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Velocity stuck/ phantom acceleration on accent


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I had built a ship that was designed to rescue stranded vessels and crew( out of fuel, battery.etc). it consisted of a 3 kerbal command pod a hitchhiker pod a grabbing unit and engine sas units batteries etc... it takes off with no problems, go through grav turns and all that. Right after I jettison my lower stage I will warp to where I want to cicularize the orbit at and the bug occurrs. It gives me the message cannot warp faster than 1x while the ship is accelerating at the same time I lose ability to turn the ship using the wasd keys and mechjeb SMART.A.S.S. additionally the speed on the navball gets "frozen" and the orbit changes due to the velocity being frozen (am at speeds around 1700-2500m/s when occurs). after testing I have found that this now occurs with any vessel I launch.

Running 32 bit v.25(latest) on win7

Mods I have installed are: Mechjeb, kerbal engineer, remotetech2 kerbal alarm clock, and scan sat.

all of the pods tested were manned so remote tech wasn't causing the loss of control. as a side note the flight computer window said n/a instead of local control like it normally does for manned pods.

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After Further testing I have learned that the bug is triggered in all modes including training and scenarios and that it is triggered now whenever I try to warp time on any vessel. This Bug is making the game unplayable and I would really like to know why it is happening.

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I know this bug, I've been doing research on it; it is related to the Klaw. See http://bugs.kerbalspaceprogram.com/issues/3107 .

Delete the craft (if it exists in the tracking station), and restart the game. If it still persists, please upload the persistance file, I'd be very interested at looking at it.

Chances are you had tried to, at one point in the past, attach to a Klaw in reverse; controlling a ship into another ship's Klaw. This is known to cause issues, and this is one of them. Make sure to ALWAYS control the ship with a Klaw when using said Klaw.

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I ended up just reinstalling ksp. the klaw was behaving strangely before the bug occurred. it would become off center of where i mounted it by a fair amount when i accelerated the pod. could then get it back to center by opening and closing the klaw. don't know if that helps on your research at all but i thought i would add that.

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  • 4 months later...

Was your craft's velocity 'locked' at a certain value while your orbit changed? Did you turn on the Alt-F12 debug log while it happened? Any screenshots? This sounds very much like the 'null reference exception' bug that would be randomly triggered by switching to a ship clawing an asteroid. Only solution was always quitting and restarting the game. I made a detailed bug report about it a year ago when 0.23.5 came out (where the claw was first introduced). I'll try to find it and link the thread here.

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