In the second image, I created a manuever node to impact Cylero. After quicksaving and reloading, the encounter is enteirly gone, as seen in the third.

I have also seen cases where Cylero jumped ahead 1/5 in its orbit, completely ruining my enoucnter.

Bug Done Found in 0.7.0.5 Fixed in 0.7.1.4
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    Note: just the craft exploding on load and true anomaly issue. Wheels still get stuck in the ground. But I can use pistons to get myself out of that. @AndrewGarrison

    5.5 years ago
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    @Kell That's great to hear!

    5.5 years ago
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    @AndrewGarrison I made a new save and all the issues are gone! I'm so excited now. Thank you!

    5.5 years ago
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    Let me know if you are still seeing the issue after you start a new sandbox or manually add Cylero to the Flight State. If you go the manual route, you should also delete (or move) your QuickSave, PreFlight, and Temp folders out of your sandbox so that your changes aren't accidentally overwritten.

    +1 5.5 years ago
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    I have changed how this works so that if an old sandbox is loaded it will still reset the missing planets to their initial states, but they will be correctly saved and loaded from that point on.

    +1 5.5 years ago
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    If this fixes everything I will be so happy :D @AndrewGarrison

    5.5 years ago
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    This also appears to be the root cause of your crafts exploding on Cylero and crafts being partially under or far above the surface on reload on Cylero.

    +1 5.5 years ago
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    It was all the way from 0.3.0.0 @AndrewGarrison I’m going to restart a save

    5.5 years ago
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    @Kell That message explains a lot. Cylero is not in your flight state so its true anomaly will not be saved, so it makes sense it bounces back to its original spot when you reload. You can manually add it by adding this to your flight state, located here: {SandboxName}/Active/FlightState.xml
    .
    <Planet name="Cylero" rotation="0" trueAnomaly="WHATEVER" />
    .
    You can put whatever rotation and true anomaly to whatever you want. The initial true anomaly for Cylero is 5.997787143782138, which is probably what it is resetting to when you reload. Urados is also missing. Its initial true anomaly is 1.497787143782138

    Now, the question is how did Cylero get removed from your FlightState, or was it never there in the first place? Is this sandbox really old? Do you happen to remember what version you created this sandbox?

    +1 5.5 years ago
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    Cylero is cursed

    5.5 years ago
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    @PhilipTarpley @AndrewGarrison I noticed that the console log says Can&#39;t find planet node data for &#39;Cylero.&#39; Its state will not be saved. when I quicksave the game. It does the same thing to Urados. Do you think these are related? (The &#39; s are supposed to be " ' "s, but markdown does not like it.)

    5.5 years ago
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    How did the bug fixing go? @PhilipTarpley

    5.5 years ago
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    @PhilipTarpley @AndrewGarrison I recorded a video of the bug here

    +2 5.5 years ago
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    @Kell Thanks!

    +2 5.5 years ago
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    Before quick saving closest approach: a few Megameters. after reloading: a few Gigameters @PhilipTarpley

    +2 5.5 years ago
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    @Kell I guess what I mean is what are you observing which makes you think it is moving? Is its true anomaly different before/after? Is it different enough that you can just tell by looking at it...or is it b/c your craft is no-longer captured by the planet? Or, something else?

    5.5 years ago
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    Since the ship’s relative location to Droo didn’t change (at least I didn’t notice any), I think it might be Cylero. @PhilipTarpley

    5.5 years ago
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    @Kell I think I'm going to need it! I was able to repro it on the first try after I launched a new rocket, and have not been able to repro since.

    I have a question. How are you determining Cylero is moving upon quick-save restore?

    +2 5.5 years ago
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    Good luck fixing it! @PhilipTarpley

    +1 5.5 years ago
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    @Kell Thanks Kell, I was able to reproduce the issue.

    +2 5.5 years ago
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    Get on a Droo - Cylero transfer when Cylero is 45 degrees in front of Droo. Then exit Droo’s SOI and save and reload. @PhilipTarpley

    +1 5.5 years ago
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    @Kell Are you able to reproduce the issue w/Cylero with this sandbox? I have not been able to so far. If so, can you give me the repro steps? Again, I'm specifically talking about Cylero's current position moving, not Cylero's predicted position at the encounter. Thanks a lot!

    +1 5.5 years ago
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    It only happens when my craft is on a Droo to Cylero transfer. Then save and load while the craft is still near Droo. @PhilipTarpley

    +1 5.5 years ago
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    @Kell You said it is always saved improperly...is it actually every time for you? Is it every planet, or just Cylero? I did a quicksave/quickload and cylero had the same true anomaly upon re-loading the quick-save.

    +1 5.5 years ago
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    No. The planets themselves are moving. @PhilipTarpley

    +1 5.5 years ago
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