

Anth12
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specific altitude off surface kraken attack
Anth12 replied to daveboy2000's topic in KSP2 Bug Reports
Look for physicless parts. There is a bug where if a physicless part is attached to a physicless part the craft will explode at just over 20000m I wouldn't trust any smaller parts that might be physicless parts unless they are radially attached directly to the side of a craft like a fuel tank or capsule either. If you don't know what a physicless part is google KSP physicless parts and it will take you to the KSP wiki. My rovers work without any issues when it comes to launching from KSC. -
Look for physicless parts. There is a bug where if a physicless part is attached to a physicless part the craft will explode at just over 20000m I wouldn't trust any smaller parts that might be physicless parts unless they are radially attached directly to the side of a craft like a fuel tank or capsule either. If you don't know what a physicless part is google KSP physicless parts and it will take you to the KSP wiki. My rovers work without any issues when it comes to launching from KSC.
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Doesn't take too much imagination to find them at the moment. The imagination for me is when I figure out the right way to show the bug doing its thing
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Haha. Maybe it works for one Kerbal and not multiple ones? Issues: The flags are attached to the ground, not the craft so you move the craft the flags remain in the same place they were placed above the terrain. Doesn't work in space. The Kerbal can do the animation, but nothing ends up being placed. One time the Kerbal stopped being able to move was after loading a quicksave. Come on Intercept Games. These flags need to stay attached to the rocket! haha
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KSP2 Version: 0.1.1.0.21572 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods used: Lazy Orbits to place crafts on planetary Surfaces (removed for actual testing) Steps to Replicate: Load Attached Save (Craft On Duna) Go Directly to VAB Go to KSC Go to Tracking Station Go to Duna Craft Video Evidence: https://youtu.be/HOWIF5Mj6sA Work Around: Always Go to KSC Screen then to the VAB. Log Files Attached: Ksp2 Duna KSC: Was going to the KSC screen from the active vessel on Duna. Ksp2 Duna VAB: Was going to the VAB screen from the active vessel on Duna. Important: Look from line 304 where the differences between them start. More Information: Kerbin might be an exception to this issue, but all other planet/moon testing has done this. Files Via Dropbox Link: Craft On Duna: Save File that loads Lander on Duna Ksp2 Duna KSC: Log file where I went to KSC screen via the menu Ksp2 Duna VAB: Log File wehre I went to the VAB screen and the bug occurs https://www.dropbox.com/s/xmhlv8t8pe7sb85/Craft%20On%20Duna%20Plus%20Log%20Files.zip?dl=0
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KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.1.0.21572 KSP1 Version: 1.12.5 + DLCS Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: Lazy Orbits to cheat crafts into orbit and planets (removed for actual testing) Expected Behaviour: That when a craft isn't rendered the game treats 1 craft as one entity (no matter how many parts it has) and that the craft is on rails to improve overall performance. Observed Behaviour: That KSP2 is calculating the physics of all parts of all crafts whether they are rendered or not causing performance issues. How Evidence Was Compiled: I did the following for KSP1 and KSP2: Put 8 1000 part crafts in orbits around different planets/moons Put a 1 part craft on the surface of Vall I recorded the ms/frame (KSP2) or FPS (KSP1) for 8001 parts while having only the 1 part craft in scene on Vall. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 7001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 6001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 5001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 4001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 3001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 2001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 1001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 1 and then tested on Vall again. I recorded all of the results and put them into a graph. Video Evidence: Note I have timestamped each performance test for faster navigation of the videos. KSP1: https://youtu.be/v8Q8LkIPu_s?t=12 KSP2: https://youtu.be/W-syZ8Vdt7o Results from Videos on a Graph (lower is better): Note I converted the FPS of KSP1 to ms/frame. (Mortoc shout out for that) Conclusion: KSP1 only calculates 1 craft as 1 part when it isn't rendered and is out of physics range. KSP2 calculates the physics of every part of every craft in a save causing performance issues the more total parts there are in a save file. Additional Information: Note how useful a Set Orbit/Set Position (from KSP1) option would be for these kinds of tests if it was added to KSP2? Using mods for bug reports makes me feel uncomfortable but currently I can't do this type of bug report without Lazy Orbits. Files: KSP2 8001 part save KSP1 8001 part save KSP2 1000 part craft (Appears that 0.1.1.0 thinks this is now too big to launch from the VAB) https://www.dropbox.com/sh/g5a5214kmgo04bl/AADXpu_9168fl3XavdlIASOja?dl=0
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3/24 Discord AMA - Nate Simpson - SUBMIT QUESTIONS HERE
Anth12 replied to Dakota's topic in KSP2 Discussion
How does KSP2 development compare to previous games you have worked on? Is KSP2 more complicated? In what ways? -
Pressing "," in main menu triggers "Game paused" toast
Anth12 replied to snctfd's topic in KSP2 Bug Reports
Yeah that would be better if the "," wasn't able to pause the game. We can do that by clicking on the pause button or perhaps the Esc menu cause pause the game too. That way we don't accidently spam the button in panic, and it pauses the game when all we wanted to do is stop time warp. -
Weekly Challenge #3 - Land On Minmus
Anth12 replied to Ghostii_Space's topic in Challenges & Mission Ideas
Hopefully it's a one off and isn't anything more serious.