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Posts posted by Mitchz95
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes
OS: Windows 11 | CPU: AMD Ryzen 7 5700X 8-Core Processor | GPU: NVIDIA GeForce RTX 3060 Ti | RAM: 15.91 GBSpecs:
CPU Vendor: AuthenticAMD
CPU Name: AMD Ryzen 7 5700X 8-Core Processor
CPU Frequency: 3.4 GHz
CPU Physical Cores: 8
CPU Logical Cores: 16
RAM Size: 15.91 GB
Video Card: NVIDIA GeForce RTX 3060 Ti
Video Driver: 30.0.15.1165
VRAM Size: 8 GBSeverity: High; closing and restarting the game does not fix it.
Frequency: Medium.
Description: After driving around on Laythe, my rover abruptly began clipping into the terrain and getting stuck. It can sometimes wiggle and slide around a bit, but behaves as though it's stuck in mud. This persisted even after reloading earlier quicksaves or restarting the game.
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes
OS: Windows 11 | CPU: AMD Ryzen 7 5700X 8-Core Processor | GPU: NVIDIA GeForce RTX 3060 Ti | RAM: 15.91 GBSpecs:
CPU Vendor: AuthenticAMD
CPU Name: AMD Ryzen 7 5700X 8-Core Processor
CPU Frequency: 3.4 GHz
CPU Physical Cores: 8
CPU Logical Cores: 16
RAM Size: 15.91 GB
Video Card: NVIDIA GeForce RTX 3060 Ti
Video Driver: 30.0.15.1165
VRAM Size: 8 GBSeverity: Medium; closing and restarting the game does not fix it.
Frequency: Low; limited to a single craft so far.
Description: On this particular craft, the HS-1 Deluxe inflatable heatshields refuse to retract when I click the button; the icon is greyed out as if it were not extended and will not toggle when I click on it. Adding it to an action group and using the button does not work either. This was after using them to aerobrake over Jool. When I create a new craft from the VAB with this part, it can still be deployed and retracted as normal.
Included Attachments:
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes
OS: Windows 11 | CPU: AMD Ryzen 7 5700X 8-Core Processor | GPU: NVIDIA GeForce RTX 3060 Ti | RAM: 15.91 GBSpecs:
CPU Vendor: AuthenticAMD
CPU Name: AMD Ryzen 7 5700X 8-Core Processor
CPU Frequency: 3.4 GHz
CPU Physical Cores: 8
CPU Logical Cores: 16
RAM Size: 15.91 GB
Video Card: NVIDIA GeForce RTX 3060 Ti
Video Driver: 30.0.15.1165
VRAM Size: 8 GBSeverity: Low; limited to a single craft so far, and can apparently be fixed by closing and restarting the game.
Frequency: Med; it happens a lot on this particular craft, both in flight and when I test it on the launch pad.
Description: On this particular craft, landing legs refuse to toggle open and closed when I activate the action group; the Parts Manager thinks they're "blocked", which they simply are not. Closing and restarting the game seems to resolve the issue but it keeps returning to this vehicle. While it's not super obvious in the screenshot, the landing legs are sticking out from between two larger fuel tanks; there are no struts or anything blocking them. I have been tweaking the design over time so I don't remember in which order everything was added, but I have been removing and re-adding the legs in an attempt to resolve the problem.
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I came here to say this. KSP1's Orbital view was absolutely essential for lining up for docking and doing lots of complex manoeuvres, and it's extremely tedious to not have that option in KSP2. I really hope this is added soon.
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How do I install this? The readme said to extract the .zip into the Installation folder but that doesn't seem to have done anything.
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I'd say the game is about 80% of the way to where KSP1 was. Still lots of bugs and QOL stuff to address, but the gameplay loop is pretty solid.
Hopefully the next major update will continue the upward trend in a meaningful way.
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Hello, I'm trying to build a Tylo lander that uses asparagus staging, but I'm having some trouble with the delta-v count in the VAB. For some reason, instead of breaking down how much is consumed based on the tanks draining, it assumes the vast majority of delta-v is being consumed in the same stage where I fire the engines, with most of the drop tanks being measured as 0. I'm pretty sure the fuel paths and decoupling order is correct based on my testing.
Hopefully the fuel flow path is clear, but if not...
Stage 02 fires the engines;
Stage 03 drops the outermost tanks;
Stage 04 drops the 4:00 tanks;
Stage 05 drops the 8:00 tanks;
Stage 06 drops the 10:00 tanks and attached engines;
Stage 07 drops the 2:00 tanks and attached engines.
This leaves the center tanks and engines to burn out as normal.
Based on my experience with asparagus staging in the past, stage 02 should have the lowest listed delta-v (and burn time), and stage 07 should have the highest. I can't tell if I'm overlooking something or if this is a limitation in how KSP2 calculates delta-v.
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On 3/3/2023 at 12:42 PM, MechBFP said:
I believe the main cause of this issue is if you set your max debris in settings to 0. Kerbals are considered Debris, so if that is set to zero then Kerbals can't EVA.
I can confirm this, at least on my end. I raised the setting above zero and now I can EVA again.
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Happening to me as well. It worked fine for my first orbital and Mun mission, but now for some reason it just doesn't work at all on any vessel, even when I start a new campaign.
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KSP Version - 0.1.0.0.20892
Translation error location - Tracking Station and Map View
English Error - All celestial bodies are labelled "Terrestrial Planet", including Jool (a gas giant), Kerbol (a star), and all moons.
Your Language Correction - Jool should be labelled "Gas Giant", Kerbol should be labelled "Star", and all moons should be labelled "Terrestrial Moon".
Notes / Screenshots -
KSP Version - 0.1.0.0.20892
Translation error location - Kerbal Space Center
English Error - The Tracking Station description says "You can also recovered lander vessels and crew."
Your Language Correction - "Lander" should be "landed".
Notes / Screenshots -
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obligatory Uranus joke
Nice to see the ice giants getting some attention. Would Starship be able to reduce the Uranus Orbiter's travel time?
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Good news, everyone!
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Any chance of them appealing it further? Can they?
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I do love the idea of visiting a rogue planet. It would be completely dark, so the only illumination would be whatever lights you brought on your ship. Very spooky.
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747 launches in the next ten years? More likely than you think!
(Highly speculative of course, but the rationale seems solid to me.)
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On 9/22/2021 at 8:06 PM, sturmhauke said:
That won't work in a patched conic model without a hack specifically for the body at the simulated L2 point. First off, that point is unstable, and no object would stay there for long without station keeping abilities. Secondly, since L2 is further away from the central body, its orbital period is necessarily longer. In an n-body model, the secondary body pulls the L2 object along, speeding up its orbital period, but in a patched conic model all the major celestial bodies are on rails. Only small bodies like asteroids, comets, and spacecraft are calculated dynamically. Without an L2 hack, any such body would be out of sync with the secondary, sometimes trailing behind and sometimes leading.
Couldn't they just make it a moon of the gas giant and match its orbital period around the planet to the planet's period around its sun? And maybe make the gas giant low-mass and low-density to justify the L2 point being so close.
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1 hour ago, antipro said:
Ah, the Planet 9 aka Planet X. It probably does not exist, according to NASA:
"In 2014, NASA announced the news that its Wide-Field Infrared Survey Explorer (WISE) exploration program, after probing space,
ruled out the existence of a planet X."
And even if they found it, it will be immediately de-classed as dwarf planet.
Don't we have enough of Trans-Neptunian object already?
Planet Nine, not Planet X. Planet Nine is a hypothetical super-Earth (or Mini-Neptune) in the outer solar system that could be responsible for the clustering of certain TNOs. Its existence was first proposed in 2016.
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Webb, if only so we can stop poking fun at the endless delays. Also because it might finally find Planet Nine, if it exists.
Also, I love that names like Very Large Telescope and Overwhelmingly Large Telescope are an accepted naming convention for these things.
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I'm fond of two-word ship names, like Glorious Heritage or Venture Star. Will have to see what feels appropriate at the time. I do like Nomad, suggested earlier.
Depending on how my game plays out, I may end up naming it after a deceased Kerbal.
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17 hours ago, jimmymcgoochie said:
- Cheat the pod to beside the existing mission, transfer them over via EVA.
How do I do this?
6 hours ago, antipro said:I mean in the folder \Kerbal Space Program\saves\"CAREER NAME"\Backup
The backup folder contains some backups named "persistent" and "quicksave" but also names you entered sometimes.
Looking at their date creation or their name you should find the one before the glitch.There are five quicksave files, all of them from after the glitch. No persistents.
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5 hours ago, antipro said:
Don't you have an automatically created backup file that has been saved before the glitch?
All I see are "persistent" and "quicksave".
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My game glitched while timewarping and two of my on-mission Kerbals somehow got marked as MIA. I'm trying to bring them back via save file editing (marking them as "Assigned" rather than "Missing" in the roster, and correcting the mission's crew count to 3) but it doesn't seem to be working. Is there anything else I can do? The mission is kinda screwed without them.
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Already has a thread, but yeah, RIP.
On SOI change (at Eve) the game can't make up which SOI the vessel is in, so it rapidly switches back and forth
in Flight
Posted
I've seen this happen pretty much everywhere, not just Eve.