Comments (9)
This is a test of stability of landed vessels wihout KSP Recall
I reproduced a setup I had used in the past: two kerbals, two crafts.
And then a 3rd big one on the scene, to stress the physics engine.
About 10 minutes later, the Kerbals and crafts are still on their places:
But the big craft has drifted a lot...
This suggests me that;
- KSP Recall's Driftless is not needed on KSP 1.11
- KSP implemented a hack similar to Driftless, otherwise the big craft would not had drifted. :P
IMHO a proper fix would be clamping the torques on every part on the Physics engine itself, instead of zeroing them on the top level. But... I'm not the KSP developer, and I don't have all the information - so I can't criticize the solution . :)
edit: here, a KSP Team member explains the reasoning for this behaviour. Something on the PhysX engine demands a brute force solution to prevent drifting - but Squad forgot to apply it on the torque too!!!
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Now I installed KSP Recall to check if it enhances, worse or just dry run on the same setup.
First, I replace the big craft using VesselMover (it's working fine, by the way)
Then I leaved the game alone for 10 minutes.
And then...
Well, the big craft drifted again, but WAY LESS than the stock solution on the Yaw axis....
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Veredict: KSP-Recall Driftless is not needed on KSP 1.11, but it's still useful on borderline situations.
I will not prevent it from installing itself on KSP 1.11.
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On the other hand, since Drfitless can still be useful on KSP 1.11, I think it is a good idea to further investigate if there's a way to still act when the physics engine is overloaded
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Post edit: Stock KSP is heavily yawing the craft.
On Driftless, the yawing is way less severe, but the craft drifted downhill (or down airstrip). This suggests Driftless would make a good use of a "anchor".
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Squad Team provided an pretty good explanation about this here.
So... I changed my mind, I will reopen this and see how Recall could help.
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Interestingly, the Stock anti-drift works most of the time - but not always.
SOME DRIFT IS STILL THERE
I just launched this monster, leaved it parked the whole morning and came back to see what I got.
The position appears to be allright, but the thing is still drifting the heading...
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Hohmanson reported that KSP 1.12 added some more drifting.
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The heavy drifting reported on KSP 1.12 is due a less than ideal decision on the default values for some new code that, effectively, solved the problem.
So I'm still unsure if this should be, indeed, tackled down on Recall. I will leave this open in the mean time, just to prevent this to be forgotten.
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Related Issues (20)
- The KSP Editor is screwing things since 1.4.3 HOT 1
- `AttachedOnEditor` apparently is failing when the craft is rerooted HOT 2
- Update to 1.12.5 HOT 2
- 2 MM Errors with newest version HOT 1
- Weird Misbehaviour on Interstellar Technologies. HOT 26
- `AttachedOnEditor` is being screwed up when Merging crafts HOT 13
- Find a way to survive KSPCF's ~~Stupidity~~ *Less Than Smartness*. HOT 5
- unsure if reported already HOT 2
- Yet a new batch of displacement problems on KSP…. HOT 11
- Editor's ReRoot is screwed from KSP >= 1.8.0 HOT 8
- ScrapYard (et all) is being screwed by a Race Condition those origin is still unknown HOT 19
- Add an option to to not show the KSP-Recall entries on the PAW HOT 1
- KSP 1.12.5 (or a 3rd party add'on?) are not honouring the `once` attribute from the `KSPAddon` decoration HOT 3
- Rebalance (or not???) `size1p5` to use Attachment Nodes with Size 1 instead of 2 HOT 25
- KSP's Monkey Patching is screwing with me. HOT 8
- Fix the Sanity Check report HOT 1
- Understand why `BetterEditorUndoRedo` ended up screwing `AttachedOnEditor` indirectly HOT 6
- Restore the KSP-Recall buttons on the PAW HOT 1
- 0.4.0.4 is screwing PAW HOT 4
- Implement the PAW's `DebugMode` properly HOT 1
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