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Phantom force problem


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Today I was working on my space station as seen below. However, I encountered a number of problems after I attached the CLAW that you see on one of the extensions. I experienced some form of phantom force, cause my neat 88-by-87km orbit suddenly became a 41-132. I eventually managed to pull the periapse out of atmo (no small feat to shift 106 tons with only two usable thrusters on an unbalanced station) but a problem persists.

HUWu7JK.png

Whenever I activate time warp, something pulls the two... lets call them "outside sections" (the ones with orange tank and Lab unit and the one with all the RCS), backwards (Opposite direction of the Cupola) with such force that it rips the statio apart. Seen here (the girder segments bend them inward and cause the explosion):

KdXrMIr.png

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Not only that, but I discovered that this happens even when they are disconnected from the middle section first. They just fly off!:

UaVtLVO.png

As you can imagine this is quite a big deal. I have to go to space center in order to timewarp it, and it makes it very difficult for me to continue construction on it if this continues. The station was painstakingly put together by ferrying every piece into orbit on an SSTO spaceplane, so I'd rather not have to loose it.

I only use the Stock Rebalance mod, and all it does is change the stats of some parts, of which none are on the station.

Here is the persistence file: https://www.dropbox.com/s/gsmsmnaidgo93ji/persistent.sfs

Any help is appreciated

Edited by SofusRud
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Looks like the problem is caused by to many control systems.

Turn off torque on every SAS and probe module you have on that thing see if that fixes your problem.

Because your unit that is in control is fighting EVERY other SAS equipped module on that station causing it to do some funky stuff.

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Looks like the problem is caused by to many control systems.

Turn off torque on every SAS and probe module you have on that thing see if that fixes your problem.

Because your unit that is in control is fighting EVERY other SAS equipped module on that station causing it to do some funky stuff.

That worked, thanks!

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...

Because your unit that is in control is fighting EVERY other SAS equipped module on that station causing it to do some funky stuff.

Common misconception! SAS units DO NOT fight each other when they are attached to a single craft. HOWEVER it is possible that you do have too much torque on the station, I doubt this is the cause because I don't see any SAS units on any of your modules in any of your pictures.

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Common misconception! SAS units DO NOT fight each other when they are attached to a single craft. HOWEVER it is possible that you do have too much torque on the station, I doubt this is the cause because I don't see any SAS units on any of your modules in any of your pictures.

I dunno why, but it worked, so I'm happy either way. There is only one SAS unit, on the MMU on the bottom.

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Common misconception! SAS units DO NOT fight each other when they are attached to a single craft. HOWEVER it is possible that you do have too much torque on the station, I doubt this is the cause because I don't see any SAS units on any of your modules in any of your pictures.

They don't actually fight each other, but they do however cause odd oscillations that only get worse as they start to counter the others actions which only become worse until the structure fails or it explodes.

This is pretty much how the "krakken" drive works, it is a bug in the game engine.

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I thought the kraken drive was something very different. SAS trying to destroy ships generally occurs when the ship flexes so that motion of the "Control from here" point lags behind that where the reaction wheels are. The kraken drive relies on parts like landing legs not implementing reaction forces properly.

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Yeah, wobbly SAS/torque resonance is different than kraken style drives.

However, I have seen a lot of weird reactions lately on a few ships. Almost a weird hybrid of the two problems, where for no reason one portion of a craft begins to "flap" and eventually breaks itself off. Disabling torque fixes it (like in this case), but turning off SAS does not. I've even fixed the problem longer term by changing the mass distribution of the craft.

I still haven't figured out what starts it.

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