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NovaRaptorTV

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  • About me
    Variety Streamer, Rocket and Plane Enthusiast
  • Location
    Connecticut, USA
  • Interests
    Aerospace(duh), content creation, astronomy, paleontology, video games, physics

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  1. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro 10.0.22621 64-bit | CPU: AMD Ryzen 9 5900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM: 65480 When I try to fast forward to make sure that the lander is underneath the CSM's orbital path, it sinks into the Mun and tries climbing back to the surface. Not just that, but when inside the Mun, it acts like it is flying. Video Evidence: Included Attachments: LanderGoingThroughtheMun_logs.zip .ipsImage { width: 900px !important; }
  2. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro 10.0.22621 64-bit | CPU: AMD Ryzen 9 5900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM: 65480 I tried to do an Apollo-Like Mun mission with a two staged lander. After I was done with the Mun and light up the ascent stage of the lander, the game thought I was still landed on the munar surface despite being in orbit. In order to replicate this bug, load up the quicksave, land anywhere on the Mun, and try to rendezvous with the command module in Munar orbit. Included Attachments: VesselStateLanded_logs.zip .ipsImage { width: 900px !important; }
  3. Oops, didn't fully read the KERB. I just saw that bug getting mentioned. My bad everyone!
  4. The fairings didn't behave like this in the older builds of KSP2. This started happening in KSP2 v0.1.4, and is still happening in V0.2.0.
  5. There is also an issue with fairings in the VAB.
  6. I cannot wait to get my hands dirty with this update. To Nate and the other KSP2 devs, you have my gratitude. And yes, I'll be streaming(like I have been since KSP2 launched) and making tons of videos about my shenanigans. So for science, in that regard, is a new endeavor for me as well. And I cannot wait for this journey to begin!
  7. Something similar happened to me. Instead of another vessel getting destroyed, the capsule and service module I tried rendezvousing with yeeted itself, and the service module engine became unresponsive and had the shroud re appear.
  8. On CKAN, it still says that this mod conflicts with v3.3.0.1 of RP-1. I am wondering why that is?
  9. I want to add on here that I encountered a bug after going on EVA in minmus orbit. The craft's orbit was stable until I took a Kerbal on EVA. After the EVA was complete, the orbital decay bug returned. However, I will make this a separate report.
  10. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Home 10.0.22621 64-bit | CPU: AMD Ryzen 9 5900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24339MB) | RAM: 65458 I encountered the return of orbital decay after loading a save. As a work around, I managed to activate time warp, but this only solved it temporarily. I am not sure if it affects other celestial bodies in the solar system. These are the steps I took after loading: 1-Begin timewarp and then exit 2- Start my power descent(descent burn) 3- record results Included Attachments: OrbitalDecayAroundMunafterLoadingaSave_logs.zip SpacePeacockDebugger.json (craft file)
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