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  1. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Home 10.0.22621 64-bit | CPU: AMD Ryzen 9 5900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24339MB) | RAM: 65458 When I jump out of time warp after testing the reduced orbital decay after today's hotfix(9/29/2023), my apogee and perigee decrease by four meters or so. In order to replicate the issue, please follow these steps: 1) Open the save titled 'Minmus Decay(Post Hotfix) 2) Activate timewarp 3) Exit timewarp. Included Attachments: MinmusOrbitalDecay_logs.zip
  2. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Edition Windows 10 Home Version 22H2 Installed on ‎29/‎06/‎2022 OS build 19045.3448 Experience Windows Feature Experience Pack 1000.19044.1000.0 | CPU: CPU Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz Base speed: 3.40 GHz Sockets: 1 Cores: 4 Logical | GPU: GPU 0 NVIDIA GeForce RTX 3060 Ti Driver version: 31.0.15.3713 Driver date: 14/08/2023 DirectX | RAM: Memory 32.0 GB DDR3 Speed: 1600 MHz Slots used: 4 of 4 Form factor: DIMM Hardware reserved: 4 What happened: If you are in orbit, go EVA with a Kerbal then move up and down the ladder of the pod (I used the 3 seats Pod), the Kerbal will drift away from the craft. Then, moving again, a few seconds later, will teleport back to its supposed position: on the capsule's ladder. Expected behaviour: The Kerbals should be able to go up and down a ladder on a craft, without drifting away in space. What I suspect happened: The new fix that (successfully) reduces orbital decay may have created a new bug related to other bodies (crafts or kerbals) that are supposed to stick to another craft. It seems that this fix forces objects (crafts or kerbals) that are in orbit to forcibly freeze on their position, based on their motion (a kerbal moving up a ladder would create a "new orbit" since he created a force upward to go up the ladder, and maybe the game thinks that the kerbal is not attached to the ladder of the craft and therefore should not be sticking to it, ergo, should drift away). Might want to replicate this bug with DOCKING other vessels to one another. Video recording of my test: timestamp: 28 minutes 39 seconds Included Attachments: bugtest1.json Anth12 Edit: Adding Video of it working Correctly in 0.1.4.0 confirming issue is caused by 0.1.4.1
  3. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: RTX2060 | GPU: i7-10700K | RAM: 32GB Tried with stabilizers, without them, with SAS module and without. Flies like with a side wind. Steps to reproduce: 1. Launch the attached vessel. 2. Hit the prograde alignment SAS mode. 3. Observe it flip multiple times after some time. This shouldn't have happened with no sideways forces. I just can't keep it straight and it should be a piece of cake with rocket this simple. Included Attachments: Desktop2023_09.29-21_10_55_03_DVR.mp4 why.json
  4. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Famille 10.0.22621 64 bits | CPU: AMD Ryzen 5 5600H with Radeon Graphics (12) | GPU: NVIDIA GeForce RTX 3060 Laptop GPU (6009MB) | RAM: 16236 I have activate an engine and y star a time warp with the engine on but the time warp didn't work (time has not accelerated), the engine continued to use fuel but the orbital parameters didn't change and when y retourn in time warp 1*, anything change and the game continued to consider that I was in time warp. Included Attachments: 2023-09-2320-50-30.mkv [Anth12 Edit: New File Supplied by @Kersifal with Bugged Save:] Anth12_logs.zip Craft File: AutoSaveExploration22_09_202321_35.zip
  5. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7 9750H | GPU: NVIDIA GeForce GTX 1650 | RAM: 16 GB After decoupling probe from another craft in flight even if probe has monofuel it can't control RCS. Way to replicate a bug: Download craft "Target and chaser 2" Launch it and don't turn on RCS Decouple small probe which is in last stage Turn on RCS on the small probe If you did all right probe won't fire RCS engines. I found a way to evade this bug - you need to turn on RCS before decoupling. After this step turning off RCS or not doing this aren't matter, RCS will work Included Attachments: Targetandchaser2.json
  6. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz | GPU: NVIDIA GeForce RTX 2070 | RAM: 16.0 GB Severity: med (can lead to unexpectedly running out of fuel/practically infinite fuel) Frequency: low (fairly hard to replicate in controlled environments, but once triggered the effects are obvious) Description: Transferring fuel between different fuel tanks on the same craft using the resource manager may result in more/less fuel than you start with, even when no engines are active. Screenshots from a controlled test: A craft with only X200 tanks, two -32s, one -16 and one -8. Only one of the -32s are full. Engines are only used to drain fuel. After a series of random fuel transfers between the tanks, it ended up with more methane and less oxygen than before, all without activating the engines. Consistent order of actions that trigger this bug haven't been found yet, but here are some suspected triggers: 1. Having more than 2 fuel tanks of different sizes present in the transfer tab. 2. Not setting in/out for every one of the fuel tanks, or when the automatic setting doesn't kick in. 3. Setting in for full tanks and out for empty tanks. 4. Just using the = button in general Typical symptoms during the occurrence of the bug: 1. Tank filling while no other tanks are draining. 2. Tanks that haven't been set an operation participating in the transfer. 3. Reversed fuel flow, from in tanks to out tanks. 4. Fuel level change rate in one tank is bigger than every other, happens often when transferring between different sized tanks. 5. Oxygen tanks draining to fill methane tanks and vice versa. 6. Transfer stopping when fuel level equalizes rather than after target tanks are full or source tanks are empty. Basically acting like the = button instead of in/out.
  7. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz | GPU: NVIDIA GeForce GTX 1660 TI | RAM: 16,0 GB So one of the Clamp-o-trons on my medium drone has seized to work - I do not know how it happened. But I can now confirm that the docking port on the front side just wont dock. If i flip it and use the back port.. no problem at all. Video for reference:
  8. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: i3-8350K | GPU: GTX1060 (6GB) | RAM: 16GB (DDR4) situation: Space station at Kerbin orbit consisting of the default station core part and 2 docked vessels to the central 4 hatch docking port via clamp-o-tron both vessels should be able to undock seperately first part of the bug: when I click 'undock' via parts manager, all docking ports are triggered, so both vessels are released, although only one would be expected to undock. second part of the bug: after unintentionally undocking both vessels, only one is identified as a seperate vessel. The other two, also seperated vessels, are 'controlled as one' (navball, RCS+CRS). Both are listed in tracking station as one 'combined' vessel. With the described behaviour, a space station in-orbit-assembly seems to be unpossible! I am grateful for any hints or support... Video Evidence: ksp2_bug_cut.mp4 Save + Craft Files: docking_bug_KSS_MunLander_MunarShuttle.zip
  9. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i9 9900K | GPU: 3070ti | RAM: 32GB Video Evidence: https://youtu.be/bFnH9DvnEKA (9 Seconds) Steps to Replicate: From VAB Launch 0120MunRounder.json Press Space Bar At 18000m reduce throttle Note: Throttle goes to maximum at approximately 21300m Additional Information: Doesn't happen after Reverting to Launch.
  10. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB Steps to Replicate: Load NoECCrossFeedOnDockingTestSave.json Let the two rovers dock Close the Flight Report Reorientate camera to the same as before docking Open Resource Manager Show Battery Levels Timewarp to show changes in batteries being charged Turn off Timewarp [Work Around] Turn one of the docking port's crossfeed off and then back on again Again Timewarp to show changes in batteries being charged Note: The right rover's batteries aren't being charged by the left rovers solar panels, until crossfeed is turned off and then back on again. Video Evidence: https://youtu.be/NMQ2YDL1Ygk (33 seconds) Additional Work Around: Save and reload.
  11. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB I'm unsure about the cause, but as seen in the video, the thrust is gone when timewarp is toggled. As soon as timewarp is back to 1x thrust is back. You can see fuel is still being burned, but simply no thrust is produced. Later I tried again on a small satellite and it worked fine. Included Attachments: KerbalSpaceProgram22023-09-0121-58-57timewarpburnnowork.mp4
  12. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home edition (Build 19045.3324) | CPU: Intel i7-9700 | GPU: NVIDIA GeForce GTX 1660 Ti | RAM: 16 GB 2666 Hz When a craft runs out of electrical power, SAS can not be turned on or off, however the aerodynamic control surfaces of the craft can still be controlled using the SAS options if SAS was on when power was lost. To replicate: Load Craftinadeadstate.json Change between the direction indicators (Prograde/Retrograde etc) Note control surfaces moving. Video Evidence: 2023-09-0215-46-56.mp4 Save File: Craftinadeadstate.json
  13. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit | CPU: AMD Ryzen 7 4700G | GPU: NVIDIA GeForce RTX 3060 Ti | RAM: 16GB (16384MB) Tried launching a small ship using a new recoverable (spacex style) launch vehicle, suborbital trajectory (ap 92k, pe 61k) with the ship boosting itself into orbit (ap 92k, pe 75k). Controlled the launcher all the way down, landed decently but fell over (very spacex style)(bad terrain didn't help) and I recovered it. Went directly to the tracking center and saw that the ship had left in orbit was in a widely different trajectory (ap 427k, pe -235k) and already at an altitude of 404k (first two screenshots). I looked at the map occasionally when landing the launcher and didn't notice anything unusual with the ship then, so I'm assuming the velocity of the craft was locked in while on rails for orbit but the recovery of the launch vehicle made the orbit simulation freak out, as the numbers roughly add up to the same velocity. Forgot to screenshot the map view but the orbit was very circular. Third and fourth screenshots are after loading a quicksave and boosting to the same periapsis as the previous one, hoping to replicate the bug. Failed to replicate the bug due to another landing failure (even more spacex), where the probe core of the launch vehicle exploded upon impact after toppling over. Opened the tracking center and saw that the ship was in the orbit I left it in, but when I pressed M to leave the tracking station (idk why you can press M to leave) the fallen over launch vehicle started flying away by itself (SAS bug? Shown in attached video) until I sped up time and it disappeared immediately, somehow removing the orbiting space ship too. Not entirely sure if it's the same bug in different clothes or two unrelated bugs. Did also discover a few other bugs I've not seen before during the same flight, will post reports for those as well. Included Attachments: KerbalSpaceProgram22023-06-2517-30-36.mp4
  14. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Pro | CPU: Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz 2.21 GHz | GPU: GTX 1050 Ti with Max-Q Design | RAM: 16.0 GB (15.7 GB usable) I have a small craft with a DAWN Xenon engine. It's powered by 3 x Gigantor solar panels in full view of the sun. I encounter two bugs: Under timewarp, the engine no longer provides any thrust. The orbit, which changes as expected when at 1 x timewarp (approx. 0.06-0.07 m/s2 and an according change to AP/PE), appears to be "on rails" when under any degree of timewarp 2 x or greater. Potentially related, so including in the same bug report; also under timewarp, unusual behaviour of the EC resource is noted. When at 1 x, it behaves as expected (remaining full throughout as panels are generating 3 x the demand from the DAWN). When at progressively greater timewarp, the EC value drops by an amount exactly equal to 0.2 x the timewarp! That is to say, at 10 x timewarp the EC is 203/205; at 50 x timewarp it's 195/205; and at 1000 x timewarp it's 5/205. Included Attachments: BuggyCraft.zip [Anth12 Edit: Two Main Causes:]
  15. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz | GPU: NVIDIA GeForce GTX 1660 TI | RAM: 16 gb So... I found out that if I undock vehicles while on pause, when you unpause the vehicle disintegrate. Video for reference. Sorry the quality is a bit bad.
  16. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600x | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 I know this was expected behavior in KSP 1 and we needed a mod to fix it (ex. Persistent Rotation), but how can we use acceleration during time warp if SAS does not maintain heading? IMO if SAS is on, the craft should hold the set orientation / direction / heading during time warp. I consider SAS being automatically disabled during time warp a bug.
  17. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i7-10700 CPU @ 2.90GHz | GPU: NVIDIA GeForce RTX 2070 | RAM: 16GB Steps to Replicate: Load quicksave_4.json Go to full throttle (quickest way to test) Engage timewarp at 50x (quickest way to test) Wait until the EC is completely drained Note: Thrust is still being applied when there is no EC under time warp. Additional Information: Power generation is completely off for the test Thrust will stop after disengaging timewarp Video Evidence: 2023-09-0901-55-35.mp4 Craft File: XenonTimewarp.json
  18. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB Issue: When the solar orbit has a certain level of being elliptical timewarp under acceleration acts in the following ways: At the AP it will work. At the PE it won't. There is a point between going from the PE to the AP where timewarp under acceleration will start working again but it ranges depending on how elliptical the orbit is. Steps to Replicate at the PE End: Load SolarOrbitSkipperTestSave.json Go to 100% Thrust Engage Timewarp. Note: Engines still visibly working but orbit not changing. Steps to Replicate it Working Correctly at the AP End: Load SolarOrbitSkipperTestSave.json Move the craft to the AP Go to 100% Thrust Engage Timewarp Note: Works as intended. Additional Information: I used a skipper for the test to eliminate it being related to low thrust engines. It will still be using the fuel even though there's no change in the orbit. Credit: @Turtle6 Showed this happening when in low solar orbit which was different to the following:
  19. [Anth12 Edit: Look to second comment for more information] Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 5500 | GPU: Nvidia GeForce RTX 2060 | RAM: 16gb With any craft that I have, time warp while thrusting continues to work while in the atmosphere but once I leave(at 70k meters) it continues to show the flames and sound effects on the craft but does not change my trajectory or speed while in time warp. When I end time warp it continues to show particle effects and sound effects and starts to change trajectory/speed. This happens to any craft I try it with. I have a video attached to explain a bit better. I'm not sure if this is intentional or if it is a bug. I think its a bug because i used to be able to warp while in space in the previous updates. Ether way I genuinely hope this helps, you guys have done some AMAZING work over the past few months and this game is already improved a TON with just 3 patches. I can't wait for more, but please take your time and make sure its a good as possible. I would rather have a good game later than a crappy game now and I'm pretty sure you guys feel the same. Thanks! Included Attachments: Fordadevs.mp4
  20. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: i9-11900k | GPU: RTX 4060 | RAM: 32GB You would expect the trajectory prediction to change (and so the apoapsis) even during time warp during acceleration. However, while the delta v decrease and the time progress, the trajectory doesn't change. To replicate the bug I just recorded my gameplay session (end of the message). There are also others bugs that can be seen in the video, the rocket tends to go to the North for no reason (there was fins and a medium stabilizer), moreover, when timewarping, the Kerbal panics for no reason. I hope this bug report will help, if further help is needed my discord name is xavbell. Since the video is too large to be directly uploaded, here's a youtube link: [Anth12 Edit: Changed youtube link to start just before the issue happens] Included Attachments: Player.log
  21. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core I7-8700K | GPU: NVIDIA GeForce RTX 3080 | RAM: 32GB Problem: The craft would suddenly start jerking in one specific axis shortly after launch. Separating the main stage amplified the problem and resulted in an uncontrollable vessel. See attached video and craft file. Notes for kraken slayers: -Restarting the game did not seem to fix the issue. -The forces acting when the vessels jerks seems to be constant. Small jerks where noticed right after launch, but where amplified when the main stage was separated. -Problem seems to have something to do with the rover. In a previous version of the craft (without struts attached to the rover) the rover would just rip itself apart during launch (Not detach, but rip itself apart...). -Unfortunately this is a mission breaking bug for me but I have luckily not encountered this problem before. -Game priority in task manager have been changed to Realtime (for some reason this gives me another 20-30Fps in game. Changing the priority have previously caused me to loose engine sound so this could possibly cause other bugs as well. Godspeed kraken slayers! Included Attachments: KerbalSpaceProgram22023-09-0319-50-51.mp4
  22. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel(R) Core(TM) i5-10600K CPU @ 4.10GHz 4.30 GHz | GPU: Nvidia RTX 3060 12GB | RAM: 32GB Severity: High (Cannot continue gameplay and no workarounds found) Frequency: Encountered a few times and seems to be random occurencies, might've happened while Undocking due to a message saying that the vessel was out of fuel (It's not). Description: Was trying to get my kerbals back home, but when I tried to make a maneuver, I got the message saying that the vessel was out of fuel, even thought the engine still works and the tanks are full. The fuel still goes down when engine is active. Included Attachments: KerbalSpaceProgram22023-06-3007-59-52.mp4
  23. Reported Version: v0.1.3.2 | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz | GPU: NVIDIA GeForce GTX 1660 TI | RAM: 16,0 GB Hello. I wanted to send up 3 of these Mun Landers to dock with my Mun Station: To make sure I could put them all into the faring and them not bounding around like the head of a chicken I decided to put decouplers on them and strut them in place - the reason I use decouplers is its the only way I currently know that will break the strut so the crafts can be separated. How ever I found that the docking ports not only didn't work - the decouplers would stay with the craft and be tethered to it - If you used time warp, they would drift away. But they would still react to the SAS commands of the craft. I tried to use a fix that has worked for other broken ports - setting an action group to undock and then press it even if it isn't docked - but it didn't work. I have left two save files in this folder: https://1drv.ms/f/s!AhGsvJ5Xnc4dsSxTvfRqdU9Cp23R?e=5iMsKT PS. I forgot to crew them.. SO you will have to spacewalk between vehicles if you want to test them. Included Attachments:
  24. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Interl(R) Core_TM) i5-9400F 2.9GHz | GPU: NVIDIA GeForce GTX 1660 Ti | RAM: 16 GB I was doing a mission where I would dock the top part of my rocket, to the bottom. I got the first half into orbit no major issues. The second part also did just fine, no major issues. However, once I docked the 2 together, the vessel did not respond to the controls. The vessel just kept spinning, even if I time warped to stop it. It would start spinning again. When I clicked prograde, retrograde anything as such, the vessel would seem to move to such, however the navball did not change and the ship never pointed to the direction I told it to. I loaded a save, went to the tracking station and nothing. I was unable to find a work around. Save File: autosave_2.json Video Evidence: 2023-09-0403-05-48.mkv Replication Steps: Load autosave_2.json from main menu. Go to tracking station Delete Default Name-7 Close Flight Report Control (Combined)-6 Turn on SAS and change to Prograde Note: Craft is not moving to Prograde but is rolling instead in an uncontrolled manner. Work Arounds: F5 QuickSave F9 Load QuickSave Change Control point to one of the docking ports in the middle of the craft.
  25. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: windows | CPU: ryzen 7 | GPU: Nvidia Geforce GTX 1660 | RAM: idk This has happened to me sporadically but seemingly randomly, unfortunately I can't tell what causes this glitch. When going for a spacewalk, my kerbal will sometimes be flung away from the craft at high speeds as soon as they exit the vehicle.
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