Parts with B9PartSwitch add lot of force on attaching
Li0n-0 opened this issue ยท 6 comments
Hi
Don't know if you support B9PartSwitch but if you do/want to:
Attaching a part with the module B9PartSwitch will add a lot of force on the target vessel, usually insta-destroy my space station, or send a test craft (MK1 Lander Pod) a hundred meter away from the launchpad.
Step to reproduce:
- launch a craft with any part containing a B9PartSwitch module
- detach the part and place it in your inventory
- re-attach the part
- free thrust :p
If you don't place the part in an inventory, just moving it around, everything is fine.
It seems the bigger/heavier the vessel is, greater is the force applied.
I have tested with parts from NearFuture Exploration and from Kerbalism.
Here is a log of the bug happening on a clean save with KIS, B9PartSwitch and NearFuture Exploration, no error in the log tho.
KSP.log
Thanks for your endless effort on this amazing and indispensable mod ๐
@blowfishpro - I don't know if this mod will continue to be supported, now that it's functionality has been included in vanilla for the most part (Still I don't care for the changes they made to container parts - I liked carrying them on Jetpack slots :P) But I'd probably say it did when it was a mod that was uniquely attaching items (it would often happen when you phased a wheel through the ground or something collided with another part coming out of "Control Mode") Now that the function is vanilla they seem to have worked around this idea by simply adding a real time attachment with similiar controls to the VAB/SPH.
No Pun Intended, but the first time I tried the vanilla system I wasn't sure the parts were attached, then i realized you can't just "Drop them anywhere" like with KIS.
Does KIS interact directly with physics at all when a part is attached?
It moves the COM accordingly I guess. Dunno exactly why you mean/are looking for by "interacting with physics".
Probably best to have @ihsoft input on that
@ihsoft - Is KISv2 Out yet? or am I missing something somewhere?
Not, it's not. It's in development. If you want to see some early progress, you may find it on Patreon.
KIS initializes parts from inventory differently than it's done by the game. There are reasons why it was made this way. For most parts it's not the issue, but some parts that has active behavior on creation may experience side effects. I'm not going to fix it in the old KIS, and in KISv2 this should not be a problem since it uses the stock mechanism of creating vessels.
As a workaround, I'd suggest to not attach such parts directly from the inventory. Instead, drop it on the ground or leave floating around.