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Anth

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  1. 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 Happens on a computer above minimum specs as well. Good find. Might still affect crafts after the water physics is working properly What I found in my testing: Appears to only affect cockpits for forward movement if directed to the horizon on launch. Rotating the cockpits side to point up also makes the cockpit move towards the surface. Moving forward also has the cockpit sinking. Pointing straight up on launching will have crafts act completely different. If there's parts attached the cockpits start spinning. Video Evidence using the Shuttle Cockpit: https://youtu.be/fB4f69TYdhg
  2. 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 Spamming Error via Ksp2.log: How to Replicate: Work Around: Log Files: Ksp2logPlayerLog.zip Speculation: KSP2 loads something important when within a planets SOI (Tested for Kerbin and Eve) when loading a save file from the main menu that persists in the game. KSP2 misses loading that important thing when loading a craft directly that is in solar orbit from the main menu.
  3. 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 I have 2 saves to demonstrate this. 1st save has 1 Kerbal do it. The 2nd save has 3 Kerbals do it. 1 of 3 Kerbals Going into Full Panic: Video Evidence: 1of3FullPanic.mp4 Save File: OneOutOfThreeFreakOut.zip 3 of 3 Kerbals Going into Full Panic: Video Evidence: 3of3FullPanic.mp4 Save File: ThreeOutOfThreeFreakOut.zip Additional Information: No idea why the first save has 1 Kerbal doing it and the second save has all 3 doing it. The first is from a save someone gave me for a different issue. The second I launched from Kerbin into orbit and into solar orbit myself. Doesn't appear to do it within SOI of Kerbin or Eve (haven't tested any other planetary bodies)
  4. Reported Version: v0.1.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900 | GPU: nvidia 3070ti | RAM: 32GB Issue: If save files (and meta and png) are moved to another computer, the thumbnail won't be displayed because the path is most likely different. Also, the Campaign name could also be different. If craft files (and meta and png) are moved to a different campaign folder KSP2 will look to the original campaign location instead of the current location. Save File looking to the complete path to the thumbnail including the Campaign folder: Craft File looking to the path within the Intercept Games appdata folder including the Campaign folder: What the end result is for a craft file: Generic Thumbnails for Save Files Instead of the correct ones: Conclusion: In my opinion KSP2 just needs to look to the same folder that the save/craft file is located. No need for a path to it.
  5. 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 Note: Link at the bottom of this bug report shows that the thrust collider I am talking about is the one that should belong to Cruise Mode. Currently it is working for Afterburner mode. Screenshot Below Indicates the following: Panels shows nearly full blockage to engine thrust so the craft barely moves (0.1m/s increase per 1/2 second approximately) That the thrust collider is most likely flush with the main housing of the Panther That the Thrust Collider should be inside the nozzle Additional Information:
  6. 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 Issue: Cruise Mode is using the Afterburners Thrust Colliders and the Afterburner Mode are using the Cruise Thrust Colliders The following screenshots have the panels positioned to almost completely be blocking engine thrust. (There is around 0.1 m/s per 1/2 a second) Cruise Mode: This looks like it should be for Afterburner Mode. Afterburner Mode: This looks like it should be for Cruise Mode.
  7. @markyy Just tagging to make sure you see this response. Thanks @Alexoff
  8. Reported Version: v0.1.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i9 9900K | GPU: 3070ti | RAM: 32GB Video Evidence: Note I turned off the control surfaces and reaction wheels for this test: PantherGimbalDoesntWork.mp4
  9. 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 Eeloo: Eve:
  10. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i9 9900K | GPU: 3070ti | RAM: 32GB Issue: If the player has focused on something in Map View, it should maintain that focus after going to Flight View and back again. Steps to Replicate: Load MapViewFocusResetTestSave.json Go to Map View Zoom out and find Jool Right click on Jool and focus Zoom in Right click on Tylo and focus Zoom in Press M to return to Flight View Press M again to return to Map View Video Evidence: https://youtu.be/Gq3b-pUl2VQ (38 Seconds) Results: The player now has do a lot of work to get back to being focused on Tylo again.
  11. Love your video and that the entire craft except for the tank just disappears. I tested the large ball tank hitting the Mun at 20000m/s. It bounced off into Solar orbit. The collision tech in the game is amazing.
  12. @samhuk Merged your bug report with this one.
  13. 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 Observed Behavior: Multiple docking ports for 1 action group will undock only 1 at a time per key press. Expected Behavior: On activating 1 action group all docking ports assigned to it should undock at the same time. Video Evidence: AGOneUndockAtATimeVideo.mp4 Steps to Replicate: Launch MultipleUndockTestCraft.json below. Press 1 for each undocking. Additional Information: Appears to happen according to the order that they were attached in the VAB. Attached Craft: https://www.dropbox.com/s/icgy9h37bk4tjqv/MultipleUndockTestCraft.json?dl=0
  14. 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 Video Evidence: CopyNotInheritingFuelLevels.mp4 Additional Information: I was trying to make a craft with empty tanks. I copied the empty tanks and the copies were full. Workaround: I opened the craft file in notepad++, found the full tanks and changed all the tanks to be empty.
  15. 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 Video Evidence: 2CraftsOneLaunchPad.mp4 Steps to Replicate: Launch CraftHighUp.json Go to KSC Go to VAB Launch GoundLevelCraft.json Now the second craft is lying on the ground beside the launch clamp and under the craft that its attached too. Additional Information: The same craft could be launched repeatedly causing 2+ crafts to invade each other's space.
  16. @Sylvi Fisthaug I have replicated your bug with my bug testing. Merged. Only difference it that I went to 8x symmetry to have the parts on my craft end up as individual separate parts.
  17. Reported Version: v0.1.2 (latest) | Mods: none | Can replicate without mods? Yes OS: PS1 Built In | CPU: LSI CoreWare CW33300-based core | GPU: 32-bit Sony GPU (designed by Toshiba) | RAM: 2mb A Picture Really is Worth a Thousand Words. Things to Note: When I select the menu options using the D Pad on my controller the text highlights and the detail slightly improves Background Highlight Text is a bright CYAN which is hard on the eyes. (Using Blue Filtered glasses to counter to a good degree so it will be ok until 0.1.3.0 when this is fixed) FPS overlay is completely unreadable and doesn't appear to be changing. Craft and Planet animation is changing once per 10 minutes. Oh and I saw the fps change at the same time. Thats a relief. I thought KSP2 had crashed which would have meant another bug report. Took 3 hours to get to the main menu. Luckily I also bought a copy of KSP2 for my Nintendo 64 so I did testing on that in the mean time. (Clearer text by the way) Included Attachments:
  18. 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 Video Evidence: This will explain it way better than trying to explain it with words. PotentialPlacementGhosting.mp4 Craft File from Video: MultiSymmetryTestCraft.json
  19. 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 Things to Note: Note how its not just when the mouse is in the potential attachment stage that is the problem. Actual attachment also will reorientate the clamps in unexpected ways. Screenshot: Launch Clamp Problem in Action: Video Evidence: See how the middle tank is upside down compared to the first one. Open ClampOrientationProblem.mp4 below. Launch Clamp Work Around: Video Evidence: This shows being able to reorientate the ghost launch clamps to the right way around (use A or D): Open ClampOrientationCounter.mp4 below. Included Attachments: ClampOrientationProblem.mp4 ClampOrientationCounter.mp4
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