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KSP2 Release Notes
Everything posted by NovaRaptorTV
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
NovaRaptorTV replied to blowfish's topic in KSP1 Mod Releases
I encountered this when booting KSRSS. https://drive.google.com/file/d/1E7G6IJOC3xqewIAO50q5PgEvAtZ-YBni/view?usp=drive_link Here's a link to the log file from my previous boot. -
I want to add on to this. I tested this around the Mun and Minmus. I mainly encountered this issue around Minmus. I didn't notice it around the Mun. I would recommend further testing around bodies such as Gilly, Ike, Laythe, etc. As well as the other planets in the Kerbolar system. Obvious, I know, but you cannot be too certain.
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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
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Reported Version: v0.1.4 (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 In order for me to actually use the procedural wings, I need to approach it at a weird angle. Here are the steps to replicate it: Step 1: Open the workspace named "Blackbird" Step 2: Try to modify one of the wings or verticle stabilizers. I recommend trying to modify the control surfaces on the verticle stabliziers. These are where this problem most frequently appears. Included Attachments: ProceduralWingWrenchDisappearing_logs.zip
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KSP2 AMA Series - Chris "Nertea" Adderley - Answers/Transcript
NovaRaptorTV replied to Dakota's topic in KSP2 Discussion
I still think that this should be something for the dev team to look into. It would save a ton of time on shuttle replicas. A good alternative would be to place markings on the MK3 cockpit to show us where to put these thrusters, or maybe a sideways firing vernier engine that compliments the MK3 cockpit. Though I think placing markings on the cockpit or animating RCS for the shuttle cockpit would be the more beneficial options. But that's just me. -
Construction When Trying to Close a Fairing on a Part, it will Disappear Instead.
NovaRaptorTV replied to NovaRaptorTV's question in Construction
Wanted to pop in here and say, thank you @Anth12 for both validating my finding and helping me properly write this report up. -
Reported Version: v0.1.4 (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 try to edit a fairing when attached to a fuel tank, the game will not remember what I saved the fairing as. However, if I take the fairing off and make it, then put it on the tank and offset it, it understands what is going on. Steps to Replicate: In the VAB Load reDIRECTion(Bugged).json Click on the wrench Pull the green arrow up into the tank Attempt to close the fairing on the tank using the green tick Note: It disappears which it shouldn't Video Evidence: https://youtu.be/lfafueY2_MI Save File: reDIRECTion(Bugged).json Updated Log File: FairingnotBeingPlacedwhenConnectedtoFuelTank_logs.zip
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KSP2 Release Notes - Update v0.1.4.0
NovaRaptorTV replied to Intercept Games's topic in KSP2 Dev Updates
Anth and I already reported this. -
KSP2 Release Notes - Update v0.1.4.0
NovaRaptorTV replied to Intercept Games's topic in KSP2 Dev Updates
There's an issue with the EM-500 engine plate. There are only two attach nodes, one on the fore of the part, and one on the aft where the engines are supposed to go. There should be three more nodes to attach engines on that part. This issue has been present since v0.1.1. -
Nertea could neither confirm nor deny plans for linear aerospikes in KSP2. So, I want to ask the community.
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Hi guys, I have a couple questions to ask, and I also posted these questions on the Discord for the AMA. Feel free to pick any one! Hi Chris, first and foremost, thank you for your time today! Since grid fins are confirmed for KSP2, could we also potentially see Telescoping Landing Legs(like on Falcon 9 and New Glenn(I believe)) in KSP2 as parts the player can use for reusable boosters? How closely does KSP2's team follow developments in the aerospace industry? Does it help you guys come up with ideas for parts or other features to add in KSP2? If you were to add another class of spaceplane parts, what would they be based off of? I can see something like VentureStar, Star Raker, or a something more like a traditional airliner(747, 737, A320, A350, 777, etc.). Could we potentially see the addition of a linear aerospike as a usable part for SSTOs? What's your favorite part of the game to work on? Have you and a couple of other team members thought how reusable vehicles should be managed and if they need to be repaired or refurbished in between flights? Can the player also select which pieces are to be recovered, repaired, and reused(think Falcon 9's or New Glenn's First Stages, Super Heavy, The Shuttle's SRBs, The Shuttle Orbiter, or Vulcan's Engine Section)? Could we see space telescopes like Hubble and James Webb make their way to KSP2? Will they have the ability to be repaired/serviced on orbit and also collect science the player can use?
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Reported Version: v0.1.3.2 (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 (24340MB) | RAM: 65480 I encountered the disassembly bug. I included the quicksave of the vehicle on the launch pad and a video of the bug in action. I did find a way around it by quicksaving and quickloading. However, I just want to get my stage to work. I am uncertain if the vehicle needs to get redesigned, but I'll include a file of the stage in question just in case. Video Evidence: Included Attachments: UpperStageRUD_logs.zip
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KSP2_BugPackager - Making bug reporting easier to do
NovaRaptorTV replied to linuxgurugamer's topic in KSP2 Mod Releases
Please disregard previous post. This occurred when I put a '?' in the bug report title -
KSP2_BugPackager - Making bug reporting easier to do
NovaRaptorTV replied to linuxgurugamer's topic in KSP2 Mod Releases
I am trying to generate a bug report using this, and it is not generating the zip file I need. The path I current have it set to is the following: zipFilePath=D:\SteamLibrary\steamapps\common\Kerbal Space Program 2\KSP2_BugPackager\KSP2_BugPackagerReports\KSP2_BugPackagerReports And here is the game directory path: pathToGameDirectory=D:\SteamLibrary\steamapps\common\Kerbal Space Program 2 tried reinstalling it, and it still doesn't work -
Does this have configs for RO/RP-1?
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[WIP] Photon Corp. (Stockalike Orbital ATK Mod)
NovaRaptorTV replied to DylanSemrau's topic in KSP1 Mod Development
Are there plan for the mod to have configs for RP-1/RO?