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WingC3

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  1. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 23H2 | CPU: AMD Ryzen 9 3900XT | GPU: nVidia GeForce 3900 | RAM: 32GB The retractable ladders always produce their full drag (as if they are deployed) even when they are retracted. This drag amount is also quite extreme, preventing craft from flying straight in without significant gimballing or reaction wheels. This definitely should not be the case for retracted ladders. Launch the top part of this craft (above the final docking port) to see what I mean. Included Attachments: LaytheLander.json
  2. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 23H2 | CPU: AMD Ryzen 9 3900XT | GPU: nVidia GeForce 3900 | RAM: 32GB This issue has been around since before 0.2.0 based on a search of the archive. In my case, the craft is in a 23km orbit around Ike and in clear sunlight. The issue exists for at least 25% of the circumference of Ike. In other areas it is either legitimately dark or the solar panels DO work. But for 25% of the orbit, the craft is in clear sunlight but the panels say it is blocked by Ike. (Just for clarity, it's not blocked by Duna either.) Included Attachments: .ipsImage { width: 900px !important; }
  3. I've had this once as well. I think it MAY relate to entering physics range while in timewarp, but I've not been able to reproduce it. It may also be that the game doesn't see the two craft as entirely separate entities?
  4. Yeah, I tried it on a very shallow Kerbin entry and it didn't survive. The engines on the lander handled the heat better just being exposed. Really looking for this to be fixed as I have an awesome Laythe lander that would be GREAT with it, but won't make it without it.
  5. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 23H2 | CPU: AMD Ryzen 9 3900XT | GPU: nVidia GeForce 3900 | RAM: 32GB It looks like someone overlooked the text for the high orbit radiation survey for Duna. I can only speculat ethat that's because on most players' first trips out there, they won't have it unlocked yet. In any case, as you will see in the screenshot. The text is a placeholder. Included Attachments: .ipsImage { width: 900px !important; }
  6. Yeah, I've had a couple of parachutes deploy and a couple of parachutes not deploy even on the same stage. And even clicking the manual deploy button does not work. The only option is to reload.
  7. More heating, in and of itself is not an issue. However, a constellation of other items are combining to make it an issue: 1. More heat at an equivalent altitude as compared to KSP 1 (ok on its own) 2. Less drag at an equivalent altitude as compared to KSP 1 (also ok on its own, but problematic in combination with 1) 3. Inflatable heat shield and fairings NOT working as expected. The inflatable heatshield is overheating and the fairing is not actually shielding components within it. All three of these taken together renders aerocaptures basically impossible at this time. If that wasn't the goal then I think at least 2 of these need to be fixed.
  8. I don't think this is a bug, I think they changed it to work this way intentionally. However, I would agree that this is a poor way to indicate to the player that a part is clipping. They should have some kind of textual warning instead.
  9. And to be clear, this IS NOT just a VAB UI bug like the one that causes all stages to show 0dV in the VAB, but shows values in flight. THIS issues actually persists into flight.
  10. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 23H2 | CPU: AMD Ryzen 9 3900XT | GPU: nVidia GeForce 3900 | RAM: 32GB For reasons I have been unable to determine, craft in the VAB will sometimes begin showing 0dV for all of their stages. Reloading does not resolve the issue, and separating and re-attaching parts doesn't solve it either. I have observed a few things, though, that may help: 1. The issue does not persist to the launch pad. Loading the craft there will display dV values correctly. So, it is unique to the VAB. 2. If you select the vehicle and copy it to a new workspace, dV calculations are done correctly. 2. It does not affect all assemblies within the same craft file, it can affect only one of them. (See attached screenshots and craft file: one vehicle is affected while the other is not.) So this appears to be an issue with workspaces containing more than one assembly. 3. It MAY have some relation to attaching one assembly to another and then separating them again, but even then, not all assemblies are affected. 4. In the deltaV info for the stage, it does not show a planetary body AND does not allow you to select one. So I peaked into the JSON, and saw that this was reflected there too: "StageID": 0, "IsActive": false, "DeltaVSituation": { "CelestialBody": null, "IsAtmosphere": false, "Altitude": 0.0 } HOWEVER, changing this value back to "Kerbin" does NOT resolve the issue. The root cause lies elsewhere. Included Attachments: DunaMissions.json
  11. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 23H2 | CPU: AMD Ryzen 9 3900XT | GPU: nVidia GeForce 3900 | RAM: 32GB Weird glitch changes the skybox and causes ship to jump nearly 1000m backwards. Happens on ascent AND descent. On descent it causes the parachutes to jump forwards in front of the ship. It also interrupts the atmosphere sniffer, if that experiment is in progress. Video available here: Included Attachments:
  12. I too am completely baffled as to how this was missed. Either no one took a flight at all after committing this change, or no one with an understanding of how it should work took a flight after committing the change. So now there's no re-entry heating OR re-entry drag. Next Kerbin will lose its atmosphere and all life on the planet will perish...
  13. I splashed down a refueling vessel last night that contained a 20ton hydrogen tank. When it hit the water it repeatedly bounced dozens of meters back into the air. I think it's boyancy is WAY too high.
  14. It's possible that this calculation is intentional, though probably not the performance drop. If it is true that interstellar craft will be burning for years at a time, then the only way for the player to do anything else but fly that craft during that time period is for the game to continue calculating updates for that craft even when it's out of focus. But clearly, if there's any hope of decent performance for this, especially with colonies and trade runs happening on top of this, they are going to have to optimise the HECK out of this. I cannot see how we will see any of those features on a time scale shorter than years at the moment. That being said, if they can keep churning out 300+ fixes per patch, I could be wrong!
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