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Collision Problems


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So I have been having trouble the past few days with collision meshes as well as receiving reports from people testing my mods that they are getting collision mesh error spam in their logs. The error is as follows: Ignore collision failed. Both colliders need to be activated when calling this IgnoreCollision.

None of the logs give any useful information about exact what is causing this. They all just state this error without giving a part/object name that is causing it. I spent forever looking for the problem and I've narrowed it down to jettisonable parts. It doesn't matter what the part is, whether it has a collider or not, or where it is placed. If you use the jettison module for that part you get this error spam in the log. The issue seems compounded when you have multiple parts with multiple jettison modules on the same ship.

I would really appreciate help with what is causing this as looking around the net has not yielded any useful results. If worse comes to worst I will have to remove the jettison module and just make the parts decouplable.

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Edited by raidernick
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LV-N doesn't generate same errors. can't replicate this on my pod with 4 separate ModuleJettisons either.

what does output_log say? debug window corresponds to log.txt in main KSP folder, not always helpful, although it's good place to look first. what does the ModuleJettison config look like?

Edited by nli2work
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The output log gives the exact same error with no other information at all. It literally just says that exact line over and over, no part or file names.

Here is the jettison config:

MODULE

{

name = ModuleJettison

jettisonName = OK_vzor

bottomNodeName = top

isFairing = False

jettisonedObjectMass = 0.001

jettisonForce = 0.5

jettisonDirection = 0 1 0

}

MODULE

{

name = ModuleJettison

jettisonName = OK_cabling

bottomNodeName = top

isFairing = False

jettisonedObjectMass = 0.001

jettisonForce = 0.5

jettisonDirection = 0 1 0

}

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  • 3 months later...

I must be having this same problem, I went to update a 10M stack I have flown a number of times before, into space even! I get it out to the launch pad and it crashes while initializing fiziks. I have tried everything I can think of to settle out any design issues that might have crept in. The stack is extremely simple two stage design with 14 radial SRBs. I re-did the nose cones and separation thrusters on the SRBs, but that's the only noteworthy change. The main tank is simply a KW rocketry 5M tank tweakscaled up a notch... The main engines are Hikari F1 rockets, in a pentagonal arrangement. The second stage is a bit rough, it's a lab module from stanford torurses and it isn't quite put together right but I've flown it like a dozen times without crashing the game. The only really dodgy thing about the stack is the reaction wheel, I'm using one of the large HX parts from B9 because it is the only thing big enough to deal with a stack of this scale without breaking or buckling... (mass = 3673 tons)

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You also get that message sometimes when using the WheelCollidersIgnore layer, it's harmless WRT to KSP as far as I could tell. Is it actually causing a discernible problem, other than posting a few lines to the log?

Unity docs suggest it's usually because ignore collision is called on a prefab, rather than an instantiated part, or that the component it's called on is not active (as the message vaguely implies). Do your parts contain any inactive GO's with colliders?

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