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Deploying ship causes other ships with launch clamps to explode. (Possible but unlikely mod conflict?) #37

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ConCon2 opened this issue Sep 18, 2018 · 5 comments
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@ConCon2
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ConCon2 commented Sep 18, 2018

Built a Mun base/factory held up by launch clamps using your mod. Delivered, deployed, and built the mining truck to go with it. But during the launch "cut scene" the base vaporized with bits of it suspended in mid air. err... void. Spending the past... hour? or so testing and cross referencing stuff I concluded that there shouldn't be mod conflicts as I've made vehicles with this mod that have the same modded parts before (as in this week but here they are any way (KSPI-E, KAS, and Kerbal Foundries)). Almost giving up I noticed a green outline of something if my cursor was in just the right place. A little funny business and clipped the camera through the ground and found the launch clamps under the side of a cliff. Some more experiments and a little estimated math later I believe for what ever reason for a split second during the "cut scene" the base stops moving with the rotation of the Mun shoving it into the cliff. How the surviving parts are floating I have no idea. This btw does not effect ships not clamped to the ground even if the base goes through them when it moves. Edit: realizing an error in my measurements the base is not moving against the Muns rotation it actually moves northish.

@allista
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allista commented Sep 18, 2018

So to recap: there's a base already in place, held by launch clamps. And then you spawn another vessel from the kit nearby, which apparently causes the base to explode, leaving some parts suspended, and the clamps inside terrain somewhere, correct?

I'll try to reproduce it. Meanwhile, share the output_log.txt generated during such crush, please. Suspended parts point to NRE somewhere.

Also, it's generally not a good idea to use the clamps like this; they actually have pretty complex behavior dedicated to launching ships from a launchpad, like feeding clamped ships with EC and so on. Most mods for building bases use custom mechanisms for vessel stabilization (like USI's teethers) for that reason.

@allista allista self-assigned this Sep 18, 2018
@allista allista added bug need to reproduce The issue should first be reproduced by a developer labels Sep 18, 2018
@ConCon2
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ConCon2 commented Sep 18, 2018

Here is the log I got from Launching and reloading twice plus some pictures I took. I did get a different result this time where the clamps were floating too but windows was being a d*** and had to close the game before I got pics of it.
Is there a spoiler function for this. If there is I'm sorry for just putting all this out here but I couldn't find it.
output_log.txt
20180918094412_1
20180918094434_1
20180918094729_1
20180918094731_1
20180918094808_1
20180918094732_1
And yes I know my base is a mess I'm working on that.

@ConCon2
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ConCon2 commented Sep 18, 2018

Oh I just noticed I caught some of it in the second pic. (the flouting clamps)

@allista
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allista commented Sep 18, 2018

Thanks! I don't see anything in the logs (which is strange), but the screenshots are descriptive enough to start with.
I'll try reproduce this today.

@allista
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allista commented Sep 18, 2018

So far was unable to reproduce this on Kerbin. Will try on Mun tomorrow.

@allista allista added cant reproduce cannot reproduce and removed need to reproduce The issue should first be reproduced by a developer bug cant reproduce labels Jul 17, 2019
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