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KSP2 Release Notes
Everything posted by JWag
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 22H2 | CPU: Intel i7-12700F | GPU: AMD Radeon RX 7700 XT | RAM: 32GB Title: Phantom translation forces from engine gimbals or reaction wheels Specs: Intel Core i7-12700F, 32GB system RAM, AMD Radeon RX 7700 XT on Windows 11 22H2 Severity: Low Frequency: High Description: I had thought the phantom forces I was seeing were because of the engine gimbals, but I'm less sure now. I think it may be because of reaction wheels? Not sure if this is what the OP and others were seeing, but in this case it doesn't seem to be caused by the engine gimbal as much as the reaction wheel. To Reproduce: Load the attached craft file, launch with a kerbal in each capsule, and cheat into orbit of say, Minmus. Undock one ship, set the other ship's docking port to Target, and change the navball to Target mode. Use RCS to back the ship away 20-30m, then stop Activate engine so that it gimbals. Thrust toward target vessel and disable RCS when approach speed is ~0.2m/S (The target vector should mostly align with the ship's prograde vector.) While on approach, apply pitch and yaw to the craft and watch the target vector flail around wildly Repeat steps 2-7 after docking while enabling/disabling the engine gimbal, capsule reaction wheels and/or SAS. This used to happen in KSP1, but with much less magnitude. Included Attachments: Phantommenace.json
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Yes! It can be reproduced somewhat easily, I think, with typical Medium size Apollo-like vessels based on the 3-seat capsule and 2-seat lander can. When the navball is in Target mode and you're approaching your docking target at a very low speed (i.e. ~0.5m/s or less) and just using reaction wheels (RCS off) to orient, you'll see the target icons moving all over the place as you pitch and yaw. I really thought I was just super rusty at rendezvous, but phantom forces explains what I was seeing. I guess I'll have to get back in the habit of disabling engine gimbals when not under thrust. The new gimbal sound effect is kind of annoying.
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 22H2 | CPU: Intel i7-12700F | GPU: AMD Radeon RX 7700 XT | RAM: 32GB Title: After igniting twitch engines, the exhaust ground effect from the Twitch engine remains even when they've flown kilometers away Specs: Intel Core i7-12700F, 32GB system RAM, AMD Radeon RX 7700 XT on Windows 11 22H2 Severity: Low Frequency: High Description: Load the attached craft file and launch. Ignite the three twitch engines and activate the stack separator to let the engines fly away with the tank they're attached to. The exhaust ground effect will remain until the engines stop burning, even if they are several kilometers away. This occurs on Duna and Mun for sure, not just the KSC launch pad. Screenshots: Craft in VAB: Craft on pad after the engines and their tank have flown well out of sight. The exhaust ground effect remains: Included Attachments: Twitchtest.json .ipsImage { width: 900px !important; }
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One can be disappointed with the progress, point out shortcomings, and push for better communication without using corrosive language.
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I'd love to have the parts ASAP if Science is going to be months away. Cool looking parts that animate will be fun on their own and make for cooler looking craft. And I can always imagine Kerbals taking magnetometer and IR measurements.
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Well, shoot. Obviously I didn't search very well! I don't even remember seeing that setting, but I've turned it off now. The bars eventually went away on their own in that save, though I can't say when.
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My ship has dozens of red/orange bars visible on top of its parts, much like the "heat bars" in KSP1. They don't go away even by completely exiting the game and reloading. Specs: Game: KSP2 Version 0.1.2.0.22258 Source: Steam OS: Windows 11 (10.0.22621) 64bit CPU: 12th Gen Intel(R) Core(TM) i7-12700F (20) RAM: 32613 GPU: NVIDIA GeForce RTX 3060 (12129MB) To reproduce: Load Single Player game "Entomology", quick save "quicksave_15" from here: https://drive.google.com/file/d/1YtFJ9SNMCdu30yW68sxUicLzBEwOXw07/view?usp=sharing (Includes Player.log) KSP2.log: https://drive.google.com/file/d/14V8Fv71isxqSnywURZI7B3lvBfLddysv/view?usp=sharing
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Alas, this still seems to be a problem after the patch. It's because of one (or both) of these parts: ST-Micro-1 STJ-3125 I'll update the first post in this thread with deets.
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Ha! I missed that. That song brings me to a certain time and place emotionally. It's one of my favorite songs from that era, and they used it masterfully in that video. I was always going to buy the game in the first half hour it was available, but that video would've sold me on it too. If 10% of the spirit of that trailer is alive in the game devs, it's going to be an amazing game. Maybe I'm just a sentimental old rocket nerd, but I'm optimistic about KSP2.
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Do you have any ST-Micro1 Struts on your craft by any chance? I'm 99% sure these caused a similar problem of mine.
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I had some weirdness with those ST-Micro1 Struts also when radially attached to a methalox tank. I think they detach mid-flight, causing this vehicle to explode.
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I pressed it and it just turns grey. Was kind of hoping that it would've changed between "F/A" and "F/O".
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Matt Lowne's new video has a nice demonstration of this bug: https://youtu.be/2FecbRWJ1OM?t=775 (this video is kind of a spoiler to an easter egg)
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Description I've got a craft around Mun and I'm trying to rendezvous with another. However, when I use timewarp to FF to make an orbit adjustment, my orbit is radically altered coming out of warp. I think this is reproducible in this save. Save: https://drive.google.com/file/d/1olUMcfXRtVW8bYKUw_fCgRn_Zn6tUyMl/view?usp=sharing KSP log: https://drive.google.com/file/d/1vOORN8i-TrAeShtEZQzXIx9slv5PfYGd/view?usp=sharing Reproduction Load the JJKSP2 campaign, "autosave_3" You should be in control of the craft "Vulgaris" in orbit around Mun. It has a 56km AP and 19km PE. Go to the map and time warp ahead until you are near Vulgaris' PE. The orbit suddenly goes from a stable orbit to one on a collision course with Mun (suddenly -56km PE!) Vulgaris is also tumbling Did the orbit's AP get its sign flipped from +56km to -56km when coming out of warp?
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There is another thread about this - it seems that sometimes the game thinks an orbiting craft is "landed". I was able to fix this by editing the savefile:
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Orbit line disappearing
JWag replied to Sunlis's topic in KSP2 Technical Support (PC, unmodded installs)
This happened to me after landing on the Mun and I think I've fixed it by editing the save file. Here's what I did: I made a fresh quicksave with F5 and exited the game without saving, and then deleted all of the quicksaves and autosaves except for the most recent quicksave. You will want to open "quicksave_xx.json" where it matches the time you made the quicksave. Find your vessel in the json file. It will be under AssemblyDefinition -> "assemblyName" and will have some number appended to it. My vessel "Albatross 2" had an assemblyName of "Albatross 2-10". Scroll down Under "vesselstate", I changed "PhysicsMode" from "AtRest" to "RigidBody" I changed "Situation" from "Landed" to "Orbiting" Under "location", I changed "LocationType" from "SurfaceCoordinates" to "Orbit" Now reload and open the vessel in the tracking center, and it should be "in orbit". Disclaimer: editing savefiles is dangerous! Do this at your own risk! -
With some more tinkering, the problem seems to disappear when I remove the RCS quads and their cubic strut "outriggers". Whether it's the quads being buggy, or whether having them on the outriggers causes the problem, I don't know. I'm at least able to get to orbit without RUDs now.
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the first failure is here (line 2387): [LOG 10:32:58.317] [Debug] <color=green> JOINT BROKE: </color> Owner: adapter_3v_methalox_2v-3v (guid: 0cc77182-692d-4fab-88ad-212688c50fde), Connected to: decoupler_2v_inline (guid: 7ad8f5d8-69d6-40f6-bf1c-193cf880556f), Force: 0, Torque: 4681.886 Thinking maybe this part is just weak, I've added four struts around the "adapter_3v_methalox_2v-3v", between the large first-stage tank and the decoupler. Alas, it does not seem to help.
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Description This rocket seems to reliably disintegrate (at least the first stage) after a couple minutes of flight. Alas, this still seems to be a problem after the patch. It's because of one (or both) of these parts: ST-Micro-1 STJ-3125 Environment OS: Windows 11 (10.0.22621) 64bit CPU: 12th Gen Intel(R) Core(TM) i7-12700F (20) RAM: 32613 GPU: NVIDIA GeForce RTX 3060 (12142MB) KSP Version Info: 0.1.1.0.21572 Saves Save from C:\Users\jimw\AppData\LocalLow\Intercept Games : https://drive.google.com/file/d/1CqICElOt2SaueBv2UVYyYCOYd3C6eCY9/view?usp=sharing Ksp2.log: https://drive.google.com/file/d/1iVmVlKaFBqzgof8dj0plTTSTc77dtw1I/view?usp=sharing Reproduction Version Info: 0.1.1.0.21572 Load JJKSP2 save Select Albatross workspace, load Albatross vehicle Make sure all four TT-38k decouplers have fuel crossfeed enabled, this seems to not stick between saves sometimes? Launch First stage is ignition of Thuds and Mainsail Second stage is launch clamp release Fly I typically start a few degrees' gravity turn at ~100m/S velocity Sometimes I'll use Action Group 2 to stage off the Thuds once propellants are below 50%, but this doesn't seem to be necessary to reproduce. After several minutes, vehicle disintegrates Often the upper stage survives, though it goes into a mad accelerating spin
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I might be useful as a control here. I'm not running EVE, but I am using the new .dll blackrack linked above. I played around seven hours today with no NREs and no ultra-night appearances. I went into and out of the tracking station a lot also. As KSP was closing, these errors popped into the log, but otherwise Scatterer has worked fabulously for me today. [ERR 16:53:48.904] [Scatterer][Error] Effects couldn't be loaded for Duna because of exception: System.Exception: No correct main menu object found for Duna at scatterer.Utils.GetMainMenuObject (CelestialBody celestialBody) [0x00051] in <cfd2b7cbde3a4f249cf9a51ae6b51eea>:0 at scatterer.ProlandManager.Init (scatterer.ScattererCelestialBody scattererBody) [0x00090] in <cfd2b7cbde3a4f249cf9a51ae6b51eea>:0 at scatterer.ScattererCelestialBodiesManager.UpdateProlandManagers () [0x001d8] in <cfd2b7cbde3a4f249cf9a51ae6b51eea>:0 [LOG 16:53:48.904] [Scatterer][Debug] Duna removed from active planets. [LOG 16:53:49.771] [Scatterer][Debug] Skynode initiated for Kerbin [ERR 16:53:49.779] [Scatterer][Error] Effects couldn't be loaded for Laythe because of exception: System.Exception: No correct main menu object found for Laythe at scatterer.Utils.GetMainMenuObject (CelestialBody celestialBody) [0x00051] in <cfd2b7cbde3a4f249cf9a51ae6b51eea>:0 at scatterer.ProlandManager.Init (scatterer.ScattererCelestialBody scattererBody) [0x00090] in <cfd2b7cbde3a4f249cf9a51ae6b51eea>:0 at scatterer.ScattererCelestialBodiesManager.UpdateProlandManagers () [0x001d8] in <cfd2b7cbde3a4f249cf9a51ae6b51eea>:0 [LOG 16:53:49.779] [Scatterer][Debug] Laythe removed from active planets. [ERR 16:53:49.789] [Scatterer][Error] Effects couldn't be loaded for Jool because of exception: System.Exception: No correct main menu object found for Jool at scatterer.Utils.GetMainMenuObject (CelestialBody celestialBody) [0x00051] in <cfd2b7cbde3a4f249cf9a51ae6b51eea>:0 at scatterer.ProlandManager.Init (scatterer.ScattererCelestialBody scattererBody) [0x00090] in <cfd2b7cbde3a4f249cf9a51ae6b51eea>:0 at scatterer.ScattererCelestialBodiesManager.UpdateProlandManagers () [0x001d8] in <cfd2b7cbde3a4f249cf9a51ae6b51eea>:0 [LOG 16:53:49.789] [Scatterer][Debug] Jool removed from active planets. [ERR 16:53:49.798] [Scatterer][Error] Effects couldn't be loaded for Eve because of exception: System.Exception: No correct main menu object found for Eve at scatterer.Utils.GetMainMenuObject (CelestialBody celestialBody) [0x00051] in <cfd2b7cbde3a4f249cf9a51ae6b51eea>:0 at scatterer.ProlandManager.Init (scatterer.ScattererCelestialBody scattererBody) [0x00090] in <cfd2b7cbde3a4f249cf9a51ae6b51eea>:0 at scatterer.ScattererCelestialBodiesManager.UpdateProlandManagers () [0x001d8] in <cfd2b7cbde3a4f249cf9a51ae6b51eea>:0 [LOG 16:53:49.798] [Scatterer][Debug] Eve removed from active planets.
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It *seems* like it happens after I've been using the Tracking Station a lot, especially if I'm bouncing between several craft and checking out Asteroids or Comets. Sorry I can't be any more particular yet. It just happened again. When I went into the Tracking Station it was night on Kerbin, but you could make out the various buildings. After the bug hit, all of the land and buildings are perfectly black, and all that's visible is the lights in the windows.
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I'm seeing a bunch of NREs also. I haven't found a way to reproduce it yet. Everything works great for a while, until suddenly the night side of any body becomes completely black except for the skybox and whatever part is highlighted. The log shows a bunch of NREs. Here's my modlist, log, and a copy of the save from today's incident: https://drive.google.com/file/d/1y03gegllBMr_k3TWN5R3ZvbC59-SvInw/view?usp=sharing Add mods installed with CKAN, though I temporarily relaxed the version limiting so that I could get Kerbal Alarm Clock installed. I don't believe I've changed any Scatterer configurations; I've been running with it as-installed via CKAN. Have not tried yet without other mods installed, but that's mostly because I have no way of knowing when/if the NRE spam or Black Night problems will happen and I've got enough going on that playing without KAC is tough.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JWag replied to Galileo's topic in KSP1 Mod Releases
Ugh. Turns out I had KSC Switcher installed in my 1.3.1 game. I reloaded the save after uninstalling KSC Switcher, then moved it over and voila, no more problems. Maybe I'm too part-time to have a highly modded game...- 7,371 replies
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