ferram4 Posted October 28, 2013 Author Share Posted October 28, 2013 @ANWRocketMan: What G-Forces are you hitting? You are using the decoupler stiffening option, right? Can you provide a craft? Go into the config.xml and change "debug" to 1, reproduce the issue and then post the log here.It might just be that you're asking far too much of the joints; it's not like they're supposed to be indestructible, though they should fail long before that happens.@Surefoot: That's an error that pops up with pretty much all landing gear; it's safe to ignore it. Link to comment Share on other sites More sharing options...
Surefoot Posted October 28, 2013 Share Posted October 28, 2013 Ah, I see what's happening. Since the plugin can't load the mesh for whatever reason,(...)Just looked at the log again: the warning i quoted above is happening before i see this: "ground contact!", "Unpacking (plane name)", "[Proceduralwing2]: Activated", etc. Are the procedural parts meshes loaded only upon activation maybe ? Link to comment Share on other sites More sharing options...
ANWRocketMan Posted October 28, 2013 Share Posted October 28, 2013 @ferram4: I'm pulling max about 2G's. I'll quickly quickly enabled debug mode. The decoupler stiffenening option is set to 1. So I assume that is on?To be fair, that is a 65 ton payload though... But on another point, I once built a 180-ton payload launcher that worked fine(with KW Rocketry and FAR)... but that was in 0.18.4. Link to comment Share on other sites More sharing options...
ferram4 Posted October 28, 2013 Author Share Posted October 28, 2013 @Surefoot: That might be something to look into. I'll try it out.@ANWRocketMan: Yep that's activated... try increasing angularMaxForce to something unreasonable and see what happens. It might just be that the angular stiffness is being overloaded and it's falling apart that way. Link to comment Share on other sites More sharing options...
Surefoot Posted October 28, 2013 Share Posted October 28, 2013 I guess you still have to be careful with AoA on ascent with a long rocket / top heavy load and sideways forces, which makes sense. Link to comment Share on other sites More sharing options...
ANWRocketMan Posted October 28, 2013 Share Posted October 28, 2013 @ferram4:[LOG 23:28:24.732] Updated joint from 3.75m Stack Decoupler to KW Rocketry Wildcat-XRStd. Joint ParametersConnected Body: KW3mengineWildcarXR (UnityEngine.Rigidbody)Anchor: (0.0, 0.0, 0.0)Axis: (1.0, 0.0, 0.0)Sec Axis: (0.0, 0.0, 1.0)Break Force: 200Break Torque: 200Linear DrivePosition Spring: 11044.69Position Damper: 441.7874Max Force: 200000Mode: PositionAndVelocityAngular DrivePosition Spring: 174730.8Position Damper: 2329.743Max Force: 20000Mode: PositionAndVelocityCross Section PropertiesRadius: 2.651653Area: 22.08937Moment of Inertia: 38.82906That's the log for the 3.75m decoupler. Most of the other joints seem to have 'Break force' and 'Break Torque' values of like 100000. I see their part.cfg files have those values. I'll try setting that up too, see if that fixes it. Link to comment Share on other sites More sharing options...
ferram4 Posted October 28, 2013 Author Share Posted October 28, 2013 Break force and Break torque don't do anything to affect stiffness. Try increasing angularMaxForceFactor in the config.xml file, which will increase the max force that the angular drive setting can output. That will likely help.How do the drive settings compare between the decoupler and the other KW parts? Link to comment Share on other sites More sharing options...
spudcosmic Posted October 28, 2013 Share Posted October 28, 2013 ferram this is one of the most amazing mods I have ever seen! Link to comment Share on other sites More sharing options...
ANWRocketMan Posted October 28, 2013 Share Posted October 28, 2013 I have to agree with @spudcosmic!I'll do some more testing and get back to you tomorrow. I have to get to bed. Not even Jeb himself could keep a mere mortal such as myself from my sleep. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted October 28, 2013 Share Posted October 28, 2013 You sir just fixed the biggest problem that the very basic concept of KSP has standing in it's way. Link to comment Share on other sites More sharing options...
kujuman Posted October 28, 2013 Share Posted October 28, 2013 Both of these rockets would have lost their nozzles within a few seconds of start up before this mod.180 ton rocket with SRB producing 2.3 kN of thrust (through 5 fuel segments) flies impeccably280 ton rocket with SRB producing 4.9 kN of thrust (through 8 fuel segments) flies not so great. Same rocket with 4 2x size segments is working great.Thanks Ferram! Link to comment Share on other sites More sharing options...
pantheis Posted October 28, 2013 Share Posted October 28, 2013 Just a little something I've noticed but I've always avoided the KW decouplers because they always caused issues with flexing and breaking where using a stock decoupler would behave fine. Link to comment Share on other sites More sharing options...
Tiberion Posted October 28, 2013 Share Posted October 28, 2013 This.. yes.Yes.5-meter rockets are no longer annoying. Link to comment Share on other sites More sharing options...
p3asant Posted October 28, 2013 Share Posted October 28, 2013 Break force and Break torque don't do anything to affect stiffness. Try increasing angularMaxForceFactor in the config.xml file, which will increase the max force that the angular drive setting can output. That will likely help.How do the drive settings compare between the decoupler and the other KW parts?What do the angularMaxForceFactor and the linearMaxForceFactor effect?I boosted both and something magic seemed to happen. Link to comment Share on other sites More sharing options...
ferram4 Posted October 28, 2013 Author Share Posted October 28, 2013 They control the maximum force that the "drives" can apply; the drives are essentially spring-damper combos that keep the parts where they should be, linear controlling how far it can move in any direction, angular controlling how much it can twist.The max force would be set to infinity, but then if the simulation hiccups or you're dealing with a particularly large rocket on load the force can become incredibly large and tear the rocket apart, so I set it slightly low. I'm thinking I should have set it higher by default now. Link to comment Share on other sites More sharing options...
p3asant Posted October 28, 2013 Share Posted October 28, 2013 (edited) They control the maximum force that the "drives" can apply; the drives are essentially spring-damper combos that keep the parts where they should be, linear controlling how far it can move in any direction, angular controlling how much it can twist.The max force would be set to infinity, but then if the simulation hiccups or you're dealing with a particularly large rocket on load the force can become incredibly large and tear the rocket apart, so I set it slightly low. I'm thinking I should have set it higher by default now.I added a zero to both and now my 11m diameter test monstrosity ( Jeb is in love) can get to orbit.Before it would either spin to it's ass or the bottom engines would fall off, or the top part would fall off the booster.It seems pretty hard to make realistic-ish bottom heavy rockets in ksp.I'm thinking Saturn V had 2300t in first stage of 2800t. Try that in ksp Edited October 28, 2013 by p3asant Link to comment Share on other sites More sharing options...
ferram4 Posted October 28, 2013 Author Share Posted October 28, 2013 OK then, the next release will have both increased by a factor of 10.The real issue in KSP with building these gigantic rockets is that you're connecting a massive tank (100 tons) to a decoupler (1 ton) to an engine (10 tons) to another massive tank (50 tons) and such disparate masses connected together plays havoc with rigid body physics simulations. On the other hand, connecting lighter tanks to the decoupler and engine combo results in more joints closer together, which leads to more opportunities for flexing. It's kind of a terrible situation all around, and it would be better if we could choose to apply a decoupler PartModule to the top of a fuel tank, and then directly attach the tank to the engine, and not bother with the separate lightweight and problematic decoupler part. But that would probably be confusing for players, new and old. Link to comment Share on other sites More sharing options...
p3asant Posted October 28, 2013 Share Posted October 28, 2013 OK then, the next release will have both increased by a factor of 10.The real issue in KSP with building these gigantic rockets is that you're connecting a massive tank (100 tons) to a decoupler (1 ton) to an engine (10 tons) to another massive tank (50 tons) and such disparate masses connected together plays havoc with rigid body physics simulations. On the other hand, connecting lighter tanks to the decoupler and engine combo results in more joints closer together, which leads to more opportunities for flexing. It's kind of a terrible situation all around, and it would be better if we could choose to apply a decoupler PartModule to the top of a fuel tank, and then directly attach the tank to the engine, and not bother with the separate lightweight and problematic decoupler part. But that would probably be confusing for players, new and old.Afaik there already are upper stages which function as engines tanks and decouplers at the same time.It would be kinda cool to have an stretchable, universal part which includes tank,engine and decoupler. Link to comment Share on other sites More sharing options...
Psycix Posted October 28, 2013 Share Posted October 28, 2013 and it would be better if we could choose to apply a decoupler PartModule to the top of a fuel tank, and then directly attach the tank to the engine, and not bother with the separate lightweight and problematic decoupler part.I say: welding! Link to comment Share on other sites More sharing options...
Starwaster Posted October 28, 2013 Share Posted October 28, 2013 Wow, this looks great Ferram!But I have a concern. I glanced through the source and noticed a few places where it's multiplying existing parts breakingForce & breakingTorque My concern is that a lot of parts do not define breakingForce OR breakingTorque in their part config files. Surprisingly, the main offender is Squad themselves. Several engines (*cough*nuclear*cough*) and pretty much all probe and command pods.I didn't look through the entire source, so apologies if this is already done in there somewhere, but could you check parts to see if those properties are absent and set them first instead of just 'breakingForce *= 1000' Or do you know if those properties have a non-zero default value? (which would probably make this a non-relevant point) Link to comment Share on other sites More sharing options...
Gaius Posted October 28, 2013 Share Posted October 28, 2013 Or do you know if those properties have a non-zero default value? (which would probably make this a non-relevant point)My understanding was that the default value is 20, but I can't find a source for that now, so consider that hear-say... Link to comment Share on other sites More sharing options...
Supernovy Posted October 28, 2013 Share Posted October 28, 2013 I have thought about adding decoupler modules to engines, just setting the decouple node to bottom. That way when you press space, it'll decouple the tank and activate the engine at the same time. Link to comment Share on other sites More sharing options...
ferram4 Posted October 28, 2013 Author Share Posted October 28, 2013 @StarWaster: The only time "breakForce *= 1000" is called is for launch clamps; otherwise it changes nothing about the default breakForce or breakTorque other than to multiply by universal constants, which are set to 1 by default.In the other situations if a breakForce or BreakTorque was equal to zero the parts would separate instantly, because it would mean that the part joints could not take any force before failing, so I'm fairly certain it is non-zero. Link to comment Share on other sites More sharing options...
Starwaster Posted October 29, 2013 Share Posted October 29, 2013 My understanding was that the default value is 20, but I can't find a source for that now, so consider that hear-say...Problem is that you would think that any non-zero value would show up in the debug page for those parts. I'll check that again after installing this mod. I'll also try taking a ship into deep space with this mod running. With a nuclear engine on it unstrutted. (They tend to fall off spontaneously. Even on stationary ships) Link to comment Share on other sites More sharing options...
Starwaster Posted October 29, 2013 Share Posted October 29, 2013 @StarWaster: The only time "breakForce *= 1000" is called is for launch clamps; otherwise it changes nothing about the default breakForce or breakTorque other than to multiply by universal constants, which are set to 1 by default.In the other situations if a breakForce or BreakTorque was equal to zero the parts would separate instantly, because it would mean that the part joints could not take any force before failing, so I'm fairly certain it is non-zero.Ok thx for the reply Link to comment Share on other sites More sharing options...
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