to fall out of the sky from approximately 100m above the surface of the ocean, destroying it. On subsequent reloads I was able to position the camera to view the craft before physics was applied to it and noted that it was perfectly upright (not the orientation it was left in) and hovering about 100m above the ocean. When I got close enough it started having physics applied and fell.

I unfortunately did not take screenshots, but I do have game save files I will upload as soon as I can.

 

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Edited by Spicat
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Yes, it seems to explode directly when physics are loaded. Sometimes when approaching the ship I will hear a bang and then everything is smashed. I obviously can't know exactly how far away I am from the craft at that time, but on laythe particularly I noticed that the craft would initially load floating in the air without any physics. As soon as physics loaded, the craft would fall and explode.

I've also noticed similar things with large ships in orbit. I wanted to dock with my large craft and as soon as my smaller craft got close enough for physics to load on the larger vessel, it exploded into a debris field.

The bug report you linked is interesting, but I haven't had issues with the craft sinking. I remember that bug from the release where I would leave my mun lander and come back and the mun lander would just be gone, sinking into the mun forever. This bug is much more explodey than the sinking into the ground bug.

Let me know if going back to my save and taking screenshots/videos would be useful. If you feel it would be beneficial then I'll do it, it's just a real pain because it means screwing around on EVA for like 20 minutes trying to swim close enough to be in viewing range but not in physics range. I can also supply the save file, though I'll warn you that it isn't super consistent.

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Had this happen to me twice on my first Duna mission at below 2.4 km. 
My first lander was to draggy to reach orbit, found that the trusses are very draggy who is not an bug but might be exploited for aerobraking :) 
Well landing my rescue craft caused the first lander to jump up and fall over.  It was located next to the decopler. 
MSZwzSF.png
This did not happen at 2.4 km but then I had landed and ~ to other craft. Landing took time used K2-D2 landing autopilot as I lost my probe core on unmanned craft during decent, it was on the bottom.
Now switching also cause the rescue lander to jump and start rolling. 

So I had to do an car chase on Duna.
WkzfMGh.png

Who was pretty hilarious. 

Now I know that in KSP 1 legs and wheels was very buggy if stuff was docked together and mass changed because of mining or other reason and you loaded the craft in. Solution was to use trusses not legs. 
For wheels use retractable ones or don't have rovers docked. 
 

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I've experienced this a few times as well -mostly landers tipping over due to the physics kick. At least on low gravity bodies I've been able to partially work around this by setting the lander to orbit mode and locking the SAS to radial out - this doesn't prevent the physics kick but helps keep the lander from falling over.

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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Win 11 23H2 | CPU: i9-13900KF | GPU: RTX 3080 Ti | RAM32.0 GB

So I kept an eye on as I drove away, it never bounced or broke up as is common, but when I got back....

Is there somewhere in the file I can fix this? 

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On 2/26/2024 at 6:06 AM, EngineeringWaffle said:

on laythe particularly I noticed that the craft would initially load floating in the air without any physics. As soon as physics loaded, the craft would fall and explode.

I've experienced the same on Ike. I've also experienced the opposite on the Mun, where a craft or a kerbal would initially load underground when approached, promptly plummeting to the core.

Having multiple landed vehicles in the vicinity of each other is just asking for trouble in the game's current state.

Edited by joratto
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On 3/30/2024 at 1:02 AM, Spicat said:

@Filed.Teeth, merged your bug report.

Don't know how to fix this, but you could use the cheat menu (ALT+F8)

Thanks Spicat. 

In this case since it was such light gravity, I just rolled it over on reaction wheel power.

I was asking about file fixes for higher gravity situations.

I'll go with the cheat menu if it happens on a heavier planet.

Edited by Filed.Teeth
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