Whirligig Girl Posted March 25, 2014 Share Posted March 25, 2014 It's not a bug with new features, but ever since 0.23 or 0.22 (not sure which), decouplers seem to randomly not work. Even if they are placed perfectly with no clipping, sometimes they just don't detach. Scott Manley seems to have this problem as well, and I saw it on the KSPTV marathon too. This is a bad enough bug to be considered "Game-Breaking" because this is a fault that can't be predicted and can not be fixed withut going back to the VAB and replacing the decoupler in the EXACT SAME WAY.That said, I wish this weren't a problem, I want ARM to be released just as soon as you do. Link to comment Share on other sites More sharing options...
Kasuha Posted March 25, 2014 Share Posted March 25, 2014 If you find a way how to reliably reproduce the bug, then there is higher chance devs will actually fix it. It's hard to fix a bug if you don't know what is causing it and couldn't reproduce it to watch how it happens. If it would take too long to fix, it is better idea to just release the game even with the bug, IMO. Especially if it happens randomly and you have the option to revert to launch and try again.There is a way how to "fix" it within your game, at least if your ship is already in orbit. Jump to time warp and let the two parts of the ship drift apart to safe distance (~50 m). Link to comment Share on other sites More sharing options...
allmappedout Posted March 25, 2014 Share Posted March 25, 2014 Is this not simply a case of the force of the decouplers not transferring when you use struts? It's definitely a known issue, but not a game changer - just attach some sepratrons to the devices and Robert is your Mother's Brother. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted March 25, 2014 Author Share Posted March 25, 2014 If you find a way how to reliably reproduce the bug, then there is higher chance devs will actually fix it. It's hard to fix a bug if you don't know what is causing it and couldn't reproduce it to watch how it happens. If it would take too long to fix, it is better idea to just release the game even with the bug, IMO. Especially if it happens randomly and you have the option to revert to launch and try again.There is a way how to "fix" it within your game, at least if your ship is already in orbit. Jump to time warp and let the two parts of the ship drift apart to safe distance (~50 m).No they are not two different vessels, the decoupler just makes a sound and does nothing. The vessels remain attached the same way as all other parts. I've also had the problem you mention, and timewarp does fix that, but the bug you're talking about usually comes from user-failure (part clipping). Link to comment Share on other sites More sharing options...
Sirrobert Posted March 25, 2014 Share Posted March 25, 2014 Is this not simply a case of the force of the decouplers not transferring when you use struts? It's definitely a known issue, but not a game changer - just attach some sepratrons to the devices and Robert is your Mother's Brother.No I'm not Link to comment Share on other sites More sharing options...
Kasuha Posted March 25, 2014 Share Posted March 25, 2014 (edited) No they are not two different vessels, the decoupler just makes a sound and does nothing. The vessels remain attached the same way as all other parts. I've also had the problem you mention, and timewarp does fix that, but the bug you're talking about usually comes from user-failure (part clipping).If time warp fixes it then they are two separate ships already because parts of single ship do not drift apart during time warp. The bug is that even though they are two different vessels, the physical link between them (the decoupled joint) was not deleted for some reason and therefore physics engine keeps them together.As far as I know, it can happen on ships which do not use clipping at all. Just recently it even happened to me during an experiment, except it was not on decoupler but on docking port which I "undocked" by "force" of time warp.Javascript is disabled. View full album Edited March 25, 2014 by Kasuha Link to comment Share on other sites More sharing options...
DoctorCruz Posted March 25, 2014 Share Posted March 25, 2014 It's not a bug with new features, but ever since 0.23 or 0.22 (not sure which), decouplers seem to randomly not work. Even if they are placed perfectly with no clipping, sometimes they just don't detach. Scott Manley seems to have this problem as well, and I saw it on the KSPTV marathon too. This is a bad enough bug to be considered "Game-Breaking" because this is a fault that can't be predicted and can not be fixed withut going back to the VAB and replacing the decoupler in the EXACT SAME WAY.That said, I wish this weren't a problem, I want ARM to be released just as soon as you do.Whenever this happens to me I find that a precision mashing of space tends to get it eventually, but sometimes I miss and activate like 3 stages all at once. Link to comment Share on other sites More sharing options...
m4v Posted March 25, 2014 Share Posted March 25, 2014 Gee, maybe you should send your curriculum to Squad because you seem to know better how to develop the game.I never had a problem with decouplers, the only time I had them not detaching, exactly in the same way you describe, was due to a mod, but I don't remember which one was. Link to comment Share on other sites More sharing options...
Kasuha Posted March 25, 2014 Share Posted March 25, 2014 the bug you're talking about usually comes from user-failure (part clipping).On second thought, I have seen just recently that when you use part clipping, you can remove an engine fairing by clipping two things below the engine, then removing the first one. It is possible that you can break the decoupler similarly by clipping two things to the decoupling end of a decoupler, then removing the one the decoupler thinks is to be decoupled. So yeah, you may be right but that is probably not the only cause of it. Link to comment Share on other sites More sharing options...
ScallopPotato Posted March 25, 2014 Share Posted March 25, 2014 It's not a bug. It's that the decoupler was put on the wrong way. Ever notice how your decouples stay attached to your rocket stacks? Well, sometimes the direction of the decoupler makes it stay attached to the craft you just seperated. And that often happens to be where the engine bell is. It'd be easier to explain with pictures. But it has happened to me, typically involving issues with craft added in as subassemblies. It's one the reasons I've been using stack separators more often. Link to comment Share on other sites More sharing options...
Kerbolnaut Posted March 25, 2014 Share Posted March 25, 2014 It's not a bug. It's that the decoupler was put on the wrong way. Ever notice how your decouples stay attached to your rocket stacks? Well, sometimes the direction of the decoupler makes it stay attached to the craft you just seperated. And that often happens to be where the engine bell is. It'd be easier to explain with pictures. But it has happened to me, typically involving issues with craft added in as subassemblies. It's one the reasons I've been using stack separators more often.Exactly. This is not a bug. When you build your rocket, you have to look at those little arrows/triangles on the decoupler. They point at the side where it will decouple. Decouplers only disconnect one side, while stack separators disconnect both sides. Use a decoupler when separating stages of a rocket. Use a separator if you have two separate spacecraft that you want to break apart. Link to comment Share on other sites More sharing options...
regex Posted March 25, 2014 Share Posted March 25, 2014 I've experienced this issue, but only with KW and DRE decouplers used in conjunction with debug clipping (sometimes) and the KW struts. The decoupler will register as decoupled in the right-click menu but will remain attached, I have confirmed it in the save file. Generally if it happens I just rebuild the craft to use SQUAD's decouplers, seems to reduce the incidences. I feel like this is most likely an issue with mods and OP should try to find a 100% working example. Link to comment Share on other sites More sharing options...
LORDPrometheus Posted March 25, 2014 Share Posted March 25, 2014 It is a case of user error really. Either the decoupler is clipping or upside down or both. Seriously this is a well known thing the fix is be careful when building some mod decouplers seem to fail more often this is due to the game allowing you to cross through it and attach to the wrong node. Just be careful and all is well. Link to comment Share on other sites More sharing options...
regex Posted March 25, 2014 Share Posted March 25, 2014 It is a case of user error really.It's not.the decoupler is clippingThis is probably what's going on. The more I think about it the more I'm convinced it's an issue with the KW and DRE (and others, undoubtedly) decouplers. SQUAD decouplers don't have cross-beams so they will rarely, if ever, clip into the part they're supposed to decouple from. You rarely see this issue with engines and decouplers, it happens more with structural parts. For example, the KW decouplers and DRE heatshields don't seem to like each other, that's where I've seen the most sticking and is probably the easiest to reproduce.OP needs to get a craft that can 100% reproduce the issue and then take it to the mod authors. Link to comment Share on other sites More sharing options...
LORDPrometheus Posted March 25, 2014 Share Posted March 25, 2014 It's not.This is probably what's going on. The more I think about it the more I'm convinced it's an issue with the KW and DRE (and others, undoubtedly) decouplers. SQUAD decouplers don't have cross-beams so they will rarely, if ever, clip into the part they're supposed to decouple from. You rarely see this issue with engines and decouplers, it happens more with structural parts. For example, the KW decouplers and DRE heatshields don't seem to like each other, that's where I've seen the most sticking and is probably the easiest to reproduce.OP needs to get a craft that can 100% reproduce the issue and then take it to the mod authors.I repeat it is user error I can use those decouplers together all the time in any arrangement and never have an issue so long as I make sure they're mounted correctly. I respect you feelings but your simply incorrect. Link to comment Share on other sites More sharing options...
regex Posted March 25, 2014 Share Posted March 25, 2014 I repeat it is user errorIt's not, I've been quite careful when installing those decouplers since I experienced the issue and I still get it occasionally, even with part clipping turned off. I've never had it happen with stock decouplers, so I believe it has something to do with modded decouplers. Link to comment Share on other sites More sharing options...
FEichinger Posted March 25, 2014 Share Posted March 25, 2014 Hello there Please try again without a tone of entitlement and an attempt to dictate the development. This is not a suggestion, it's a bug report.FEichinger Link to comment Share on other sites More sharing options...
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