-
Posts
689 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by ShadowZone
-
Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro 10.0.22621 64-Bit | CPU: AMD Ryzen 9 3900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM: 65459 When collapsed, right mouse button drag in the area where the expanded staging UI would be results in camera not reacting, as if a "hit box" for the expanded UI is still there and preventing the camera from performing as it should. See video for more detail. Included Attachments: BUG133.mp4 BUG133-StagingUIblockscamerarotation_logs.zip
-
Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro 10.0.22621 64-Bit | CPU: AMD Ryzen 9 3900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM: 65459 Launch the vessel attached in the bug package (called "dV liar"). After stage is spent, hit space bar to stage. Result: Game says "vehicle control lost due to None" and remains on the spent stage (or a part that was staged, multiple decouplers were used) You can still switch to the second stage by double clicking on it, but this just should not happen. Attached: Bug Package, video example Included Attachments: BUG132v2.mp4 BUG132stagecontrolloss_logs.zip
-
Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro 10.0.22621 64-Bit | CPU: AMD Ryzen 9 3900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM: 65459 When attaching radial tanks with engines to a center stack with engines, the game does not correctly calculate the dV available. In fact, it always shows more dV than is actually available. This prevents me from reliably building rockets that can reach orbit since the dV is usually displayed higher than is actually available. Video example attached. Also bug package including two workspaces that have the issue as well as log files. Included Attachments: BUG131.mp4 BUG131dVcalculationwrong_logs.zip
-
Construction Cargo Bays in PAM don't show deployment limit
ShadowZone replied to ShadowZone's topic in v0.1.4
Yeah, it was the same for me. Nothing as big as parts of a vehicle disappearing like I have experienced since 0.1.0.0 -
Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro 10.0.22621 64-Bit | CPU: AMD Ryzen 9 3900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM: 65459 Built a small SSTO and included two SM size cargo bays. One has the deploy limit slider, the other doesn't. Unclear why. This could be a general issue for all parts that use this slider, not just the SM cargo bay. Included Attachments: BUG130_logs.zip
-
KSP2 Release Notes - Update v0.1.4.0
ShadowZone replied to Intercept Games's topic in KSP2 Dev Updates
I use fairings as hull replacement for large ships or to make spherical objects. Like the 2001 moon landing shuttle at 0:52 in this video: https://www.youtube.com/watch?v=55btWQQVPLE Getting both halves to have the exact same diameter and curvature was a royal pain in the behind and even then I never quite nailed it. Or when I tried to recreate KSP2 vehicles in KSP1 and used fairings to replicate the spherical parts: https://www.youtube.com/watch?v=UNgTLF_JV5U Come to think of it: no, I don't necessarily need fairings. I need some procedural part that I can make custom shapes out of in a manner that is reproducible and precise. Like when I wanted to do a 1:1 Starship and used fairings to create a 9m diameter hull. Which was only possible with a lot of trickery instead of just showing me the diameter of how wide the fairing really is. Fairings are so far the only part that enables me to build something close to what I want to achieve. And no, I don't want mods. I want to do it stock. -
KSP2 Release Notes - Update v0.1.4.0
ShadowZone replied to Intercept Games's topic in KSP2 Dev Updates
I put a probe in a 13 by 26 km orbit around the Mun and it immediately started to degrade rather quickly. So... yeah... that needs some work, still. -
KSP2 Release Notes - Update v0.1.4.0
ShadowZone replied to Intercept Games's topic in KSP2 Dev Updates
Please don't return to KSP1 fairings. It's never possible to make a precise shape with them and replicating what you did once is nigh impossible. The new UI is a bit clunky, and I agree that it takes longer, but I can build fairings with a lot more confidence when it comes to more special applications that require higher degree of precision.- 140 replies
-
- 14
-
KSP2 Release Notes - Update v0.1.4.0
ShadowZone replied to Intercept Games's topic in KSP2 Dev Updates
As your resident patch historian, allow me to present the statistics for this: Total items Community % of total 0.1.1 281 42 15% 0.1.2 173 36 21% 0.1.3 165 17 10% 0.1.4 81 9 11% Patch 4 has less than half the number of fixes than the previous one did. Does this make it worse? Hard to say, since I would assume work on the orbital decay bug must have taken quite a lot of time and developer resources. Which is why the sheer number of fixes rarely gives the full picture of how much of an improvement a patch really is. That being said, I have seen quite a few fixes for construction that will make my life a lot easier! Now to downloading it...- 140 replies
-
- 34
-
To expand on my initial report: It also happens when you create a subassembly with a normal Mk3 tank part and add the slanted part to one of the normal tank's nodes, then attach that tank (it being the root of the subassembly) in mirror symmetry to your main stack. And it happens when you have some parts in mirror symmetry and add the slanted tank to a node of the already mirror attached parts.
-
Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro 10.0.22621 64-Bit | CPU: AMD Ryzen 9 3900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM: 65459 Build a rocket: central stack, side boosters in 2x symmetry. Put a new part in symmetry higher than 2x on a part of the two side boosters (in video: 8x) Use translation tool on side booster (subassembly) root part: everything connected to the booster will move correctly Use translation tool on the 8x symmetry parts on the side boosters: 8x parts will move correctly Agan, use translation tool on side booster root part --> symmetry for 8x attached parts is now broken Example workspace is attached, also video of the bug happening. Included Attachments: BUG129.mp4 BUG129_symmetrybreaker1.zip
-
Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro 10.0.22621 64-Bit | CPU: AMD Ryzen 9 3900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM: 65459 When surface attaching RF-AD-SL 2500 (Mk3 to MD adapter) in mirror symmetry, the part supposed to be in symmetry ... isn't (see screenshot). It does attach correctly when using radial symmetry. This does not happen with other slanted parts (MD>SM, LG>Mk2). Included Attachments:
-
Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro 10.0.22621 64-Bit | CPU: AMD Ryzen 9 3900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM: 65459 I was working on the craft in the .zip file. I wanted to replace the existing SRB, so I created a subassembly made of one SRB and added 6 more in symmetry to that. I then wanted to attach this subassembly to an engine plate attached to the main vehicle in 2x symmetry. Then the game crashed. I tried to reproduce this issue but was not able to do so unfortunately. Included Attachments: BUG127-GameCrash_logs.zip
-
Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro 10.0.22621 64-Bit | CPU: AMD Ryzen 9 3900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM: 65459 Have a vessel that is just a SM size probe core sitting on the runway and another vehicle in orbit of another planet. Start with the vehicle in orbit. Go to map view, right click on Kerbin and focus on the craft on the runway. --> Some weird Ap/Pe graphics glitches will appear and persist even if you change focus again. Workaround: exit map view and get back to map view again. The glitch is gone. Included Attachments: BUG126.mp4 BUG126_logs.zip
-
Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro 10.0.22621 64-Bit | CPU: AMD Ryzen 9 3900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM: 65459 Build a vehicle with a "Trumpet" engine and get it to orbit. The engine must be active = nozzle extended. Then, switch to any other vessel via tracking station. Return to the vehicle with the "Trumpet". The Nozzle will show as retracted, but the engine is still active and can be used. This might also happen to the "Cornet" or "Tuba". I haven't tested this yet. Included Attachments: BUG125.mp4 BUG125_logs.zip
-
Release KSP2 Release Notes - Hotfix v0.1.3.2
ShadowZone replied to Intercept Games's topic in KSP2 Dev Updates
Hotfix summer is in full swing! Congrats to the team for solving one of the most pressing issues for players. -
Release KSP2 Release Notes - Hotfix v0.1.3.1
ShadowZone replied to Intercept Games's topic in KSP2 Dev Updates
First hotfix since KSP2 went early access. Congrats!- 77 replies
-
- 17
-
Parts & Vessels AIRBRAKES deploy when performing roll
ShadowZone replied to ShadowZone's topic in v0.1.3
There is no option to set any control authority for airbrakes. -
Release KSP2 Release Notes - Update v0.1.3.0
ShadowZone replied to Intercept Games's topic in KSP2 Dev Updates
That's... not true. -
Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro 10.0.22621 64-Bit | CPU: AMD Ryzen 9 3900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM: 65459 Attach an AIRBRAKE to any part. Launch the vehicle. Press Q/E for rolling. Result: AIRBRAKES will deploy with the roll input and even exceed their angle limit doing so. See video and bug package file for more details. Included Attachments: BUG124.mp4 BUG124_logs.zip
-
Release KSP2 Release Notes - Update v0.1.3.0
ShadowZone replied to Intercept Games's topic in KSP2 Dev Updates
From my first tryout, the airbrakes deploy when you perform a roll maneuver, even below the usual limit of 0°. In my opinion definitely a bug. They don't move when you pitch or yaw. -
Parts & Vessels No preview on control surfaces and new deep space engines
ShadowZone replied to Abelinoss's topic in v0.1.4
Yes, this is how it behaves. Real world RL10 extends and then fires and has no option to shut off, so KSP2 is already more advanced -
Release KSP2 Release Notes - Update v0.1.3.0
ShadowZone replied to Intercept Games's topic in KSP2 Dev Updates
Statistics! While the list is rather long, the total amount of fixes is the least of the so far three patches. Also, the amount of community reported items has sunk to ten percent this time around. Neither of these things is necessarily bad, because some of the items in 0.1.3 might have been a lot more effort than some in 0.1.1 I am not trying to say anything, I just like numbers Total items Community % of total 0.1.1 281 42 15% 0.1.2 173 36 21% 0.1.3 165 17 10% Also: AIRBRAKES! Be right back, gotta try a few things... -
Release KSP2 Release Notes - Update v0.1.3.0
ShadowZone replied to Intercept Games's topic in KSP2 Dev Updates
Long fix list is long. Where are my reading glasses?- 159 replies
-
- 16