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Douces

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Everything posted by Douces

  1. If the DV calc was reliable 100% of the time, you could gate it, but since it is not, remove the gate.
  2. It doesn't need time warp to fall under the surface either. Driving along Tylo, sometimes my rover's wheels will end up under the collision mesh of the ground. Enabling/Disabling physics timewarp will sometimes put the vessel above the surface, sometimes it will make it fall to the core. Additionally, I think there are collectible objects on the ground on multiple bodies as well that are missing most of their collision mesh as my rover will sometimes "hit" things and get deflected.
  3. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: 19045.3448 | CPU: 10900X | GPU: 2070 | RAM: 128 The solid objects in the game, fuel tanks, payload bays, etc are transparent to light. This is probably causing an unneeded multiplication in required lighting effects for a scene! As demonstrated in the attached video, the Spheratron should block all light going to the S3 stack, but is not. Included Attachments: KerbalSpaceProgram22023-10-1420-01-54.mp4
  4. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: 19045.3448 | CPU: 10900X | GPU: 2070 | RAM: 128 Any input of force while on EVA or in craft of Dres, upon finishing the input manifests a phantom force that doesn't seem to be related to the input of the force. When the player applies force the phantom force is removed. As in the video, jumping reproduces it, upon finishing any RCS input reproduces, walking doesn't seem to be affected. Craft also manifests the same behaviour. Fully stock game. Included Attachments: KerbalSpaceProgram22023-10-0719-49-36.mp4
  5. With the gimbal and all of the SAS modules (they can also apply torque) disabled, time warp is safe.
  6. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: W10 19045.3324 | CPU: 10900X | GPU: 1070 | RAM: 128 The bug manifests itself by the AP and PE changing without apparent user DV input. By observation, I believe the bug is due to the bell of the engine being tilted changes the COG (EDIT COM) and applies torque in the opposite direction. Could this over time apply appreciable DV? When you are travelling at extremely low m/s w SAS on, the Vel Prograde keeps changing seemingly in sync with the bell's SAS input. So this problem exists in real life. Back to ingame, the effect would be exacerbated over time warp, and sometimes when exiting timewarp the AP/PE will change dramatically, from 20k alt to an impact trajctory. Too accurate physics + ingame help = death in space Hilarious. EDIT: I think all implements that apply torque can be to blame. This includes SAS modules. Included Attachments: KerbalSpaceProgram22023-08-2017-23-58.mp4
  7. This needs to get fixed, as of right now this game is unplayable for me.
  8. Looks like https://forum.kerbalspaceprogram.com/index.php?/topic/213246-weird-mun-orbit-change-after-coming-out-of-time-warp is related based on the video.
  9. It is not just around the Mun, high orbits of Minimus are unstable. I have attempted to submit bugreports to this effect to no avail. The only file types you can upload are images, not the .meta and json. This is including the latest patch . My CSM, Lander and cruise stage with SAS off, RCS off, all engines disabled keeps drifting in its orbit.
  10. Can confirm that this is caused by an outdated Science Alert plugin. No science transmissions seem to work, probably due to the modifications put in to the "require complete/allow partial" code that was added in 1.05. As of yet I haven't been able to find and update to Science Alert. First post, yours as well!
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