Jump to content

JWag

Members
  • Posts

    73
  • Joined

  • Last visited

Reputation

27 Excellent

Profile Information

  • About me
    Googly-eyed Missile Man
  • Location
    Ridiculously power-positive.

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 22H2 | CPU: Intel i7-12700F | GPU: AMD Radeon RX 7700 XT | RAM: 32GB Title: Phantom translation forces from engine gimbals or reaction wheels Specs: Intel Core i7-12700F, 32GB system RAM, AMD Radeon RX 7700 XT on Windows 11 22H2 Severity: Low Frequency: High Description: I had thought the phantom forces I was seeing were because of the engine gimbals, but I'm less sure now. I think it may be because of reaction wheels? Not sure if this is what the OP and others were seeing, but in this case it doesn't seem to be caused by the engine gimbal as much as the reaction wheel. To Reproduce: Load the attached craft file, launch with a kerbal in each capsule, and cheat into orbit of say, Minmus. Undock one ship, set the other ship's docking port to Target, and change the navball to Target mode. Use RCS to back the ship away 20-30m, then stop Activate engine so that it gimbals. Thrust toward target vessel and disable RCS when approach speed is ~0.2m/S (The target vector should mostly align with the ship's prograde vector.) While on approach, apply pitch and yaw to the craft and watch the target vector flail around wildly Repeat steps 2-7 after docking while enabling/disabling the engine gimbal, capsule reaction wheels and/or SAS. This used to happen in KSP1, but with much less magnitude. Included Attachments: Phantommenace.json
  2. Yes! It can be reproduced somewhat easily, I think, with typical Medium size Apollo-like vessels based on the 3-seat capsule and 2-seat lander can. When the navball is in Target mode and you're approaching your docking target at a very low speed (i.e. ~0.5m/s or less) and just using reaction wheels (RCS off) to orient, you'll see the target icons moving all over the place as you pitch and yaw. I really thought I was just super rusty at rendezvous, but phantom forces explains what I was seeing. I guess I'll have to get back in the habit of disabling engine gimbals when not under thrust. The new gimbal sound effect is kind of annoying.
  3. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 22H2 | CPU: Intel i7-12700F | GPU: AMD Radeon RX 7700 XT | RAM: 32GB Title: After igniting twitch engines, the exhaust ground effect from the Twitch engine remains even when they've flown kilometers away Specs: Intel Core i7-12700F, 32GB system RAM, AMD Radeon RX 7700 XT on Windows 11 22H2 Severity: Low Frequency: High Description: Load the attached craft file and launch. Ignite the three twitch engines and activate the stack separator to let the engines fly away with the tank they're attached to. The exhaust ground effect will remain until the engines stop burning, even if they are several kilometers away. This occurs on Duna and Mun for sure, not just the KSC launch pad. Screenshots: Craft in VAB: Craft on pad after the engines and their tank have flown well out of sight. The exhaust ground effect remains: Included Attachments: Twitchtest.json .ipsImage { width: 900px !important; }
  4. One can be disappointed with the progress, point out shortcomings, and push for better communication without using corrosive language.
  5. I'd love to have the parts ASAP if Science is going to be months away. Cool looking parts that animate will be fun on their own and make for cooler looking craft. And I can always imagine Kerbals taking magnetometer and IR measurements.
  6. Well, shoot. Obviously I didn't search very well! I don't even remember seeing that setting, but I've turned it off now. The bars eventually went away on their own in that save, though I can't say when.
  7. My ship has dozens of red/orange bars visible on top of its parts, much like the "heat bars" in KSP1. They don't go away even by completely exiting the game and reloading. Specs: Game: KSP2 Version 0.1.2.0.22258 Source: Steam OS: Windows 11 (10.0.22621) 64bit CPU: 12th Gen Intel(R) Core(TM) i7-12700F (20) RAM: 32613 GPU: NVIDIA GeForce RTX 3060 (12129MB) To reproduce: Load Single Player game "Entomology", quick save "quicksave_15" from here: https://drive.google.com/file/d/1YtFJ9SNMCdu30yW68sxUicLzBEwOXw07/view?usp=sharing (Includes Player.log) KSP2.log: https://drive.google.com/file/d/14V8Fv71isxqSnywURZI7B3lvBfLddysv/view?usp=sharing
  8. Alas, this still seems to be a problem after the patch. It's because of one (or both) of these parts: ST-Micro-1 STJ-3125 I'll update the first post in this thread with deets.
  9. Well *that* looks like it will be a fun easter egg to find (but not this way!)
  10. Ha! I missed that. That song brings me to a certain time and place emotionally. It's one of my favorite songs from that era, and they used it masterfully in that video. I was always going to buy the game in the first half hour it was available, but that video would've sold me on it too. If 10% of the spirit of that trailer is alive in the game devs, it's going to be an amazing game. Maybe I'm just a sentimental old rocket nerd, but I'm optimistic about KSP2.
  11. Do you have any ST-Micro1 Struts on your craft by any chance? I'm 99% sure these caused a similar problem of mine.
  12. I had some weirdness with those ST-Micro1 Struts also when radially attached to a methalox tank. I think they detach mid-flight, causing this vehicle to explode.
  13. I pressed it and it just turns grey. Was kind of hoping that it would've changed between "F/A" and "F/O".
  14. Matt Lowne's new video has a nice demonstration of this bug: https://youtu.be/2FecbRWJ1OM?t=775 (this video is kind of a spoiler to an easter egg)
×
×
  • Create New...