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Custom capsule exploding?


Slew

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I\'ve created a custom capsule and given it the exact same settings as the default one, but it explodes as soon as it hits the ground (with the parachute deployed).

I\'ve tried changing the crashTolerance value, but it doesn\'t seem to do anything.

Anyone know what the problem is?

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Well I did a bit of testing and I think I figured it out.

I had the 0,0,0 point at the bottom of my capsule.

The default capsule puts it roughly in the middle.

Once I shifted the model down, the explosions stopped.

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Well I did a bit of testing and I think I figured it out.

I had the 0,0,0 point at the bottom of my capsule.

The default capsule puts it roughly in the middle.

Once I shifted the model down, the explosions stopped.

Well now -I- know how to fix it!

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[Edit] That is bizarre. Today, they work. I\'ve changed nothing. But have restarted the pc. I think this game is doing it on purpose.

Hmmm. I\'m trying to make some landing legs. But they constantly explode. As soon as they touch the ground. This is extremely annoying. :(

Oh. It may have been because I forgot to turn quads to tris... darn blender.

Ok. Seems to be the breakingTorque and breakingForce needed to be upped from the default level. No idea why.

Nope. Nothing I do fixes it. I\'m just about ready to give up now. How do other people make landing legs work?!

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Well I did a bit of testing and I think I figured it out.

I had the 0,0,0 point at the bottom of my capsule.

The default capsule puts it roughly in the middle.

Once I shifted the model down, the explosions stopped.

Quite right. The parts have a collision-tunnelling protection system that checks their traveled path on each frame to make sure they didn\'t go through the terrain. That works by casting a line from the part\'s previous position to it\'s current one, and unsurprisingly, that line is cast from the origin point of the model (scene 0,0,0).

So if the scene origin is outside of the collision mesh, it can happen that this linecast will touch the ground before the actual collision mesh, and cause it to explode, even at low velocities.

I guess this might be considered a bug.

Cheers

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Ah... Thanks. With some meshes, they may be sideways, diagonal etc (wings, legs).

I was at a loss as to where to put the scene origin. At the base of the legs, the top? To add to the confusion, the rocket spawning above/below the launch pad meant it may also crash/get stuck as well. So it\'s hard to know if it\'s crashing due to a collision detection (the scene 0,0,0 sticking through the launch pad) or because it\'s spawned the rocket too high (because the scene 0,0,0 was raised to stop the collision detection) and then crashing back down.

I\'ll go back to experimenting and seeing which arrangement the game prefers. :(

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  • 1 month later...

By the way, the stock RCS tank has the same issue.

I once crashed my Munlander, and when I tried to turn the survived top stage (chute+pod+2 RCS tanks) vertically, the lower tank exploded in the moment the bottom aligned with the surface. 1 second later the second tank did the same.

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