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Stephensan

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  1. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: 7900x | GPU: 4070 ti | RAM: 128 GB Anth requested that i made a bug report on this ------------------------------------------------ Anth Edit: Thanks to @Stephensan for posting this. Note the focus of this is on the visual glitch rather than the physics glitch that is applied. In my testing sometimes the visual glitch occurs and the physics one doesn't appear to so I wanted to have two separate issues posted on the forums ------------------------------------------------ In this case, i been dealing with a bug with rovers (wheels in general) where every 1000m~ in this case "at 2000m (more between 2000m and 2100m) it glitched one of the rear wheels and then the physics glitch happened as well." causing the craft to lose control, How to recreate bug Create a rover with any wheels Go to another planet either using teleport or getting there by rocket Start driving After 1000m the bug will start happening What does the bug do Glitches the wheels upward to "100%" fully compressed suspension In a "single frame" (extremely quickly) it resets to the original position Possible that the game physics decided that it should move the craft due to seeing that the wheels "went up" causing a phantom force that shouldn't be applied to the craft Craft loses control causing it to crash How does it affect the player Driving normally as a player should, starts off as a visual bug, that is related to the 1000m terrain glitch however, with how wheels "collide" with the ground gaining phantom forces when going in the ground this bug should be for the visual side, however it is noted that it still can have the 1000m phantom force You cannot expect when the bug trigger and cannot know if which way the bug will throw you if it decides that it should.. It hinders users driving long term on any planet causing users to need to use a lot of quicksave/adjust autosave to sub 10 seconds when going above the speed of 15-20m/s due to how frequent the gets due to the speed and distance. The video is "Supercut" of 5-7 minutes of just driving and the bug triggering and causing a crash and me reverting save, the parts cut out is(Unimportant) besides just the distance made and was just normal "straight line driving". OG video can be sent via YouTube upon request. Imnotthatinsnaea.mp4 What's included: Player.log Ksp2.log Campaign Save Known issues (thank you anth) Null colliders (i think this is on every quicksave/autosave it has one) Saves throws the "back" out for some reason i think this is due to the craft and not due to the bug, and the issues are separate due to being able do this with MANY other machines. Teleported to Duna from the KSC using cheats throwing up errors Included Attachments: TESTINGTESTINGTESTING.zip Player.log Ksp2.log
  2. There is suppose to be a self quote here of the video i did Response from a QA team member
  3. my main drive (the game where it is installed) is 980 pro samsung
  4. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: 7900x | GPU: 4070 ti | RAM: 128 GB Wheels having a single point of contact (in the middle) cause (separate bugs) but all originate from the same bug these bugs would be separate but it seems it has the same one cause, bugs such as: Wheels Getting Phantom Wheel Speed/Direction Causing Harder Control Of The Craft Wheels Merging Into Ground Wheels Merging Into Ground Cauing Craft/Rover Go "Balistic" In An Uncontrolled Manner Wheels Fall Off When Immense Phantom Forces Pushes It Back "Out Of The Ground" and I do not know the rest, but all the issues orginate from how the wheel ground collider is just a "sliver" The video shows what not taking care of the "bugs" can do to the craft, but it doesn't matter cause the phantom forces usually take much more control rather than the user, and or destroy part(s) before total control again. Included Attachments: Wheeledtodeath.mp4 Player.log Ksp2.log NewWorkspace.json
  5. from what i test ksp 2 uses 6 cores 12 threads for me could be pinging back and forth or whatever but.
  6. cpu is from 7-19, gpu is from GPU is from 7-19 computer parts was 3 years old when the game released by the time ksp 2 released GPU was 2 gens old and the CPU 3 gens old.. The computer may very well have been in the performance mid range name a while ago just before last quarter of 2023 at the time but has lost that quite a bit ago at this point.. but this is absolutely not to say ksp 2 performance is stellar. i recently did a cleaning of my entire saves log and wiped it clean cause of a weird bug that yeah... anyway... the issue is CPU utilization then GPU for your case if i haven't said it another post that got closed... from what i know the cpu/gpu combo can do like 1080p or 1440p, but you will hit a CPU limit as of right now, but you shouldn't really be hitting 15fps, a laptop i tested with 150+ parts was 12-15fps with like 10400h and 1650 laptop.. much worse specs in current version.
  7. i had about 16 campaigns and about 5.6 GB of storage and 5,977 Files, 32 Folders total.. so didn't really know until i was having an issue of a single save was like actually locking freezing the game/instant crashing/lag and finally BSOD-ing my computer is when i wiped it clean Anth has already tested it and said he couldn't replicate, but i think its a more of an issue of most saves was/had been well played and had like 100's of quicksaves it needs to be investigated more, cause i have HAD better performance all around. if you watch the video that is my performance difference its like actually insane.
  8. "parent goes to work" "parent comes home" did you work today... after the millionth time saying the same thing its annoying. there is nothing else to say. Bugs and colonies and making sure everything works for everything else like MP... We can assume that they played the game in the most basic function low fps etc, and them saying that it was completely playable was not fully truthful so it could just be hype marketing at play. https://steamdb.info/app/954850/depots/ here is for bugs, you see them working on it, stuff happens and changes, they use the same numbers and names so it seems that they haven't done anything until 10 days ago but its been moving the entire time changing, from what i understand this is for mostly the bug work team, and devs for next major update either in offline servers not connected to steam, or hidden among those "Development" (Assumptions) Development = Bug Test X Test = Developments Combined PlayTest = Internal/Dev/Team Playing Voyager = First Stage Of Next Patch/Update (could be long term gameplay test cause it can be days or weeks before Candidate) Candidate = Third To Last Stage Before Next Patch/Update (its like from what we know second stage from voyager) Staging = Second To Last Stage Before Patch/Update Gets Moved To "Public" or 0.x.x.x and then we get a release.. and for colonies (use ad blocker) https://kerbal-space-program-2.fandom.com/wiki/Colonies all of this information needs to be fully working, in a game playable state for tons of different hardware and different playstyles, and not in a EA testing build with teens of fps for 18 parts. also even more thermal stuff is coming.
  9. yes they are working on colonies so they are still following the roadmap underway working on colonies most likely working out optimizations on part count, and placement on other planets and seeing how it behaves there is 2-3 killer bugs right now, revert save death wobble/save rot issue, part performance issues, and finally planting flags breaking the game there is ofc a lot more bugs, but even i can answer these questions. more realistic questions that they could sink there teeth into is With colony progression underway, what is an issue that is taking the most time, performance-related, or coding the parts in, coding the core parts or is it bug fixing? With the long duration between the first bug patch of 0.2.0 to 0.2.1 are you able to give us feedback on a estimation of bugs that will be fixed in the next upcoming bug update? With knowing that things such as HDRP, or developer such as blackrack is there any new information you can give us on either or has blackrack been working for colonies? these are questions that directly gives us answers, still allows them freedom of not giving us time frames, gives them estimiations so it isn't fully clear, while also not letting even a user like me knowing the answers. and it can be as simple as the answers as of right now core parts coding is taking the longest, there is a lot of parts that we need make sure work fully and verify through internal builds. so far we have about 20-25 bugs fixed and 3 bugs that was on the hit list on KERB that finally was completed since last KERB update. HDRP is still in stages of being worked on we have tested it in a couple cycles but we are still not happy with how it is performing and will take longer, and blackrack has been working on making the reentry effects better with the colors based off of atmosphere composition and the moon/planet occlusion, due to the more recent solar ecplise it will take a while for us to have a viable product for testing before we can move forward with it and give more infomation.. its a matter of knowing and gathering information that still allows CM's to not give time frames but still giving us information in short statements, just like colonies, there is a A LOT of information we actually already got for information, its more so being able to find it don't worry we will know something hopefully next week
  10. this is Campaign saves, when you start the game, you go to singleplayer, and you see all the singleplayer saves, they call it Campaigns, auto saves is prob an issue aswell.
  11. i am i cannot wait for the train start going, yall can do it.
  12. we need at least one just permeantly active instead of locking it up and a new page is formed
  13. sorry, i just dont have enough infomation in the internal workings to know what is going on i just remember, sprints, and it meant scrum.. i don't know the entire cycle, but i know they have a lot of meetings that take a "while" in the start of the day or that is my speculations or its mid day, i simply don't know.. but i know for sure its scrum, no idea how good or bad it is compared to SAFe
  14. iirc they work in a form of SCRUM, or just scrum so something like 2 weeks and longer cycles is an examples.. i remember hearing sprint and i researched it and i saw scrum... but this makes sense but there could be other ones that use "sprint"
  15. i dont want to put pressure on the CM's to point that they want to quit.. but man is it hard times right now for us users. recently i was in a discord call with about 7 people (last night) of ex-KSP 2 users from between 0.1.3 to current when they last played and there is some statements that they said some things that if you didn't think more than second you wouldn't think what we really just said one person said something of the lines of "for the amount of what the cm's have for previous jobs and experience, it is almost laughable that when one person comes back communication drops worse", and another stated and along the lines of the other 3 (at the time) one said along the lines of "when that one person left that was the other cm that's where it started getting bad" and i stated "I'm pretty sure the structural was completely different and they had to following a list of things" and other person remarked that "that isn't the point now, something from the top broke and stopped allowing cm's to give anything real substantial and due to restrictions we lost options". Yeah yeah, and the puppet in my left hand talking "and its not a credible source", before anything else... The only thing i remember was the last statement, it feels like that statement is what happened.. something has really restricted what the CM's do, or the CM's have lost what they can/want to do.. I gave a suggestion even if its time consuming just to "show" cm's caring about the next major update without giving us extremely juciy info like UI photos/gameplay, just parts, showing a part, showing a part in game in a video with lights turning on or turning it on with sound, and a kerbal to scale/video, and finally the flavor text. that's 5~ things per part, 1 new part per week or per 5 weeks (sound like a broke record) (don't want keep on suggesting it)... but bruh at this point, i just hope that means something and we can get the hype train slipping on the tracks trying get going again and not "nothing sauce" for the majority of the users.
  16. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: 7900x | GPU: 4070 ti | RAM: 128 GB rather a random bug that it seems that anth cannot replicate, and i just wonder if its one of the many bugs i just find that decide to start that has no real cause. Bug where I add more campaign saves I lose fps inside the game, anywhere between 10fps down to 2fps difference i doubt a lot of people have this issue, or even know of this bug. Included Attachments: Test2.mp4 Ksp2withmorecampaigns.log Ksp2withlesscampaigns.log
  17. shhh you might alert my brain to something that doesn't make sense
  18. does this mean aswell shadows of planets blocking other planets will be more "there" and realistic if it gets changed
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