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TygeR

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  1. This seems to be the case in my save file as well. One of the two docking ports CurrentState lists Docked. My normal way of undocking is to right click the dock port and then select undock from the component manager. It seems that the bug causes only the state of the selected dock port to change to undocked/ready. The other docking port still remains "docked". Basically the origin of this bug is redundancy in the craft data. As the dock state is appearent in multiple locations. This is considered bad practice and bug prone. It's sad to see that even though they restarted programming KSP2 from scratch they still have got many core failures in the way it is (sloppily) programmed. I'm glad this is another bug we can work around now and hope the redundancy issue (which occurs on more than the dock port part) can be fixed. Thanks to antra for pointing us to this issue and workaround,
  2. Sadly still many bugs.... Another mission (apollo style) this time on assembly with full tanks and a functional engine it believes there is 0dV. And hence won't let you create manouver nodes.... Even though i can perfecly execute a burn without issue. Also why does the game not allow you to create a manouver node when there is no dV (even though in this case there is plenty) but it can still be helpfull to know how much fuel would be needed in case of refueling for instance... Getting to the point where i'm going to abandon the game again and wait for the next update...
  3. Well since it is a bug in the game, i do not see harm in using the cheat menu to get them in orbit again... As long as the game is buggy and this menu is the only reasonable solution...
  4. I did plant flags at all tries up to now, for they were also part of the missions. And i have the habbit of doing so from KSP1. After some failed docking attempts i did check the save file to see if there were strange states in the save file, but could not find any anomaly there.
  5. Ok, it seems apollo style missions are just doomed to fail. Just did another one to the mun arch. However again the 2 vessels (newly build) do not dock. The docked easilly and quick the first time around (assambling before transfer), but after the mun landing i was unable to dock again. Same as in the screenshot above. Even with perfect alignment and 0 speed between the vessels they just don't dock. So maybe the docking port is one time use only in KSP2? Also the state of the lander remained landed whilst in space so had to use the cheat menu to get it "in orbit" again. One helpfull fact is that this saves you from editing the save files to change the state from landed to orbiting manually. My mun is now orbited by 2 landers and 1 orbiter (another time the lander combined with the orbiter was told to have 0 dV) so i left the orbiter (had only one kerbal on bord that time). The other 2 times the lander was not capable of landing on kerbin and i had 3 kerbals so i took the orbiter home to kerbin. Planning was on both tries to do mun and minmus in one go, but the game won't let me.... Still a lot to be fixed by the devs sadly, but on the positive side, the game is now "playable" and enjoyable which is a big step up from pre v0.2
  6. I've reloaded multiple times before posting and did not have a problem with the vessels spinning away. They also have been apart for more than a 100m multimple times during the multiple attempts a did to try and dock them. I even checked the save files to ensure the "top node" is free of any other nodes (i.e. when it thinks there is still something attached due to a bug). The dock ports both do not give the option to undock. So i'm really clueless now. I indeed paused the game at this point to get a good screenshot that shows how they are together in the bad lighting conditions available.
  7. I've an issue with KSP2, After an apollo style mission my lander won't dock again to the orbiter. It has been docked to the same port in deep space before. But now after landing on the mun it just won't anymore. any ideas? Both dock ports are not moved after placing BTW, so nothing is supposed to block them. Also like said before they have docked after launch in deep space.
  8. Ok i'll open a new post. About autostruts i whent to the save to remove them for the base (they were active on the legs) but sadly it does not fix the problem.
  9. I'd like to renew this thread a bit, since i'm building a minmus station out of basetubes and modules. I now have 2 modules connected with a base tube but while trying to land the next tube near the base, the base explodes. According to the logs an adapter collides into an attached part. Is this bug still not solved, or can it be solved at this moment?
  10. Hi, i've got a simple rover build that i tested to work on Kerbin and it functions just fine, i use this rover to put my base parts into place. However i just got the rover and some base parts on Minmus but the rover is constantly speeding up. I can only brake it by hitting reverse. So basically the rover is uncontrollable. It might be something with Minmus or with the new update 1.3.1. Anybody an idea wat could be wrong, or is this a common issue? BTW. I have full probe control (most of the time) from the radio connection.
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