Kerbal Space Program

Kerbal Space Program

<BUG>? SM - 6A Service module<work around>
I can use it normally just fine.

But once the doors are off and you reload the craft the doors are back on. No option to stage them at all.
https://steamcommunity.com/sharedfiles/filedetails/?id=2898669648

The way I found to remove them was to switch using brackets to local vehicles and when it switches back they are just gone.
https://steamcommunity.com/sharedfiles/filedetails/?id=2898669990

Anyone else have this issue?
Workaround - Thanks Bunker
If you set up action groups <even on site> you can trigger them even after they have been staged. The will keep coming back but it is easy enough once set up in action groups to trigger them again when needed.
Last edited by GunsForBucks; Dec 7, 2022 @ 1:59pm
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Showing 1-15 of 15 comments
miklkit Dec 7, 2022 @ 10:01am 
That thing has been like that for a long time. I have science to do that can't be done because the doors are closed. This is with a bigger bay tho.
https://steamcommunity.com/sharedfiles/filedetails/?id=2717305240
Last edited by miklkit; Dec 7, 2022 @ 10:02am
GunsForBucks Dec 7, 2022 @ 10:07am 
Oh bummer nothing in physics range to swap to..
Bunker Dec 7, 2022 @ 11:45am 
what if you put it on an action group?
right click menu
stages
and action groups are the three different ways to trigger stuff
Last edited by Bunker; Dec 7, 2022 @ 11:46am
GunsForBucks Dec 7, 2022 @ 11:58am 
The thing is .. it is already "staged"

It just comes back with no options after a reload from tracking station.
Bunker Dec 7, 2022 @ 12:19pm 
I cannot reproduce this issue when using action groups.
the shroud stays off if i go back to the space centre or anything.

action groups, not stage

deploy L
deploy R

the shroud will be gone while it still shows up as staged
Last edited by Bunker; Dec 7, 2022 @ 12:20pm
GunsForBucks Dec 7, 2022 @ 12:21pm 
Originally posted by Bunker:
I cannot reproduce this issue when using action groups.
the shroud stays off if i go back to the space centre or anything.

action groups, not stage

deploy L
deploy R
Can you reproduce it when staged?

Just to be sure we are on the same page here.
GunsForBucks Dec 7, 2022 @ 12:30pm 
OK just tested it on site.

With action groups I was able to re-trigger the covers... but cycling back to it the covers came back.

This should work for mikkit though so it is a great work around.

Thanks for posting that. I do appreciate it!

I wonder if I use the action groups programmed from VAB rather than on site if that will keep it off?

Your test was built with the action groups right?
Bunker Dec 7, 2022 @ 1:17pm 
cannot reproduce your issue on my end, but ive got a lot of extra modules installed to help make mods and stuff one could be fixing that issue.
https://steamcommunity.com/sharedfiles/filedetails/?id=2898826081

-cheated this into orbit, used regular stages to trigger the deploy
-used time warp
-toggled between views, editors, maps and rooms etc

still works for me


sometimes, when im making mod parts, i'll trigger things like this. as like a debug.
what causes this is usually using a generic part module that has not been entirely setup correctly or is not intended for that specific usage

important to understand that the action groups are not the same as stages and comes in real handy too because it means you can trigger them seperately.

like use action groups for the lander and stages for the rocket. i think is what it was intended to be used as.

stage is actually just one action in the action groups named stage.
it triggers every time you press the spacebar or whatever you stage with
https://steamcommunity.com/sharedfiles/filedetails/?id=2898826171
Last edited by Bunker; Dec 7, 2022 @ 1:18pm
GunsForBucks Dec 7, 2022 @ 1:22pm 
I set it up L and R to 1 and 2 on mine. I can just trigger it when I want to get to stuff under it. I'll have to try one built that way and see how it acts.

But if you can't reproduce the issue to begin with it doesn't matter. Something is different with your install so it isn't good for troubleshooting data.

But again I do thank you for the work around.
GunsForBucks Dec 7, 2022 @ 1:57pm 
They do come back each time even with the action group triggering them even when built that way from the start.

At least it is still a good work around when needed.
miklkit Dec 8, 2022 @ 11:02am 
I tried action groups on that SM and it worked, but didn't work.

I could blow off 2 panels but they are the ones over the solar arrays with nothing else there. All the science is still hidden as there is no "shroud" "unshroud" option.
GunsForBucks Dec 8, 2022 @ 11:08am 
Originally posted by miklkit:
I tried action groups on that SM and it worked, but didn't work.

I could blow off 2 panels but they are the ones over the solar arrays with nothing else there. All the science is still hidden as there is no "shroud" "unshroud" option.
Are they supposed to be toggled or should they just blow off like the others and be done?

I have instruments inside my thing and I could click on them .. they were kind of awkward to place inside there anyway.

What is the exact part? The next larger cone one?
miklkit Dec 8, 2022 @ 2:56pm 
Last edited by miklkit; Dec 8, 2022 @ 2:59pm
GunsForBucks Dec 8, 2022 @ 3:03pm 
Originally posted by miklkit:
This is the SM25.
https://steamcommunity.com/sharedfiles/filedetails/?id=2899266635
It has the "shroud" option.

https://steamcommunity.com/sharedfiles/filedetails/?id=2899267383
no shroud
Ah those are basically controls for in the VAB only,

If you right click on the part on the left in the select area it should say something about explosive bolts.. so it is meant as a one time blow off and done.

They shouldn't come back is the problem.
Bunker Dec 10, 2022 @ 8:21am 
I think this may have something to do with steam cloud save file sync not saving the status of the jettisoned Fairings.

in other words a problem with how the game is setup with steam.
no idea how to fix

just replicated what you did after sync


it uses the jettison modules
MODULE
{
name = ModuleJettison
jettisonName = Shell1
isFairing = False
jettisonedObjectMass = 0.2
jettisonForce = 2
jettisonDirection = 1 0 0
hideJettisonMenu = true
allowShroudToggle = false
ignoreNodes = true
actionSuffix = #autoLOC_8012028 // #autoLOC_8012028 = Left
useProceduralDragCubes = true
}


does this happen to you if you run the exe directly only?
if switching from the exe to steam launch.

notice how if you delete a saved game while playing one version, in the other the save game will still exist.
Last edited by Bunker; Dec 10, 2022 @ 8:22am
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Date Posted: Dec 7, 2022 @ 5:19am
Posts: 15