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KSP2 Release Notes
Everything posted by Anth
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Cool, so that is already reported. Yeah that would be great. One for the inline docking port breaking and the work around? The other issue you could just edit the following?: Thanks for doing all this investigating. Its appreciated.
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@BechMeister The title for this bug report is: Clamp-o-Tron docking port stopped working. Does the following bug report satisfy the first investigation that was worked on here? Then the inline and shielded docking ports was the second issue?
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@BechMeister I am confused about what this bug report is related to now Is it docking ports not docking like the other bug report? Or is it now about inline docking ports and shielded docking ports? If its now about inline docking ports and shielded docking ports, it might be better to create a completely new bug report and move this one to the archive.
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Parts & Vessels Rapier engines did not automatically switch to closed cycle
Anth replied to NaughtyMonster's topic in v0.1.4
@NaughtyMonster Normal or timewarp, my SSTO changed to closed cycle better than I expected (75-80kN) Is there anyway you can supply the craft file from the screenshot for testing? -
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: Change resolution to something less than native. Go into the VAB Go to Engines in the parts menu Mouse over an engine Press Left Shift Move Mouse off and on and off and on until the memory leak occurs Note: Some of the time it will just crash to desktop before the memory leak occurs. Video Evidence: Timestamped for easier navigation. 0:00-0:10 is triggering the bug, 0:10-0:18 is skippable 0:18 the task bar is on screen to show memory leak happening. Found this while testing @spaceman42069 's bug report
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Construction (LAF-125) edit procedural wing turns it into a ghost part
Anth replied to spaceman42069's topic in v0.1.4
Thanks for the information. The title might be better as the following?: (LAF-125) For Wings The Wrench is Permanently Disappearing When Repeatedly Trying to Click on it and Missing it. -
Construction (LAF-125) edit procedural wing turns it into a ghost part
Anth replied to spaceman42069's topic in v0.1.4
@spaceman42069 The problem is that the wrench button just permanently disappears? -
I suggest posting in KSP2 Suggestions and Development Discussion, and tag @Dakota The simplest thing would probably be to just make the submit message have a bigger font.
- 5 replies
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- v0.1.4
- ksp2br-partsvessels
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(and 1 more)
Tagged with:
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The posts never go missing. Sometimes I am simply asleep or away from my computer. Other times it takes a while to evaluate the bug report before it gets into the public area. This is what is displayed after a person submits a bug report:
- 5 replies
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- v0.1.4
- ksp2br-partsvessels
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(and 1 more)
Tagged with:
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@Mutant87 I am pretty sure that this is actually the following bug: I am about to go to bed so I will confirm it when I wake up. I never tested this bug in the VAB. But the issues you had later on in the video are definitely caused by pausing and then loading (or reverting) a game.
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I wouldn't feel bad if I were you, I have years of experience with making bug reports for KSP1 and now KSP2. I consider things like the following: What is the purpose of making a bug report? So it gets fixed. What can I do to improve the odds of my bug being fixed? Have a title that explains the issue as precisely as possible but also gets the developers attention. Make the bug report as simple as possible. Make sure the craft file is as simple as possible and specific to the bug so nothing else can be blamed. Have the developers be able to test and confirm the bug inside 10 minutes. Make sure videos are as short as possible (inside 30 seconds if possible) and are focused on the specific bug and nothing else. If video is longer and on youtube give timestamps for skipping unnecessary points (like loading screens) Have a save file/craft file that can be loaded/launched which was used for the the video or screenshot supplied. Report 1 bug at a time. I want them to see my bug reports and go...yes! Test. Confirmed. Logged. Next!
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Thanks for that information. Moving to the archive.
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@BechMeister I hope you don't mind if I merge this with yours? Decoupler Can Permanently Break a Docking Port if Attached Directly. 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/mysB8VRUPDE (39 Seconds) Steps to Replicate: Launch DecouplerDPortBreaker.json Turn on brakes Undock the port that isn't being pointed towards Reundock it Turn brakes off Use W to move rover away from the other one a small distance and turn on the brakes Use [ or ] to change to the other rover Stage to decouple Change to decoupler and recover Change to first rover that undocked Use S to move into the other rovers docking port. Note: Docking port is now permanently broken. Reloading doesn't work.
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@Excalium Can you please load the same save file twice and see if its still happens? This I think is actually the following bug: Because its one of my old bug reports and was reported before the upvoting system, I have rereported it here: I would like to move your bug report to the archive unless I completely misunderstand what is happening? Also I tagged you in the new bug report because without you reporting this I probably wouldn't have reposted my old one.
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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 How to Replicate: Video Evidence: Timestamped for after first load (bug occurring), and reload (bug no longer occurring) https://youtu.be/f6c4RgvAgC4 (35 Seconds) Additional Information: Credit: @Excalium For showing me that this is still occurring.