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KSP2 Release Notes
Everything posted by Anth
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Incredible title.
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@NovaRaptorTVMerged your bug report into this one.
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This I think has been around for a while. Definitely would be nice if that was sorted.
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UI/UX Can't change craft/vessel name in tracking station permanently.
Anth replied to VirtualBundy's topic in v0.1.3
@SnipsMerged your bug report into this one. -
UI/UX Centre of mass/thrust/pressure vectors sitting on the VAB floor
Anth replied to Frida Space 2's topic in v0.1.3
It's all good. The original bug report was hidden in the archives: KSP2 Bug Reports Archive - Kerbal Space Program Forums -
UI/UX Centre of mass/thrust/pressure vectors sitting on the VAB floor
Anth replied to Frida Space 2's topic in v0.1.3
@billyBobJoe Merged your bug report with this one. @PyritinMerged your bug report with this one. -
Combined bug reports. Can you submit another bug report for that? It could get hidden within this one and just the overlapping aspect could be noted.
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Physicsless part - Kerbal Space Program Wiki This is from KSP1 but I assume they act similar to each other. Added Physicless Part to your Title. The other bug report is related but not specifically reporting the same issue.
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The cube struts aren't like normal parts. Their physics is calculated in a different way to normal parts. I am pretty sure that's where the problem lies. I removed the small cubic parts from the craft you supplied, and the craft acted normally.
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3070ti here. Same issue. Clouds. Not the other UI thing yet. Looks like the Clouds are exactly the same as 0.1.2.0
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Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB Picture and Log Files Attached. Ksp2.log Player.log Included Attachments:
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Merged a Bug report into here.
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Yeah that's pretty standard at the moment. When KSP2 should be working harder it appears to be doing the complete opposite.
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Reported Version: v0.1.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB Smaller Rover to Show Severity: Larger Rover to show its at each 1000m interval: Additional information: Quicksave and Quickload and the 1000m glitch will reset the distance and will now happen from 1000m away from that new Load point. Physics Warp appears to resets the 1000m glitch point as well. Why the Large Rover didn't end up on its side or on its back is because it wasn't travelling fast enough. I tried it on Minmus and it did do it at 1000m but I couldn't get consistent results because the surface wasn't flat enough. The game is reporting the Kerbal 2000m (not 1000m) away as being on a crash trajectory each time the large rover glitches
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Reported Version: v0.1.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB What I think is happening: One of the developer videos mentioned Decals. They seem to be out of place when outside a certain range when Loaded. Loading a Craft Down the Hill Means Craft up the Hill (and Outside a Certain Range) can Sink into the Terrain Loading a Craft Up the Hill Means Craft Down the Hill can End Up Higher than the Terrain: Example of Rover Falling into the Planet Because of the Same Bug: Additional Information: There's a Reaction Wheel in the rover if it ends upside down from the game bouncing it when changing to it.