Comments (1)
There was multiple issues at play here, but this was mostly due to the changes introduced in KSPCF 1.12.2 to support modded robotic parts having a non-standard model configuration.
Things should now be fine in 1.14.0
from kspcommunityfixes.
Related Issues (20)
- KAL-1000 setup is deleted when vessel/parts with KAL and robotics are stored in subassemblies
- Report: attachment node issues in 1.34 HOT 2
- Performance: TemperatureGaugeSystem.Update and CreateGauges can cause a large spike HOT 1
- ReRootPreserveSurfaceAttach does not reconnect the child attachnode to the parent part HOT 9
- Crew spots unavailable in VAB when loading Subassemblies with crew capacity HOT 5
- Agressive Negotioation strategy allows fund raising glitch
- Aggressive Negotiations: Cannot launch craft that would exceed available funds without the strategy discount
- FuelLines connected to moveable parts load in the built position after f5/f9 HOT 4
- Kerbal standing still on a part (on landed vessel) moves forward a bit every x seconds HOT 3
- AttachNodes seem to hold onto a reference to a previous part HOT 3
- The GameEvents memoryleak fix should have an option for removing modded event handlers HOT 3
- ModuleAnimateGeneric crewcapacity/IVA patch should not apply in the editor
- Better Undo/Redo can merge two steps into one HOT 3
- Undocking a double docked vehicle from another while landed causes entire vehicle to accelerate upward HOT 3
- Bounds calculation should consider the default or active variant given by a part config for parts with varying sizes HOT 4
- VAB/SPH: Staging stack icons can get stuck and become unusable HOT 2
- Stock OrbitalConstructionContract will softlock the game and brick the save if generated for a body that no longer exists
- Max physics dt slider should round to nearest 0.01 HOT 2
- Ground anchor levitates after a scene load HOT 2
- Performance: Ships with large numbers of engines are slow because of interleaved transform updates/raycasts HOT 5
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from kspcommunityfixes.