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Anth

KSP Team
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Everything posted by Anth

  1. I am not sure the title is specific enough to the issue you are having. What about the following title: Various Rocket Engine's Thrust are Being Blocked When Clipped into Each Other.
  2. @Stonks73 Thanks for posting this bug report. This bug report is about clipping engines together and there being no thrust?
  3. @mattihase Your autosave loaded into the KSC Screen and there was no apparent craft within the game even though there was evidence of a craft within the code itself. Here is a video showing how I am attempting to replicate your issue:
  4. Thanks for the additional information. I will test and get back to you.
  5. @CiberX15 I couldn't fix your rolling issues. Not sure whats going on.
  6. Awesome. Thanks for testing it for me. Next I will try to figure out exactly what I did to fix it. Its rolling weirdly as well. I will get back to you if I can figure out how to stop it (I have a theory)
  7. @CiberX15 Here's a version that appears to be immune to your problem: MissileAnthAdjusted.json Can you attempt to reproduce with it?
  8. Looks like the struts are the main cause to me: Not great that the wings can still fall off like that though (Three of them)
  9. @CiberX15 Is the problem just that all the struts are disconnected when it happens? Or does the entire craft have every part is disconnect from each other?
  10. I am testing at the same time as you. What you are experiencing is definitely a bug. Its just less consistent than we would like I guess
  11. One of the wings likes falling off, but reverting to launch can counter that issue: [Edit: following comment merged with this one] @CiberX15 It just happened to me with your craft. I will do further testing
  12. There's a point (or points) in amongst the deorbit of a craft where legs are affected negatively ie causing force when they shouldn't. My recommendation is to test timewarp at certain points of a deorbit to see where the issues start happening.
  13. Definitely weird what's going on there. Can you please supply a craft file which is having that issue? That would allow me to do some testing.
  14. Thanks for the great video. Have you got a save file from that scene that I could use to test it? A craft in orbit would be ok as well if the save file on the ground causes issues.
  15. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB Laythe: The above issue happens within a range of UT times and not other times. Duna: Eeloo: Credit: @DibzNr Gave me his save files in relation to his bug report: @Moredice Gave me his save files in regards to Eeloo and I used his save to launch to Duna.
  16. Thanks a lot for reporting a bug report. By size S you mean the SM?
  17. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB Note: This is extremely temporary and doesn't persist. Video Evidence: RCSSASPauseDisappearing.mp4 Screenshot: Pause Button
  18. And what makes it worse is the lack of SAS. I have had some crafts jack knife as they separate. Not great.
  19. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB Video Evidence: JoolReflectionJoolBlocked.mp4 Save File: WrongJoolReflectionTestSave.json
  20. I changed the title to cover the entire animation of the panther. Can you give me some feedback? Analyzing your video: To me the following doesn't seem right: 0-10 seconds: There is fire coming out the back The nozzles are open 11-14 seconds: The fire coming out the back ceases instantly and then, The nozzles narrow After the afterburners fire the nozzles casually open to full
  21. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB Real Life: Kerbal Space Program 1: Kerbal Space Program 2 (0.1.2.0-0.1.3.2): Based on the real life video evidence the following should be happening: When the afterburners aren't being used there is no visible heat coming out the back. When the afterburners aren't being used the nozzle should be much more closed. When using the afterburners, the nozzles should be opening and closing according to the throttle to some degree. The level of how the nozzles are being used should be strictly linked to the afterburner heat effects like the first video of the F16 shown and shouldn't open up like KSP1 does. Conclusion: KSP2 is doing this completely wrong. KSP2 should be more like KSP1 except that the nozzles need to open in a slower more controlled restricted fashion like they do in real life. Additional Information: 0.1.1.0 was doing this wrong as well but in different way. Credit: @Sciencedude37 Brought this to my attention and instructed me on how afterburners actually work. Related bug report: For the swap between cruise and afterburner, it seems the colliders are the correct way (where the animations aren't):
  22. @The Aziz Merged yours with this one. (I brought it out of the archive) Hey. Was that 0.1.3.1 or 0.1.3.2?
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