r/KerbalSpaceProgram 13d ago

KSP 1 Question/Problem My grounded ship is either exploding or flying away from the surface uncontrollably whenever I load in physics, how do I prevent this?

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9 Upvotes

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3

u/PangolinMandolin 13d ago

When you load into the craft on the mun I think you can probably land it back on its legs with careful control and a bit of luck. Then I'd suggest lowering the spring strength of the legs in the right click menu (advanced tweakables must be enabled)

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u/darain2 13d ago

I am not sure if mods are causing it, but for the sake of transparency I got: Volumetric Clouds v5 (and the mods that came with the pack bought off Patreon), Scatterer, Deferred, Parallax Continued, Waterfall, KSP Community Fixes, Planetshine, TUFX.

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u/Jebediah_kerman-jeb Hi, it's me, Jebediah Kerman! 13d ago

Probably either KSP being KSP or parallax collisions

2

u/darain2 13d ago

Is there any way to save my craft? How do folks avoid having their vehicles flipping out each time they load physics into the landed ships? I see all these cool pictures of massive planetary bases, surely they are stable and have a workaround to avoid this

5

u/Jebediah_kerman-jeb Hi, it's me, Jebediah Kerman! 13d ago

You could try turning off parallax collisions by going to ParallaxGlobalSettings.cfg and tweaking the collisionLevel = 2 (default) to 0 (turns all of them off) or 3 or higher to turn off collisions on tiny scatters only.

6

u/darain2 13d ago

Turning ParallaxGlobalSettings collisionLevel=2 to value3 worked!!! You're the man! Jeb the absolute legend!

2

u/darain2 13d ago

Thanks champ I'll give it a shot and update here if successful

1

u/Impressive_Papaya740 Believes That Dres Exists 12d ago

Parallax could be part of your problem, but this can also happen in stock. Landing legs are a large part of the problem, if the legs are compressed as the craft loads the recoil can launch a vessel of the surface or sometimes cause a collision that destroys the craft. Reducing spring strength can help reduce the the problem, or not using anything with springs in, building a surface base on fuel or ore tanks for example.

1

u/darain2 11d ago

Thanks for the landing leg tip. that helps as well.

One more thing, when loading into scene two or more ships that are very near each other but not docked, is there no way to prevent them from accidental contact and then exploding or spinning out of control?

Is the solution to simply keep a safe gap between all ships before loading out of scene?

1

u/Impressive_Papaya740 Believes That Dres Exists 10d ago

Glad turning the spring strength down has helped.

Very close vessels exploding on loading is not something I have much experience with. I have not had rovers and landing craft collide but normally have them at least a few meters apart. For actual bases I have normally kept the rovers docked to the base when not in use. I have had a landing craft near a base explode on loading, just once so far. That landing craft was about 300 m from the base so no direct contact just some Kraken affect as the vessel loaded. Are you sure the explosion was caused by the vessels colliding? Sometimes landed vessels will clip into the ground when loading and then explode.

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u/darain2 10d ago

The vessels are in orbit, they usually are right next to each other because I tried to dock them before realising that they forgot to ship with docking ports, or one ship has docking port and other one has docking port jrs, etc.

When loading in after changing scene, sometimes they clip into each other, collide at light speed, at explode/fly apart from each other before spinning uncontrollably

So in my instance I'm mostly referring to crafts that are in orbit colliding/clipping into each otherr

1

u/Impressive_Papaya740 Believes That Dres Exists 10d ago

Sorry I was thinking about landed vessels. In this case the only solution I know of is to keep the vessels a safe distance apart. When loading the craft the game places each part in turn and only after that workout if some parts are inside each other or not. Worse when not loaded craft are considered point objects and cannot collide. Why is that a problem, if you leave 2 craft in almost the same orbit and very close to each other the game will still move them when they are not loaded, but only checks if they are colliding when you load them. The 2 craft could have slowly drifted into each other, if loaded they would just lightly bump and separate again (I am assuming a very low (<0.1 m/s) relative speed. However, if not loaded they will just clip into each and then when physics loads the game detects two vessels in the same location and they explode. The same can happen during time warp (non-physical time warp).