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Anth

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Everything posted by Anth

  1. @TechieV Great find on that bug. Looks like a work around is to click on the new button. That seems to reset the Kerbals.
  2. @Socraticat I can't get it to crash, but I can get it to end up in space. Steps to Replicate: Load SquareTJunctionTestCraft.json Wait until physics warp is available Physics warp until craft is 4.1m/s Disengage physics warp Engage Brakes Timewarp Disengage Timewarp
  3. Yeah this one is amazing. Pity there was no video of it happening. Minmus getting into LKO would have been amazing to see.
  4. @SethM @Astroneer08 Pulled out all the bug reports from the archive relating to this and merged them all together and added both of yours. Thanks for posting about this to show it's still an issue.
  5. Thanks. I will take a look at all this in the next few days.
  6. Looks like you added the image file. Not the craft file
  7. %userprofile%\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer Use that. Then open the folder for the campaign. Then its inside the workspaces folder. Hope you had an enjoyable holiday
  8. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB Screenshot of the Sun Dimming: Video Evidence: SunDimmingDisappearing.mp4 Steps to Replicate: Load SunApproachTestSave.json Set Timewarp to 10000x Credit: @Turtle6 Showed me a screenshot of this while telling me about another bug.
  9. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB Issue: When the solar orbit has a certain level of being elliptical timewarp under acceleration acts in the following ways: At the AP it will work. At the PE it won't. There is a point between going from the PE to the AP where timewarp under acceleration will start working again but it ranges depending on how elliptical the orbit is. Steps to Replicate at the PE End: Load SolarOrbitSkipperTestSave.json Go to 100% Thrust Engage Timewarp. Note: Engines still visibly working but orbit not changing. Steps to Replicate it Working Correctly at the AP End: Load SolarOrbitSkipperTestSave.json Move the craft to the AP Go to 100% Thrust Engage Timewarp Note: Works as intended. Additional Information: I used a skipper for the test to eliminate it being related to low thrust engines. It will still be using the fuel even though there's no change in the orbit. Credit: @Turtle6 Showed this happening when in low solar orbit which was different to the following:
  10. I recreated your little buggy craft for the most part. It isn't having any issues. Unfortunately I will need your craft file for any further testing.
  11. Is it in windowed mode/full screen/borderless after you changed the settings? I was trying to help someone and I couldn't get it to work for them. Their resolution I think is 2560x1440
  12. Also applies to looking at a craft in map view, it's not just planets.
  13. They don't show up on the map or tracking station but they still exist. However, there is another problem where the flag won't be visible if you cross from one SOI to another SOI which is countered by saving and loading within the SOI.
  14. @Marachdrifter Merged your bug report into this one. It affects other languages as well. I changed the title to include French. @WingC3 I changed your title a bit after moving it out of the archive.
  15. Thanks for retesting it with vsync off. I used your save file. That happens 100% of the time. And it might be different to what I thought. It needs a double undock to happen. And it didn't happen if I undocked the huge tank instead.
  16. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB Craft on Runway: Craft Outside KSC: Timewarp Causing This State To Despawn Craft After Changing to Another Vessel: Credit: @The Space Peacock For showing me his craft that wasn't in a landed state.
  17. Thanks for posting your bug report. The message is similar for English which is also wrong. This started happening when 0.1.3.0 was released and has already been reported. Some have speculated its got something to do with the new UI Scaling feature.
  18. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB Observed: If launched upside down the fairing will be submerged into the ground. Expected: That any physical part of a fairing should always be above the surface. Fairing Issue: Workaround:
  19. I was able to reproduce the bug on an Intel i7 4770K + AMD Radeon RX 6600
  20. There are two issues in this bug report. Flickering UI and clouds having an undesirable look. The flickering UI was the first post so that is the focus of this bug report. This link you gave has a video in it. The video shows a stuttering in the game that is neither related to the UI flickering or the clouds.
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