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I'm sick of the number of bugs in 0.22


nhnifong

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When loading a subassembly, the struts and fuel lines are lost unless the thing was made as a standalone ship.

Agree; bloody annoying. Struts within the assembly work fine in my experience, but struts / fuel lines going outside the assembly are a mess.

Lately, KSP has not been detecting vessels on the runway or the launchpad and it will just place your new vessel on top of the old one, exploding it.

I've noticed that in every release I've used (i.e. since 0.18).

Sometimes in the vab you can't grab parts without grabbing the whole ship, and then you cant let go. if you had not saved, you design is lost.

Every time I've seen this, it's from symmetrically placing a subassembly (or a stack I copied) that itself has symmetry, then deleting a symmetric part from inside the assembly (e.g. make a stack with a symmetric cluster of 48-7S at the bottom, then copy that stack in 6-fold symmetry around the center, then click on one of the 48-7S engines => you opened the hellmouth). It's an annoying bug, but at least I know what to avoid.

The other two bugs I haven't experienced, but I never dock.

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One think I would like to see is action groups viewable after launch. I know there are mods, but I like running as few mods as possible currently. I do that mostly to see what I can do with the stock setup. Now I realize this may be changed later on so I am not complaining too much about it honestly.

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Agree; bloody annoying. Struts within the assembly work fine in my experience, but struts / fuel lines going outside the assembly are a mess.

Why in the world would you ever expect them to? Struts and fuel lines running outside of the Subassembly will be severed naturally when you sever their connection to the rest of the ship by saving it as a subassembly. Those struts and fuel lines no longer have any association and are not going to magically reach out and connect to whatever they are placed near. I can't imagine this ever changing and I think expecting it to work like that in the first place is not squads problem...

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Why in the world would you ever expect them to? Struts and fuel lines running outside of the Subassembly will be severed naturally when you sever their connection to the rest of the ship by saving it as a subassembly. Those struts and fuel lines no longer have any association and are not going to magically reach out and connect to whatever they are placed near. I can't imagine this ever changing and I think expecting it to work like that in the first place is not squads problem...

I expect them to work that way because that's how they work in most cases. It's not magic: there's code to do it (it's a raycast from the source attachment point to the target). The code works when you first place struts, when you load a ship, when you copy stacks that have struts, and like circumstances. It fails when you place an assembly. I'm presuming it's some simple bug with the strut's target position not being stored correctly in an assembly, or not getting transformed properly when the assembly is placed, or whatever.

Edit: upon inspection, looks like it's the StrutConnector.onPartStart code not finding the target part (which is stored with id -1 if the part isn't in the subassembly) and thus not bothering to do a raycast, even though it has a correct position and direction and would probably hit a part if it tried.

Edited by numerobis
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I expect them to work that way because that's how they work in most cases. It's not magic: there's code to do it (it's a raycast from the source attachment point to the target). The code works when you first place struts, when you load a ship, when you copy stacks that have struts, and like circumstances. It fails when you place an assembly. I'm presuming it's some simple bug with the strut's target position not being stored correctly in an assembly, or not getting transformed properly when the assembly is placed, or whatever.

Edit: upon inspection, looks like it's the StrutConnector.onPartStart code not finding the target part (which is stored with id -1 if the part isn't in the subassembly) and thus not bothering to do a raycast, even though it has a correct position and direction and would probably hit a part if it tried.

It could be doing the lesser of two evils though, in that it could place the strut there but not doing in case the player does not want it there. I have just become accustom to double checking everything after attaching, and saving during each stage of the build. Basically I wouldn't write a 10 page paper for a class and not save until the very end, I would save it as often as possible since I do not know all the outcomes. As for the subassemblies I normally build them without struts or fuel lines as I may use them on other crafts that might need them in different orders, but I can also see where this could be a problem for those big builds. However one work around may be to make a probe of the said item and save it as such, and the main payload (minus the command pod) as the sub, by doing this you could then mount them together and just build to command area.

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It could be doing the lesser of two evils though, in that it could place the strut there but not doing in case the player does not want it there

I haven't heard of anyone complaining that they copied a stack and it copied the struts and fuel lines -- certainly if there's a strut I don't want, I just delete it.

I have heard several complaints of people on these forums saying they made a subassembly of a stack and it didn't properly copy the struts and fuel lines. The OP is only one example among many.

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You are in luck my friend! .23 is just around the corner! The game is in beta, it is the first thing they tell you when you buy the game, so there will be bugs. I am currently hunting the krakken and looking for bugs. Hoping if I find one they will name it after me. :cool:

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I've experienced a couple of these. The disappearing spacecraft happened with a probe returning from the Mun. I had saved by returning to KSC and logging out of the game, when I went back in later the probe had disappeared...no wreckage, no record. Alien abduction...

Only mod was mechjeb.

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I though I had a Kerbal in orbit vanish, turns out I was in another copy of KSP with different addons and a slightly different save, no Kerbal.

He was right as rain in the other game though, except for being stranded in orbit that is :)

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You guys should play the beta of Planetary Annihilation...

Or done the closed beta of Hellgate: London. Imagine having British Halloween themed items drop from critters that cannot be used, cannot stack, and cannot be deleted. Now imagine that issue not being fixed for months.

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Dont worry guys,

Squad has an entire branch that is hunting these bugs around the clock.

The only issue here is, that they only fix them with the updates but not with patches or hotfixes.

If I recall correctly, the last Hotfix was the SAS-Fix from C7.

Historically Squad (and everyone else in software) release a minor release shortly after each major release, and sometimes two. The last release, 0.22, didn't have any showstoppers discovered after release, which is testament to a very good test cycle this time around.

It's actually a surprising amount of effort to put out a release to customers, so you have to weigh the time spent releasing versus the work you could otherwise have done.

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I've tried over and over to launch something to another planet in the past few days and every time I just run into a crazy bug and can't go on.

Here are a few of the things that have happened. I've just rage quit .22 too many times to put up with this any longer. C'mon squad, get it together, .21 wasnt this bad.

When loading a subassembly, the struts and fuel lines are lost unless the thing was made as a standalone ship.

Lately, KSP has not been detecting vessels on the runway or the launchpad and it will just place your new vessel on top of the old one, exploding it.

Sometimes after docking, the attitude of some parts of the ship will be locked. Any attempt to go on rails or reload the ship causes it to explode.

Sometimes in the vab you can't grab parts without grabbing the whole ship, and then you cant let go. if you had not saved, you design is lost.

Randomly ship that were in stable orbits are disappearing.

the past few days ever time i try to launch a ship it explodes on the pad before i can do anything. i have re installed the game and all my mods well over 10 times i installed the interstellar mod with the warp drive and it worked fine for 2 days then ships started diapering exploding in space i killed off all my ships in space played for a bit logged off and back in the next day now i cant get off the ground with out blowing up. the messages i get from the revert screen says structural fail and items colliding in to each other and this is with a 4 component ship does not matter what i try same thing getting tired of it same thing with the mod removed and fresh install ????? any ideas ???

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Terrain seams suck! Nothing like hitting a seam while cruising on the Mun (or Kerbin) and having it rip the wheel off your rover and fling the rest of the craft over onto its back, wrecking solar panels and science equipment. I understand that the devs are trying to stomp out the bugs, but the seams have gotten worse from 0.18 onward. Yes, I play on low terrain detail. I do so because sometimes I build large craft and don't want to have to fight graphics settings the whole time, and I'm not too ashamed as a gamer to reduce settings.

I mean, this is something I'm sure most of you consider minor (After all, it's a game about rockets and spaceplanes, why would you want to drive on Kerbin?), but it bugs the crap out of me. I know the new terrain looks awesome, but it sucks for driving rovers around to gather science rather than having to fly everywhere. Between uncontrolled rapid acceleration up slopes with the brakes on, suspension shake causing complete loss of control, and terrain seams that destroy your vehicle as sure as crashing into the VAB, I've found it next to impossible to slow-cruise around Kerbin with a goo-canister on the back of a rover truck.

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