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Everything posted by DibzNr
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Parts & Vessels Parts inside fairing heating up
DibzNr replied to GradientOGames's question in Parts & Vessels
@Abakan83 Merged your report with this post -
@BechMeister Merged your report with this thread
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UI/UX Game wrongly indicating 0 delta v for separated/joined crafts with decouplers
DibzNr replied to SomeoneAlive's question in UI & UX
@Suppise Merged your report with this post -
Flight Craft Wobbles and then Shakes Itself Apart After Loading a Save File
DibzNr replied to Stephensan's question in Flight
@ShadowZone Merged your report with this post -
This seems to be strictly a visual bug caused by placing the wings with the COP visualiser already enabled, toggling the COP visualiser off and then on again causes it to correctly recenter, OP's mention of the plane wobbling left/right on the runway is most likely an issue with their landing gear placement rather than an aerodynamic issue.
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Parts & Vessels Starlab may produce science for incorrect biome in some cases
DibzNr replied to Robin Patenall's question in Parts & Vessels
Your assessment seems to be correct, there is a small delay between the biome changing and the starlab actually pausing its progress (being in a lower orbit makes this more apparent), if the experiment finishes during this small delay then it will be counted for the biome the vessel is currently over instead of the biome the experiment was initiated over. -
Saving & Loading Wings are Being Distorted on a Loading a Save or Revert to Launch.
DibzNr replied to Anth's question in Saving & Loading
@Xeithr Merged your report with this post -
Flight Craft Wobbles and then Shakes Itself Apart After Loading a Save File
DibzNr replied to Stephensan's question in Flight
@StephensanUnarchived your report @CameronLerouxMerged your report with this post -
Flight Game places craft deep under Celestial Body/Planet surface after timewarp
DibzNr replied to king_shredder's question in Flight
@wuschelfun Merged your report with this post -
@val778Merged your report with this post
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UI/UX Randomly spamming "No Vessel Control" in VAB and flight
DibzNr replied to nasafan2841's question in UI & UX
@nasafan2841 Unarchived your old report and merged your new one into it -
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5500 | GPU: RTX 2060 | RAM: 40GB Severity: Medium Frequency: 100% Issue: For some reason, firing any decoupler on the craft causes all jet engines to start draining from every fuel tank with methane in it, completely irrespective of crossfeed setup or fuel lines, this effect even persists through quicksaves and toggling the crossfeed option on and then off again. In the attached video I ran an experiment using a test craft with a variety of engines including methalox, nuclear and ion engines as well as one of every jet engine, the large mk3 fuel tank they're all attached to is completely drained of fuel and the only available fuel on the craft is attached via a decoupler with crossfeed disabled, firing the 1st stage causes every engine to flameout as expected (with the odd exception of the ion engine which seems to ignore crossfeed by default, I'm unsure if this is intended behaviour but figured I'd note it here), but then firing a random decoupler suddenly causes the jet engines to spring to life as they can now draw fuel from the fuel tanks, even through the decoupler they are attached by still has crossfeed disabled on it. Repro steps: Build a craft with a jet engine, a decoupler and a methane/methalox fuel tank behind said decoupler with crossfeed disabled, then attach a 2nd decoupler anywhere on the craft Launch the craft, fire the jet engine, note how it does not drain from the fuel tank behind the decoupler Fire the 2nd decoupler, note how suddenly the jet engine starts drawing from the fuel tank behind the decoupler despite its crossfeed still being disabled Video:
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ksp2_x64.exe 2024.02.19 - 11.17.52.02.DVR - Trim.mp4 It seems that the vessel is correctly recovered, the issue is that the vessel's icon in the tracking station is not properly deleted afterwards, which results in a vessel icon that points to a non-existent vessel, leaving and then re-entering the tracking station correctly deletes the icon, the crash occurs due to the game trying to switch focus to a non-existent vessel.
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Construction Launching a vehicle deletes it from the VAB
DibzNr replied to krbvax's question in Construction
@krbvax Unarchived this report