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Anth

KSP Team
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Everything posted by Anth

  1. The docking ports can end up inside other parts because KSP2 locks stressed parts positions when timewarp is engaged:
  2. Maybe. I am not convinced its a multiplayer issue. More of a 1 step at a time development thing. Think of this issue as an uncompressed file compared to a zip file maybe.
  3. I dont think multiplayer needs to have every part physics calculated. I did some testing. The parts aren't even rendered and aren't under acceleration. Crafts only need to be calculated as 1 part when they aren't rendered and aren't close to physics range. It's probably just that they haven't added the next piece of code that reduces the part count calculations down to 1 part for 1 craft when out of render range.
  4. Also from the video timewarp wasn't actually working. The actual time to the node wasn't approaching faster. This hopefully would have shown up in the log file as an error
  5. Interesting bug but I couldn't replicate it. My long burn testing in solar orbit show no deviation in movement away from the target indicator. Your timewarp isn't working correctly. The instant that timewarp is engaged the craft will be locked in its current direction which yours is not. What is missing from your bug report: Game Save from the video Log File What Mods you are using Without those 3 things the developers have no idea where to look. I cant even see the craft to get an idea of if its Center of Mass and Center of Thrust are aligned.
  6. KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None I did the following: Started KSP2 From the Main Menu I loaded a campaign Did some tasks Saved and went back to the Main Menu Loaded a new campaign Then ALL the new campaign information is missing from Ksp2.log but is still there in the Player.log Ksp2.log + Player.log Attached: https://www.dropbox.com/s/dfnq8c9d0dn6fv7/Ksp2%20%2B%20Player%20Logs.zip?dl=0 Ksp2.log has the following final entry at line 2076: [LOG 14:43:06.624] [System] Game Shutdown completed in 1.2352s. Player.log has a similar entry at line 2113 but continues afterwards until line 49676: [System] Game Shutdown completed in 1.2352s. Additional Information: This issue also happens in 0.1.0.0 Ksp2.log is quite useful for tracking down issues because of the timestamps.
  7. Try the following: Create a Save when the problem happens Go to the KSC Screen Load the save. My testing seems to indicate that the KSC screen is doing something the main menu isnt. I did a bug report probably relating to the same issue but not using Dres:
  8. KSP2 Version: 0.1.1.0.21572 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None New to 0.1.2.0. Doesnt happen in 0.1.1.0 Following is two separate tests: Orbital and Surface In Scene Orbital Space Test: Video Evidence: https://youtu.be/71rM_YtCrUk (46 seconds. Please Use TimeStamps to Skip Loading Time) Note temporary fix at end: Go to mapmode and back (double tap M Key) Save File: https://www.dropbox.com/s/ya5oait63xrrpc2/0120%201CKO%202CMO.zip?dl=0 Steps to Replicate: Start KSP2 From Main Menu Load Attached Save File: 0120 1CKO 2CMO.json From Scene Reload: 0120 1CKO 2CMO.json In Scene Mun Surface Test: Video Evidence: https://youtu.be/h5GXqeXrdvI (29 seconds. Please Use TimeStamps to Skip Loading Time) Note temporary fix at end: Go to mapmode and back (double tap M Key) Save File: https://www.dropbox.com/s/tfnrmuyxwetcpuv/0120MunSurface.zip?dl=0 Steps to Replicate: Start KSP2 From Main Menu Load Attached Save File: 0120MunSurface.json Settings File (graphic settings): https://www.dropbox.com/s/lwqg9s897fnzcj0/Settings.json?dl=0 More information: I don't know why loading to the Mun surface does it first try and to orbit happens on second attempt. Temporary fix (double tap M) only works until reloading a save. Some saves dont have this problem. Work Around: Go to KSC Screen. Then it never happens until the game is restarted. Theory for Cause: KSC Screen is accounting for something that the main menu isn't when loading a save file.
  9. Anth

    Won't load.

    Enter the following into Windows Explorer: %userprofile%\appdata\locallow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer There has been no change to files paths. I have been in that folder many times in the last few days.
  10. The developers have basically said that minimum requirements are for the initial release of early access. Performance will improve throughout early access. There have already been improvements with the first 2 patches.
  11. Anth

    Won't load.

    If the save file is huge due to a bug that might be why its non responsive as its loading a GB+ sized file Try the following: https://old.reddit.com/r/KerbalSpaceProgram/comments/129k2lw/i_gained_1020_fps_with_this_simple_fix_in_ksp_2/
  12. KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None What the new Burn Timer Buttons should look like all of the time: On Loading from a Scene the buttons are white: To Replicate: For Comparison of scene to scene vs KSC screen to scene: When in scene load the attached save file (will end up white) When at the KSC screen load the attached save file (will be the correct colours) Save File: https://www.dropbox.com/s/9fr50tp4bph31so/BurnTimerWhiteButtonBugSave.zip?dl=0 Video Evidence: Scene to Scene Loading Causing White Buttons: https://youtu.be/CJCh2rBSw0Y (14 Seconds) Scene to Scene Loading and Maneuver Node Creation Causing White Buttons: https://youtu.be/dBSTA9lRX4Q (14 Seconds) KSC to Scene Loading Appropriately: https://youtu.be/Pd9-E4Ct6_8 (16 Seconds) Additional Information: Moving the mouse pointer over the buttons will change them to having colour.
  13. For the save file location enter the following into Windows Explorer: %userprofile%\appdata\locallow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer There are two locations for log files: First: %userprofile%\appdata\locallow\Intercept Games\Kerbal Space Program 2\ Where you will find Player.log and Player-prev.log Second: In the Kerbal Space Program 2 Main install folder which you can get to by: Right clicking on Kerbal Space Program 2 in Steam Click on properties Click on Local Files Click on Browse This is where Ksp2.log is located.
  14. KSP2 Version: 0.1.1.0.21572 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None Issue: Revamped Burn Timer Lights All Become Green at 1 Second and Then at 0 Seconds They All Turn Grey. 0.1.1.0.21572 counting down to 0 seconds: https://youtu.be/X2OoUv-ucmA (11 seconds) 3 seconds first light becomes yellow 2 seconds second light becomes yellow 1 second third light becomes yellow 0 second forth light becomes green 0.1.2.0.22258 counting down to 0 seconds: https://youtu.be/7VhjZz3-Hy0 (6 seconds) At 3 seconds the first light is yellow At 2 seconds the second light is yellow At 1 second all lights change to green (1 second off) At 0 seconds all lights change to grey (this shouldn't happen at 0 seconds) Speculation: That 0.1.2.0 should be: 3 seconds first light becomes yellow 2 seconds second light becomes yellow 1 second third light becomes yellow 0 second all lights become green?
  15. I also did the following bug report with concerns over multi version bug testing (like this one) with all the settings/saves etc all being put into the same appdata folder. No problem with the appdata folder being created by 0.1.2.0 with 0.1.1.0 in regards to the regression issue here as far as I know. It acted exactly how I expected. Also the supplied save file was created in 0.1.1.0. Then tested in 0.1.1.0 and then 0.1.2.0.
  16. I have done a lot of bug reports for KSP1 since 2016. There are 5 types of bug reports that I do (sometimes its a combination): I find a bug in the most recent version (1 Version Testing) I find an issue with KSP2 that is done better in KSP1 or the issue doesn't happen in KSP1. (KSP1/KSP2 Testing) I find a bug in the most recent version and I then go to the previous version and I compare (2 Version Comparison) I find a bug and then I go back through all the versions one at a time to find when the problem started (Multi Version Comparisons) I find a bug and then I will go back and find when the first version of when the bug occurred and then I will record information for multiple versions up to the most recent version and use a graph to indicate issues (Multi Version Comparisons) Concerns: Currently KSP2 really only supports 1 Version Testing (1) and KSP1/KSP2 Testing (2) because the settings/saves are all contained within the one location regardless of version. If I find a bug in the 10th update and then find it started in the 2nd patch how do I know that the 10th updated appdatas folder is compatible with the 2nd patch? One of my KSP2 bug reports that I tested 0.1.1.0 with the 0.1.2.0 version of the appdata folder : Recommendations: Move all the settings/config files into the KSP2 install folder (at least for Early Access but if KSP2 is anything like KSP1 then this would be better for 1.0+ as well) Alternative would be to have an option in the settings config file that allows for changing the location from the appdata to the install folder for bug hunting nut cases like me. Have KSP2 detect if a save file was made on a version higher (0.1.2.0) than the version its currently on (0.1.1.0) and reject its functionality. It might not be an issue yet but eventually it might be especially with DLCs.
  17. KSP1 Version: 1.12.5.3190 KSP2 Version: 0.1.1.0.21572 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None Expected Behavior: Look to video evidence below for KSP2 0.1.1.0 (and KSP1 1.12.5) Observed Behavior: Look to video evidence below for KSP2 0.1.2.0 How to Replicate: Extract Attached Save folder to the appropriate location. Load 0110SaveKerbinMunEncounter.json (used for the video evidence below) Find the PE that is in the videos below for KSP2 for the Mun and pin/lock it to show the actual distance information. Right Click on Kerbin and focus. Get close to Kerbin for finer movement of the node around Kerbin. Move the node around Kerbin to move the Periapsis (locked info) until it collides with the Mun. Move the node in the other direction to get the PE to show again. Results of Testing: KSP1 video is there to show how it was done before KSP2 0.1.1.0 appears to act the same as KSP1 which is good 0.1.2.0 is dropping the information when the PE shows up again. Following image (rough I know) shows what it's going from and to. Video Evidence: KSP1 1.12.5 (Good): https://youtu.be/54x8IBEsNgw (8 Seconds) KSP2 0.1.1.0 (Good): https://youtu.be/skEDT-TOh6Q (16 Seconds) KSP2 0.1.2.0 (Bad): https://youtu.be/6VF9UrSpBo4 (11 Seconds) Save Folder: https://www.dropbox.com/s/8b79cmim05yct4p/Maneuver%20Node%200110.zip?dl=0 Additional Information: Maneuver node isn't necessary to cause this to happen. @Dakota For your consideration.
  18. The cause of your issue is KSP2 spamming the save files with lots of repeated information. Follow the following instructions: https://old.reddit.com/r/KerbalSpaceProgram/comments/129k2lw/i_gained_1020_fps_with_this_simple_fix_in_ksp_2/ Use the following in Windows Explorer to get to the save files in the fastest way: %userprofile%\appdata\locallow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer From the little testing I have done it appears to be a permanent fix to the save file issue.
  19. The only thing you can do is readjust the friction manually every time you load the scene as far as I know.
  20. The following picture you showed shows 2 Kerbals on board. How can you exit one Pod/Can and enter the other Pod/Can when its already occupied?
  21. Yeah using the favorite part feature of KSP2 allowed me to make that video short and sweet.
  22. Heres a video (19 Seconds) of your bug in action. Problem appears to be that the cloned physical strut isn't getting its own identifier in the VAB. https://youtu.be/Ja084oKe_Iw It's even weirder if its launched.
  23. KSP2 Version: 0.1.1.0.21572 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None How to Replicate: Put the attached zipped campaign into C:\Users\>EnterUsernameHere<\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer\ Load the KSCClearSave save file. Follow the steps I took in the following video (21 seconds): https://youtu.be/5xPzwIhlZmI Link to Campaign Folder: https://www.dropbox.com/s/nsijo42xalbceq2/GirderNodeStrutTest.zip?dl=0 More Information: Happens in different locations. If I launch a rocket and have it orbit the Mun and then launch another rocket the new rocket will be missing the physical strut connection on the Launch pad. Speculation: In game scenes are using the same identifier for physical struts as they were in the VAB causing a conflict that has all crafts after the first one not be connected.
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