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Anth

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  1. KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.1.0.21572 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None 2 Videos for this Bug Report: First video shows it happening in space Second video shows COM appears to be calculating between the two separated crafts soon after launch. First Video: Second Video: Work Around: Jettison the Engine Plate's fairing/shroud However SAS is not engaged anymore. Change root part to the top of the craft.
  2. I see bug reports on the forums and see the following at times: The title doesn't describe the problem. The title is vague. The post content sort of points to the problem but not the cause and it's not easily replicated without a lot of testing The post content is a long discussion trying to get to what the issue is. The post content has long videos that takes forever to get to the point. The post content is from a user who describes the problem in text form without any pictures/files/videos/logfiles/computer specs or proof The bug is figured out via discussion within the post but the title never reflects the conclusion that was reached. I have made new bug reports at least a few times based on bug reports on the forums that have some of the points above being a factor. I spend hours on my bug reports so my fear is that adding to another bug report that my information will be missed. If my bug report is merged into someone else's bug report I also fear that my information will be missed (hasn't happened yet) What should I do here? Do I make a new bug report and add a link to the old bug report?
  3. I personally had it happen in 1.7 when I created a rocket+pad that launched from the Eve ocean. I also saw it happening in one of the more recent updates (maybe 2 years ago) for a streamer called EJ_SA. KSP2 appears that it might be a little different. I hear the suborbital directions etc still happens verses KSP1 where it had no idea what do with a craft in the air but still landed at the same time
  4. KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.1.0.21572 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None It's a regression because 0.1.0.0 seems to be working as it should but 0.1.1.0 and 0.1.2.0 are not. (video down further for difference) 0.1.2.0 Regression: I hit my YouTube upload limit but it is basically identical to 0.1.1.0 0.1.1.0 Regression: https://youtu.be/iv_0ekZ7rBg (38 Seconds) Things of note here are: Sounds have a delay before they can be heard. If turned off and on quickly the sound gets more and more delayed before its heard (with a quiet rumble sound) Throttling to zero then going to Map View then throttling to 100% the engines make no noise Going back to Flight View the sound is still missing but turning off and on in Flight View the sound returns with the delay Quicker Way of Just Having the Engines Quiet on Staging the Engines in 0.1.1.0 + 0.1.2.0: Load 0100SoundTestLaunchPad Throttle to Zero MapView Throttle to Full Space Bar Save File From Videos: https://www.dropbox.com/s/sdkkisofbc8qbsx/0100SoundTestLaunchPad.zip?dl=0 0.1.0.0 How it was originally: https://youtu.be/6OUCXdMNblI (20 Seconds) Things of note here are: Sounds are relatively instant when turning off and on engines quickly Sounds do change their sound a little bit when turning off and on engines quickly Sounds work if the engines were off in Flight mode and turned on in Map View There's a quieter rumble in Map View that goes back to full sound in Flight View Additional Information: Any reference above to turning engines on and off is actually Z and X to throttle 0 to 100 to 0 etc. If actually launching the rocket properly sometimes it works sometimes it doesn't on its way up in regards to the sound completely turning off in Map View (a little more intermittent) It happens in space as well. It's not just a launch pad issue. Save File attached below for that as well. Save File for Orbital Rocket Testing: https://www.dropbox.com/s/ix0qts5kp584ate/0100SoundTestOrbit.zip?dl=0
  5. KSP2 Version: 0.1.1.0.21572 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None 0.1.1.0 is working correctly Supplied Save Files are created in 0.1.1.0 and Tested in 0.1.2.0 Ground Craft can be the active vessel of not the active vessel to cause problems Video Evidence: https://youtu.be/0d-9ZwiQq2o (25 Seconds) Steps to Replicate Video: Save File from Video and Active Orbital Craft Tests Below: https://www.dropbox.com/s/godu8cvzosqj6fo/0110ActiveCraftOrbit.zip?dl=0 Save File for Active Ground Craft Tests Below: https://www.dropbox.com/s/krrbbjoda43ww1r/0110ActiveCraftMunSurface.zip?dl=0 Simpler Ways to Replicate: Additional Information: The video shows AP and PE being affected. It can affect AN/DN and inclination lines between crafts as well. I just couldnt replicate easily.
  6. KSP2 Version: 0.1.1.0.21572 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None 0.1.1.0 Is identical to 0.1.2.0 Screenshots: MapMode: Tracking Station Via the KSC Screen: Video Evidence: https://youtu.be/fUWoZmyO-O4 Steps to Replicate: Load attached 0120TSNodeDisplayBug Go to KSC Screen Go to Tracking Station Focus on Mun Lander2-3 (around Mun) Save File: https://www.dropbox.com/s/vxt20tzcl4so0ob/0120TSNodeDisplayBug.zip?dl=0
  7. Ahh. Yeah different bug. I have experienced that one as well.
  8. AP is on there though. What happens when you get up higher? Unless AP is another bug.
  9. KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.1.0.21572 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None Note I used a 0.1.2.0 save for the following: 0.1.0.0 This also happens 0.1.1.0 The Craft collides with the ground (FIXED) 0.1.2.0 The Craft acts like 0.1.0.0 again (REGRESSION) Steps to Replicate: Load 0120MapModeCollisionTestSave Timewarp (or not) to near the ground Wait for lack of collision Save File: https://www.dropbox.com/s/25s0jd0uyel6duo/0120MapModeCollisionTestSave.zip?dl=0 Video Evidence: 0.1.1.0 https://youtu.be/Vzt2cbnL2cY (16 Seconds) 0.1.2.0 https://youtu.be/63eGir1NAA8 (24 Seconds) Log Files: https://www.dropbox.com/s/tsrpnqgwlgnucuj/Ksp2%2BPlayer.zip?dl=0 Additional Information: 0.1.1.0 Does collide with the ground in Mapmode but when I zoom out I am looking at Kerbin so maybe this regression was a part of trying to fix that? Tested with Kerbin (atmospheric) as well and the same thing happened.
  10. KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.1.0.21572 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None I created the following test save for Minmus: First there are crafts with various heights to eliminate crafts being part of this bug 4 Kerbals on top of a platform made of girder segments so they were off the ground 1 Kerbal at the top of the rocket on the nose cone to put a kerbal up high 3 Kerbals on the ground 1 Kerbal on a thin craft 1 Kerbal on a small lander which is close to the height of a kerbal 1 Kerbal that is on the (inbuilt) ladder of the pod 1 Kerbal that is on the hatch of the crew cabin below First Screenshot of all 12 Kerbals: Second Screenshot of only 2 Kerbals remaining: Video Evidence: Note I edited out the majority of the loading times. Look to 30 Seconds when it happens from Orbit when some of the Kerbal indicators disappear. https://youtu.be/1bL-0YC9Af0 (48 Seconds. Edited out load times between scenes) Steps to Replicate: Start KSP2 From main menu load 0120Scene12Kerbals Load 0120Scene12Kerbals again (to counter another bug) Change to Map Mode Change to Minmus Orbiter 1 QuickSave QuickLoad Flight Mode face Minmus looking at cluster of icon names Hit timewarp Turn off timewarp (probably an unnecessary step) Go to KSC Screen (to counter another bug) Go to Tracking Station Go to Minmus on left menu and choose to Control KerbalTestStand Save File: https://www.dropbox.com/s/v0fgk3k0vxkckqz/0120Scene12Kerbals.zip?dl=0 Log Files: https://www.dropbox.com/s/scq3ptd57tk148j/Ksp2.log%2BPlayer.log.zip?dl=0 Things of Note: Log files show that the game thinks they are colliding with the surface (search for "Approximate collision between " to find lines for Kerbals being destroyed) Kerbals are being deleted no matter the distances above the surface with what they are standing on. Kerbals on ladders are unaffected. Crafts of different heights aren't affected. The bug doesn't happen initially after changing to the orbital craft. Needs a QuickSave and QuickLoad first. Did a limited test on Mun with 1 kerbal just standing on the ground with the same result. Note: Tested Supplied Save in 0.1.0.0 and 0.1.1.0 using the 0.1.2.0 save. Orbital Craft is within render range of the Kerbals on the ground.
  11. Most people dont have python though. Does it delete everything from the first line mentioning ObjectEvents to the end of the file? If it doesn't then it risks allowing the problem to happen again.
  12. Struts aren't given unique identifiers, so the game fails to connect struts on any new crafts with the same strut identifiers as an existing craft.
  13. yeah there are other places that have similar issues. Like the AP/PE below the navball being limited to 6 hours.
  14. Patch 2 has a new display. I never saw that happen with 0.1.0.0 or 0.1.1.0
  15. KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None Screenshot: Video Evidence: Showing the issue going from 99 days which is good to 99+ when it isn't. https://youtu.be/QPr2Uk-fsLk Save File from Video: https://www.dropbox.com/s/ni2ngkwfwjn8gg5/0120BurnTimerDisplayWrongSave.zip?dl=0
  16. KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.1.0.21572 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None Screenshot: Video Evidence: https://youtu.be/h3W4cseynEw (11 Seconds) Save File created in 0.1.0.0: https://www.dropbox.com/s/val5l251q3zrdln/0100TwoCraftMunOrbitTestSave.zip?dl=0 Save File created in 0.1.2.0: https://www.dropbox.com/s/767cycmiobz12hl/0120TwoCraftMunOrbitTestSave.zip?dl=0 Steps to Replicate: 0.1.1.0: Load Save File (0.1.0.0 to be on the safe side) Target Other Craft Change to other Craft Target Previously Controlled Craft Untarget Previously Controlled Craft ReTarget Previously Controlled Craft 0.1.2.0: Load Save File (either) Target Other Craft Change to other Craft Target Previously Controlled Craft Additional Information: I did in a few tests see double intercepts as well but for some reason I couldn't replicate it again.
  17. KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.1.0.21572 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None The issue appears to relate to the following: Radial Decouplers position on a part. Inline Decouplers but I am not sure of position on craft. Note I haven't tested all the decouplers for these issues. I used the TT-38X because it gave the most extreme results. I didn't test all the decouplers but the bigger radial one does it too. Only tested one inline decoupler. I have 3 Tests for this bug report: Multi-position Radial Decouple test to show different directions decoupling is throwing parts. 8x Symmetry Booster in orbit decouple moving in a radial out direction. Inline Decouple in orbit moving in a radial out direction. Multi-position Radial Decouple Test: 8x Symmetry Booster in Orbit Decouple Moving in a Radial Out Direction: Inline Decouple in Orbit Moving in a Radial Out Direction: Additional Information: Is this caused by some sort connection like an autostrut connecting at angles? I did a quick test with a 0.1.0.0 craft file for 0.1.0.0 and 0.1.1.0 and the results indicates it started with the first version.
  18. That is just a work around. The problem still remains Interesting issue
  19. The docking ports can end up inside other parts because KSP2 locks stressed parts positions when timewarp is engaged:
  20. Maybe. I am not convinced its a multiplayer issue. More of a 1 step at a time development thing. Think of this issue as an uncompressed file compared to a zip file maybe.
  21. I dont think multiplayer needs to have every part physics calculated. I did some testing. The parts aren't even rendered and aren't under acceleration. Crafts only need to be calculated as 1 part when they aren't rendered and aren't close to physics range. It's probably just that they haven't added the next piece of code that reduces the part count calculations down to 1 part for 1 craft when out of render range.
  22. Also from the video timewarp wasn't actually working. The actual time to the node wasn't approaching faster. This hopefully would have shown up in the log file as an error
  23. Interesting bug but I couldn't replicate it. My long burn testing in solar orbit show no deviation in movement away from the target indicator. Your timewarp isn't working correctly. The instant that timewarp is engaged the craft will be locked in its current direction which yours is not. What is missing from your bug report: Game Save from the video Log File What Mods you are using Without those 3 things the developers have no idea where to look. I cant even see the craft to get an idea of if its Center of Mass and Center of Thrust are aligned.
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