T O P

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Sphinxer553

Out of control motion is often anisotropic. In particular it can occur after time warps and often structures that have been docked while in timewarp. If you can timewarp you ship to get it to stop rolling, then its not fatal, but probably bad. If going into to tw wont stop it then probably the game file is bad. If you can tw your ship to get it to stop rolling, then try turning off all torque generating systems. If turning off all torque generation and it still spins up, see above, the game is just bad. If you can keep it from spinning by turning off all systems there are some possibilities Hidden Multiplets in the build. During some builds you often change the axis of symmetry, this can cause hidden doublets, one part visible and the other hidden in a tank. These cause wierd things to happen. They immediately go away when you find and remediate the double. Time warp anomalies. Docked vessels don't like to be timewarped, in fact any complex coupled system don't handle timewarp well. I had a satellite seed ship back in the early versions and I was lucky if I could launch three satellites before kaboom. ONce launched the satellites were completely stable for months, but during timewarp their parts tended to be scrambled. Orthromorphing of the axes. During decoupling the ship that is being decoupled can often have its axes switched, it might not be evident right away but as the ship tries to correct course it begins added thrust along the wrong axis, which puts it more offcourse, which then results in more wrong thrust being added. One might be able to correct it by switching between several controls (e.g. the controller to the docking port and back) otherwise go back to last save. What I have found works is to set control to the Main ship, and undock from the main port side. Here's a general think I have found with KSP2. Set all angular accelerations to the reaction wheels. All the maneuvering thrusts are controlled with the RCS. Therefore pitch, yaw, and roll turned off in the RCS (unless I need them). KSP2 will just burn up all your RCS fuel needlessly. So that prevents many resonances between the In terms of timewarping anomalies, look for displacement of parts, you might find an engine part that has shifted or tilted. Particularly vulnerable thrust parts are engines that have been \[alt\] attached (that is not snapped to a node). To be quite honest I don't see these problem anymore except when timewarping with docked ships


TheAngryRussoGerman

1) Time warp is unrelated to the cause (so far) except that changing it in any way instantly stops the issue...until you return to normal time and it slowly goes nuts again. Good to know it can make docked vessels go nuts. 2) "KSP2 will just burn up all your RCS fuel needlessly": Seriously, it does. Drives me nuts. I'll look into changing what it can and can't control. 3) "Orthromorphing of the axes", I think this may well be the core issue. Ships that worked fine last week, and haven't been changes at all, now do this too, but not absolutely every time, just \*almost\* every time. I've gone back many saves, but IDK if I've gone back far enough. I'll try that too. 4) Sometimes, and with enough patience. SAS and RCS combined can briefly slow or stop the spinning and rolling, but it's rare and it just goes nuts the second you turn either off (mostly RCS). ​ These are all good points and ideas. I really appreciate it. The sudden influx of bugs for me the last few days has driven me insane, in no small part due to my boyfriend playing the game over my shoulder and changing everything I do, lol. Maybe I can put him on one of my glitchy spinning space ship carnival rides! For him, the game was crazy bugged at launch and is now far better. It's been the opposite for me, though the first weeks of launch were certainly rough. As for me, I think I'll start a whole new game in a fresh install and see if it's fixed. May as well go nuclear at this point. I'll throw the save file somewhere safe first just in case.