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About me



  1. having more symmetry options enable new things. 5x symmetry is my favorite modded symmetry from KSP 1. now you as a reader probably think: who would ever want 5x symmetry and why. the answer is: me and here comes the why: my first argument for 5x symmetry is redundancy when designing a lander how many legs should it have? well at least 3 because the center of mass needs to be within the triangle formed by the legs. 4 legs is not the best option (sorry Apollo) if any one leg fail the craft is unstable and it will fall over. 5 legs will allow for any single leg to fail and still be upright, and up to two legs could fail as long as they are not next to each other. but for me personally the main reason is to be able to build crafts like this. now how does 5x symmetry stand out from the rest? 5x symmetry allows construction of tesselating structures in 3d space (balls) one great example are the platonic solids, most of the fun ones require 5x symmetry. the one in the image is a Icosahedron that was twisted a bit. note that every node has 5 arms. there will probably be a mod for this, but to simplify craft sharing of designs like this it would be nice if everyone could download and play with them. as a spoiler i will add pictures of other designs that use the same symmetry. adding more symmetries would not be harmfull. 7x could probably be cool for making heptagrams or something. it would be a very smal addition to the game to add this and it would probably go unnoticed by many, but it would make my day!
  2. The problem is with 2x fairing. When I zoom out camera to get aerial view of craft, part of fairing open a view of craft (1st case). When I soom in to concentrate on certain part of craft, fairing part close fairing and view of craft (2nd case) So I can't zoom in camera to edit craft which is so annoying. Plus I want to share another fairing bugs: 1) Fairing 2x jerks much from moving of coursor, I thinks some people noticed it a long time ago 2) Fairing 2x causes a huge FPS drop, instead of another (3x, 4x ...) types of fairings
  3. These air intakes were placed on mirror symmetry tanks using 8x symmetry. The intakes on the left are fine but the intakes on the right are rotated wrong.
  4. KSP Version: OS: Windows 10 CPU and GPU: AMD Ryzen 3950, Nvidia RTX 2070 Super Description of the bug. Expected Behavior: Reliable vehicle saves Observed Behavior: After a revert, the rocket is no longer launchable eventhough it was fine before. Anything below the drone core is stuck underground and none of the parts are attached to each other. Screenshot 7zipped Savefiles
  5. There should be a way to turn down the sun Glare in the VAB Some examples
  6. In the first part of the game, in the workshop, there was quite a lot of white light. The craft was well lit from all sides. And the huge doors of the building were also open and it was possible to see the street, the grass in the distance. It looked more comfortable. Now the building is closed and dark. Sometimes bright sunlight penetrates through the windows, but this is a matter of chance. In my opinion, there are not enough artificial light sources of a cold or white hue. I know it's more of a matter of taste. What do you think?
  7. I'm sure I'm not the first to complain about this. In the Parts Manager, mouse clicks often do not work. The video shows a problem with checking the checkbox. But often the bookmarks are not opened from the first click. They also sometimes close with problems. Although in video a bookmarks behave extremely well.
  8. Following my experiences with the Weekly Challenge 4 - Recreate Apollo, building a "Hell of a rocket." without auto struts and on par with wobbly Kerbal material engineering, it forced me to clamp down my Apollo rocket with Launch Clamps so that the wind won't mess with the orientation. As with KSP1, KSP2 also incorporate that the altitude of the vehicle in the VAB would also be the altitude of the vehicle on the launchpad due to the Launch Clamps. There should be a button or buttons to make the rocket "sit atop" or just above the ground of the launchpad in the VAB so that when using Launch Clamps, the rocket won't be lifted above the launchpad because of the Launch Clamps. If this feature will be disregarded, another lesser alternative would be:
  9. This could be done in KSP1 and helps a lot when trying to precisely tune the vehicle in VAB for the Launch Clamp. As of v., we could only rotate but not translate the parent or Assembly Anchor part. A better alternative would be:
  10. this bugrep is for [v0.] 1: symetry turned on, but engines are not subject to symetry? :: 2: symetrical gear placement, anyone? what a crazy mix of radial and axial symetries =))) :: 3: beauty isn't it? =) ::
  11. A bug in the VAB where parts cannot be put into trash when a space craft or a single part of it is behind the trash icon, even when trying to delete a part when clicking on an empty space on part-picker and a vessel is behind it, it won't be trashed / get deleted. How to recreate bug: Load a vessel or place a part in the VAB Put the 'part-picker' over the trash icon (alternate explanation: "hide" the vessel or placed part behind the trash icon on the 'part-picker') Get a part and try to delete the part with the vessel/part behind the trash icon or an empty space in part-picker This bug does not happen when trying to get a part from the part-picker when a vessel or a part is behind the selection. It also doesn't happen when trying to replace a part with another part with the same procedure. https://imgur.com/a/MIbxQN6
  12. I can create a ship with a fairing, set it to 3x or 4x clamshell, launch, fail/spot an issue, and revert to VAB, but then I notice the fairing deployment has reverted to 2x clamshell. Also, I launched an Apollo-style mission, 3-crew control-pod + 2-crew lander-can, with 3 crew only in that main pod and none in the lander, but when reverting to VAB Val got added to the lander-can, so now there were 4 crew being launched with 3 Kerbin-return rated seats (and despite dragging her/the Munar lander back to a stable LKO, the undocking imparted strange forces to her craft, resulting in her having a wildly elliptical, suborbital trajectory despite having no Methalox and minimal RCS available to her… Adding: Updated to v0.1.1 on Thursday Windows 10 5900X and 48 GB DDR4 TUF 3080 10 GB GDDR6X Expected: a fairing/part mode-selection in VAB pre-launch persists upon reversion/“reloading” Reproduce: create a fairing, choose 3x or 4x Clamshell instead of 2x (never tried shroud, but likely similar), launch, maybe check mode here but likely okay, then revert: now 2x again in VAB and if launched again without changing
  13. How it was in KSP 1. This is quite often convenient. And in general, the management of the creation of fairings in the first part was more convenient, faster, clearer. I'm sorry. Posted the wrong video first. Already corrected.
  14. KSP Version: Operating System: Windows 11 CPU and GPU models: AMD Ryzen 7 3700X 8-Core Processor, NVIDIA GeForce GTX 1070 Description of the bug: While in VAB and constructing a spacecraft I found a bug that causes the docking ports to randomly rotate or completely detach when a part is attached. It appears to be happening everytime you intentionally rotate the whole spacecraft a few times, and attach a part/attach the spacecraft to another one using workspace "Merge" button. Expected Behavior: Docking ports stay attached correctly after rotation of the whole spacecraft Observed Behavior: Docking ports rotate (e.g. 180*) or detach completely when a new part is attached or the spacecraft is attached to another one via workspace merging. Steps to Replicate: 1. Build a simple rocket 2. Save it as a workspace 3. Start a new spacecraft with a docking port 4. Save it as a workspace 5. Merge the two worspaces 6. Intentionally rotate the spacecraft using WSAD 7. Attach it to the rocket 8. Bam! The docking ports are now inverted. Fixes / Workarounds (if known..): Rotate the docking port for the own need (is annoying with multiple docking ports)
  15. Description: while building a vehicle in the VAB, the game will get more and more stuttery (including longer stutters) every time you click on a part in the parts window while the parts manager is open. The stutters get worse (longer) as part count increases. Closing the parts manager fixes this issue (i.e. stutters go away). Steps to reproduce: Start building a vehicle Open parts manager Begin adding parts As part count increases, the game will freeze/stutter more and more (and for longer) every time you click a part in the part selection window Closing the part manager fixes this problem (i.e. does not stutter)
  16. something that might be useful in the science colonies or interstellar update where you might not be able to make 5000 part crafts or base's so you would have 1 truss or panel that fits your length, instead of 50 parts to fit in that one area if you know what i mean the trusses could be extended only length wise and not increase in size or height, but have different sizes like you do now, xs, sm, md, lg and xl other post https://imgur.com/gallery/Vro8FA6
  17. I have built a space shuttle and every time i revert to vab and make small changes i cant launch it again. the launch highlights when i click it but i stay in the vab
  18. KSP Windows 10 Ryzen 7 5800H RTX 3060 Laptop In KSP 1 there was a setting for the move/rotate tool to snap to a grid and angles relative to the root part, so you could get two parts to be perfectly aligned in position and orientation no matter where you initially put them. In KSP 2 the "AlignmentAssemblyButton" actually still snaps relative to the part you're moving's original position, so you cannot use it to move parts to the exact center of the vehicle, or get them aligned perfectly vertical or horizontal or to a certain snap angle.
  19. KSP Version: Operating System and version : Windows 10 CPU and GPU models: Intel i5 10400F / GTX 1080 8gb Description of the bug. On the VAB while the sun is rising if the orthographic camera is activated one side of the vehicle it's gonna shine really bright (i think it happens too while the sun is on the top). Steps to Replicate Wait until sunrise > Activate orthographic camera Other Notes / Screenshots / Log Files (if possible..) Video: https://imgur.com/HSuNWgL
  20. Reproduce: 1. Take rover craft and try attach to inside of another craft. 2. If failed, try attach again. 3. If failed more than 10 times then probably something wrong. Black screen caused by game crash. https://drive.google.com/file/d/1V3UFSFb-uF8q_fWFYDgxGMY9imHubsb-/view?usp=sharing
  21. My non-stock vessels will take a long time to load when I enter the VAB. If I go on vessel selection menu, only the stock vessels will be there and I have to wait for my vessels.
  22. Whenever I type m while naming a workspace the map opens, from there it goes into a weird state where its like the main menu except it thinks i am in flight
  23. In the FAB parts manager, the extra large parachute Mk16-XL is depicted with the "SM" tag.
  24. KSP Version: Unmodded stock steam release Launched via stock launcher Subject: VAB - Orientation change, causes parts mounted on radial attachment points to pivot upon snapping to unrotated parts in other construct built in other orientation. Expected teams required: Gameplay Features: VAB // Orientations Behaviour Expected: When constructing something in horizonal alignment, then attaching a radial attachment point with a Docking port on it, and then rotating that construct into a vertical alignment, before trying to attach it to a vertically aligned secondary ship, with a side mounted docking ring, should connect the two docking rings as expected. Observed: The docking node on the selected (and earlier rotated ship) will pivot 90 degrees out of alignment with the selected ship and prevent the nodes from connecting. Reproduction Recreated in fresh empty campaign, but occurs in all instances. Probability: 100% (10/10 repro's) Steps: Start with a horizontal cockpit (Ref: shipA) and ensure the workspace is in horizontal orientation mode Attach a fuel tank behind it Attach a radial attachment point (Ref: radialA) below the fuel tank Attach a docking port (Ref: dockA) to radialA. Select the cockpit, and rotate the entire construct 90 degrees into a vertical alignment. Change the workspace into vertical orientation mode Place a new fuel tank somewhere as a secondary construct. (Ref: shipB) Attach a radial attachment point (Ref: radialB) to the side of the fuel tank on ShipB. Attach a docking port (Ref: dockB) to radialB. Pick up shipA, and attempt to connect it to shipB by attaching dockA with dockB. ERROR: When dockA snaps to dockB, dockA will pivot 90 degrees into the wrong orientation. Workaround: After the part (dockA) has snapped into the wrong orientation, pick it up (dockA), rotate it into the correct orientation, and reattach it to radialA. Then attempt to connect the two constructs together again and they will snap together as expected. Image/Video: https://imgur.com/a/UnikOQ7 Logfile: https://pastebin.com/aBAz7wrn Probably irrelevant but attached OS details regardless: Operating System: Windows 10, i7-6700k, GTX1070, 32gb Ram
  25. Fairings will have a seizure in the VAB when you turn on see through and a lot of the time when you separate them during flight they will bug out and one second will be behind you and the next they are right in front of you.
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