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  1. I'd built a ground vehicle to test oiut rover parts, and while driving off of the runway area and trying to drive up a mountain, after a while I noticed that it appeared my vehicle turned green. I'm not entirely sure why it happened, or how, but it's been consistent with all sorts of metallic finishes. As you can see in the image, it appears all mirrored/metallic/uncolored got very messily colored.
  2. Under the effects of time warp (anything higher than 1x speed) while in orbit the orbit (as denoted by readout of the apoapsis and periapsis) will not be affected while the ship is accelerating even though fuel will drain from the craft at the accelerated time rate. The orbit will instead remain 'on rails' regardless of the the vessel supposedly accelerating. If the vessel is not under time warp (time at 1x speed) acceleration functions as normal.
  3. Adding a structural tube on a horizontal part, then adjusting its fairing length will also move the tube from side to side. Issue not present if parent part is vertical.
  4. Mostly just graphical, changes back when done editing
  5. There is a weird bug when sliding amount of consumable materials when in VAB. For example, fuel tank FL-T400, you cannot adjust slider to get 0.06 t of methane. The marker always jumped either to 0.0800001 or 0.04 t. This also happened with 0.23 t which always jumped to 0.2 or 0.24 t. It also happened with others e.g. oxidizers, ablator, but at different amount. One thing I observed is that it occurred around the 6th, 11th, and 18th marking in the slider (the dash line that represent amount in the slider).
  6. I have an ultrawide 21:9 4K monitor, 3840x1600. If I want to live stream the game, I want the game in 16:9 mode as most people use 1080p screens. This can be done using borderless fullscreen. However, it looks extremely pixelated. If I had to guess, the game gets was stretched/shrunk from 21:9 to 16:9. Or it's just a bug. Please add more resolutions that force the screen ratio or add a 16:9 button. I tried editing the settings config file but that didn't work. Thanks!
  7. I performed a quick load while I was exiting the Mun sphere of influence with Kerbal as my target and the Space Center also loaded in the foreground. Performing a Quick Load returns the same result.
  8. Fairly self-explanatory. If you EVA a kerbal and walk into a part of a craft, you will apply a force onto the craft. This works even when on the craft itself, thus creating a kraken drive.
  9. When flying craft with multiple probe cores, decoupling an individual probe doesn't properly turn the separate craft into a new controllable vehicle. I am unable to swap to the detached probe with left and right bracket, and it does not show up in the tracking center. Additionally, the probe still appears to be a part of the mothership craft, as any rotation inputs I perform while controlling the main craft are also done in the probe. In the staging section in the below photo, I am hovering over the ion engines for the probes, and the engines on the detached probe are also highlighted, indicating the game hasn't registered it as a separate vehicle.
  10. Guest

    Rebinding map key has no effect

    If the key to activate map view is changed to something other than M, M still opens and closes the map.
  11. Just would like to confirm these are bugs and not intended. i assume they are, but it's god awful not being able to use free cam to look around in map mode while paused and not being able to use or make maneuver nodes is almost unplayable. also a side note when starting a new campaign when going into VAB when the tutorial window explains the basic the video that plays (if u hit the continue button too fast) will not go away and u cant close it. also there is a werid ui sound bug that happens it sound like a fast upscale of notes every like 5 to 10 min or sometimes randomly made me assume something is wrong or a warning sound for no reason.
  12. I was landing a craft from the Mun and it ended up going through the ground and landing at 0ft sea level. I did exit the game several times during the mission after switching off to another ship or to the KSC/VAB while the original craft in orbit. https://imgur.com/a/ZBbmYgg
  13. As a pod moves around Kerbal's heads can clip through the wall of the pod.
  14. KSP crashed so hard going from VAB to launch that it forced the PC to reboot. after reboot, VAB is now the only screen that is shown. Click on edit vehicle? Nothing. Click launch saved vehicle. Nothing. Training center, the menu pops up on the side yet you are still looking at VAB. restart didn’t work deleting campaign and starting new didn’t work deleting the game and reinstalling did nothing this is insane insane bug that is obviously tied to your login information as that is the only thing that can tie all these things together.
  15. [Moved to https://forum.kerbalspaceprogram.com/index.php?/topic/213773-problemeciums-bug-reports ]
  16. I got latest vesion of KSP and latest TweakScale version, BUT there is some problem with that. Like it still working but not so correct. When I changing the size of part (It happend with allmost all kindda parts) it slids inside/outside, like, not staying at spot that usual for part, but moving away inside or outside from initial attachment pont. Like it can be all good, but then, when you doing undo or loading the craft, parts are slids inside/outside from initial attachment pont. How can I fix it?
  17. Hi all! I've recently came back to the console version of KSP and started a fresh career. Everything was going great until I tried to timewrap once in orbit around Kerbin. After finishing the timewrap, my controls are locked (unable to pitch, yaw, roll, activate SAS with O button, etc.). The only controls that I can use are; trottle controls, L1/R1+ triangle (to open flight options), options button to open up the menu, and camera controls. FYI; EC is Full, I'm able to EVA but unable to go back inside the ship (using the O button) even though there's no other kerbal in the ship and there's place. I've also make trim (if any) is reset. The only "fix" I've found is to go back to the tracking station and going back inside the ship, which is not great when you're about the do a maneuver and/or are about to crash into something. So my question is; Is this a known bug and is there a fix to this? Thanks !
  18. As stated in the title everything works fine i can inspect parts on my ship but once i make a maneuver node and i try to inspect a part this happens. Only thing that helps is to delete the node quicksave and then reload that quicksave but it gets tedious after a while. as for mods i have eve,sve,svt,kopernicus,scatterer.
  19. I upgraded my KSP install to 1.124.4 and I use a mac mini for it and for some reason it doesn't work? Like there is only a black loading screen FOREVER! SO I had to downgrade to 1.12.3. I think its a problem with taht new "Private Divison" launcher not working on Mac @Nate Simpsonany idea on what's happening?
  20. I'm posting this as a separate Topic as it separately applies to two different mods I tested, and I don't want to copy-paste the same issue twice when it may have the same root cause. The Issue: When Loading a Stock Craft into a KSP Game with EITHER Waterfall or Realplume loaded, Engine Enable/Disable Action Groups get lost. How it should be: how it ends up with either RealPlume or Waterfall: Probable Cause (guess) The issue does not appear to lie in the configs directly, doing a grep over all of the mod folders of Realplume and Waterfall with their respecive configs I could find no line that explicitly edits the Action groups or completely deletes ModuleEngines. They however all rename ModuleEngines to ModuleEnginesFX. This leads me to suspect that in that renaming KSP does not know how to handle a craft with such a module in place as it isn't the ModuleEngines it expected, and therefore it seems to miss every setting within the ModuleEngines that was not at default, or at least action groups. (I did not have the time to test for thrust limiters too.) I'd be curious to hear from the devs of the respective mods about what could be causing this and how it could be fixed, as I am not familiar with KSP modding in terms of C#, and only know a little bit about Module Manager patching. It would be cool to see this fixed, because this breaks functionality of vessels that are otherwise considered fully stock in their craft file and should work in an unmodded game. Investigation: (what lead me to my above conclusion)
  21. The condition to have an rt-10 on your vessel is not checked, I tried everything I can think of and it is still showing that I don't have it attached(at had 6 of them.
  22. I am on the newest version of ksp and don't use any mods. no engine, except for the small ones with integrated fuel tanks, is working. Does anyone know what to do when they work? It will help me very much. Thanks for your awnsers.
  23. I have been having a bug that makes it so I cannot pause. I have tried changing the key bindings, but that has done nothing. This bug started happening yesterday.
  24. So for a while now i have been having this issue where it says "Physics easing in progress" and my crafts apoapsis keeps rising. here is a video showing the bug, you can see it rise at 0:13 and 1:20. https://imgur.com/a/ch66twe and my mods folder. I would really appreciate if someone helped me fix this bug EDIT: this also happens without mods too so yea
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