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KSP2 Release Notes
Bug Reports
Posts posted by NovaRaptorTV
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6 hours ago, Spicat said:
@NovaRaptorTV, merged your bug report.
Thanks Spicat!
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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: 65480I 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:
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1 minute ago, NovaRaptorTV said:
I'm hoping this bug will get fixed.
Oops, didn't fully read the KERB. I just saw that bug getting mentioned. My bad everyone!
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I'm hoping this bug will get fixed.
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On 12/23/2023 at 11:41 AM, WingC3 said:
I don't think this is a bug, I think they changed it to work this way intentionally. However, I would agree that this is a poor way to indicate to the player that a part is clipping. They should have some kind of textual warning instead.
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.
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There is also an issue with fairings in the VAB.
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This is still happening.
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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!
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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.
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1 hour ago, NovaRaptorTV said:
On CKAN, it still says that this mod conflicts with v3.3.0.1 of RP-1. I am wondering why that is?
Disregard, I found out it was merged into RP-1
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On CKAN, it still says that this mod conflicts with v3.3.0.1 of RP-1. I am wondering why that is?
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There are still some problems with orbital decay
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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.
1 minute ago, NovaRaptorTV said: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.
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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: 65458I 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 resultsIncluded Attachments:
OrbitalDecayAroundMunafterLoadingaSave_logs.zip
SpacePeacockDebugger.json (craft file)
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I tested this with other parts, namely engine plates and toobs, this also occurs when I try to go close a fairing on any part.
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This issue is still occurring in v0.1.5
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This error is still present in today's update(v0.1.5)
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Whelp, time for me to learn how to edit videos in the meantime. Because I'll be playing this non-stop when the science update drops. Looks like I'll be busy on the youtube front as well as twitch!
Seriously, to the mad lads at intercept, thank you for the phenomenal work!
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On 9/30/2023 at 3:54 AM, bjbeardse said:
I encountered this when booting KSRSS.
Just now, NovaRaptorTV said:https://drive.google.com/file/d/1E7G6IJOC3xqewIAO50q5PgEvAtZ-YBni/view?usp=drive_link
Here's a link to the log file from my previous boot.
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2 hours ago, EStreetRockets said:
FYI we will be creating a wiki page for these vehicles with all this info in the future.
I found them, I was using the wrong release of the mod.
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Just now, Toaster355 said:
The RS-68 is in the Delta folder, I believe.
I am on vacation, so I do not have access to my PC but I can verify once I am home this evening.I was referring to the DIRECT related stuff. And take your time, enjoy the remainder of your vacation.
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1 hour ago, Toaster355 said:
This mod contains the engine mounts, inline External Tanks, and instrument ring/fairings for DIRECT launchers.
DylanSemrau's PhotonCorp provides fantastic 2, 3, 4, and 5 segment Solid Rocket Boosters and their decouplers/nosecones.
Benjee's Artemis Construction Kit provides you with the greatest looking and most accurate Orion/SLS than any other mod.
EStreetRockets also made Rocket Motor Menagerie provides you with a great RS-25 which the ORANGES engine mounts are designed for.
Bluedog Design Bureau's (I'm not even gonna both listing the devs) RS-68 is the best you're gonna get for this game if wish to recreate DIRECT v2.0. I understand the mod contains basically a trillion parts, so you can go to the Parts folder for the mod and delete the folders containting parts you do not want.
And finally, Alpha's Modular Launch Pads gives you some really nice looking pads to put your rockets on.If it does contain those parts, what are they called? I'm having trouble finding them. I have all the mods listed here as well!
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What mods for DIRECT would you recommend to go with this?
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I want to add on to this. I tested this around the Mun and Minmus. I mainly encountered this issue around Minmus. I didn't notice it around the Mun. I would recommend further testing around bodies such as Gilly, Ike, Laythe, etc. As well as the other planets in the Kerbolar system. Obvious, I know, but you cannot be too certain.
Game places craft deep under Celestial Body/Planet surface after timewarp
in Flight
Posted
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