-
Posts
2,185 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Anth
-
KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None I did the following: Started KSP2 From the Main Menu I loaded a campaign Did some tasks Saved and went back to the Main Menu Loaded a new campaign Then ALL the new campaign information is missing from Ksp2.log but is still there in the Player.log Ksp2.log + Player.log Attached: https://www.dropbox.com/s/dfnq8c9d0dn6fv7/Ksp2%20%2B%20Player%20Logs.zip?dl=0 Ksp2.log has the following final entry at line 2076: [LOG 14:43:06.624] [System] Game Shutdown completed in 1.2352s. Player.log has a similar entry at line 2113 but continues afterwards until line 49676: [System] Game Shutdown completed in 1.2352s. Additional Information: This issue also happens in 0.1.0.0 Ksp2.log is quite useful for tracking down issues because of the timestamps.
-
Flight Stars disappear after loading quicksave near Dres
Anth replied to supertiefighter's topic in v0.1.2
Try the following: Create a Save when the problem happens Go to the KSC Screen Load the save. My testing seems to indicate that the KSC screen is doing something the main menu isnt. I did a bug report probably relating to the same issue but not using Dres: -
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 New to 0.1.2.0. Doesnt happen in 0.1.1.0 Following is two separate tests: Orbital and Surface In Scene Orbital Space Test: Video Evidence: https://youtu.be/71rM_YtCrUk (46 seconds. Please Use TimeStamps to Skip Loading Time) Note temporary fix at end: Go to mapmode and back (double tap M Key) Save File: https://www.dropbox.com/s/ya5oait63xrrpc2/0120%201CKO%202CMO.zip?dl=0 Steps to Replicate: Start KSP2 From Main Menu Load Attached Save File: 0120 1CKO 2CMO.json From Scene Reload: 0120 1CKO 2CMO.json In Scene Mun Surface Test: Video Evidence: https://youtu.be/h5GXqeXrdvI (29 seconds. Please Use TimeStamps to Skip Loading Time) Note temporary fix at end: Go to mapmode and back (double tap M Key) Save File: https://www.dropbox.com/s/tfnrmuyxwetcpuv/0120MunSurface.zip?dl=0 Steps to Replicate: Start KSP2 From Main Menu Load Attached Save File: 0120MunSurface.json Settings File (graphic settings): https://www.dropbox.com/s/lwqg9s897fnzcj0/Settings.json?dl=0 More information: I don't know why loading to the Mun surface does it first try and to orbit happens on second attempt. Temporary fix (double tap M) only works until reloading a save. Some saves dont have this problem. Work Around: Go to KSC Screen. Then it never happens until the game is restarted. Theory for Cause: KSC Screen is accounting for something that the main menu isn't when loading a save file.
-
Enter the following into Windows Explorer: %userprofile%\appdata\locallow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer There has been no change to files paths. I have been in that folder many times in the last few days.
-
The developers have basically said that minimum requirements are for the initial release of early access. Performance will improve throughout early access. There have already been improvements with the first 2 patches.
-
If the save file is huge due to a bug that might be why its non responsive as its loading a GB+ sized file Try the following: https://old.reddit.com/r/KerbalSpaceProgram/comments/129k2lw/i_gained_1020_fps_with_this_simple_fix_in_ksp_2/
-
KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None What the new Burn Timer Buttons should look like all of the time: On Loading from a Scene the buttons are white: To Replicate: For Comparison of scene to scene vs KSC screen to scene: When in scene load the attached save file (will end up white) When at the KSC screen load the attached save file (will be the correct colours) Save File: https://www.dropbox.com/s/9fr50tp4bph31so/BurnTimerWhiteButtonBugSave.zip?dl=0 Video Evidence: Scene to Scene Loading Causing White Buttons: https://youtu.be/CJCh2rBSw0Y (14 Seconds) Scene to Scene Loading and Maneuver Node Creation Causing White Buttons: https://youtu.be/dBSTA9lRX4Q (14 Seconds) KSC to Scene Loading Appropriately: https://youtu.be/Pd9-E4Ct6_8 (16 Seconds) Additional Information: Moving the mouse pointer over the buttons will change them to having colour.
-
For the save file location enter the following into Windows Explorer: %userprofile%\appdata\locallow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer There are two locations for log files: First: %userprofile%\appdata\locallow\Intercept Games\Kerbal Space Program 2\ Where you will find Player.log and Player-prev.log Second: In the Kerbal Space Program 2 Main install folder which you can get to by: Right clicking on Kerbal Space Program 2 in Steam Click on properties Click on Local Files Click on Browse This is where Ksp2.log is located.
-
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 Issue: Revamped Burn Timer Lights All Become Green at 1 Second and Then at 0 Seconds They All Turn Grey. 0.1.1.0.21572 counting down to 0 seconds: https://youtu.be/X2OoUv-ucmA (11 seconds) 3 seconds first light becomes yellow 2 seconds second light becomes yellow 1 second third light becomes yellow 0 second forth light becomes green 0.1.2.0.22258 counting down to 0 seconds: https://youtu.be/7VhjZz3-Hy0 (6 seconds) At 3 seconds the first light is yellow At 2 seconds the second light is yellow At 1 second all lights change to green (1 second off) At 0 seconds all lights change to grey (this shouldn't happen at 0 seconds) Speculation: That 0.1.2.0 should be: 3 seconds first light becomes yellow 2 seconds second light becomes yellow 1 second third light becomes yellow 0 second all lights become green?
-
I also did the following bug report with concerns over multi version bug testing (like this one) with all the settings/saves etc all being put into the same appdata folder. No problem with the appdata folder being created by 0.1.2.0 with 0.1.1.0 in regards to the regression issue here as far as I know. It acted exactly how I expected. Also the supplied save file was created in 0.1.1.0. Then tested in 0.1.1.0 and then 0.1.2.0.
-
I have done a lot of bug reports for KSP1 since 2016. There are 5 types of bug reports that I do (sometimes its a combination): I find a bug in the most recent version (1 Version Testing) I find an issue with KSP2 that is done better in KSP1 or the issue doesn't happen in KSP1. (KSP1/KSP2 Testing) I find a bug in the most recent version and I then go to the previous version and I compare (2 Version Comparison) I find a bug and then I go back through all the versions one at a time to find when the problem started (Multi Version Comparisons) I find a bug and then I will go back and find when the first version of when the bug occurred and then I will record information for multiple versions up to the most recent version and use a graph to indicate issues (Multi Version Comparisons) Concerns: Currently KSP2 really only supports 1 Version Testing (1) and KSP1/KSP2 Testing (2) because the settings/saves are all contained within the one location regardless of version. If I find a bug in the 10th update and then find it started in the 2nd patch how do I know that the 10th updated appdatas folder is compatible with the 2nd patch? One of my KSP2 bug reports that I tested 0.1.1.0 with the 0.1.2.0 version of the appdata folder : Recommendations: Move all the settings/config files into the KSP2 install folder (at least for Early Access but if KSP2 is anything like KSP1 then this would be better for 1.0+ as well) Alternative would be to have an option in the settings config file that allows for changing the location from the appdata to the install folder for bug hunting nut cases like me. Have KSP2 detect if a save file was made on a version higher (0.1.2.0) than the version its currently on (0.1.1.0) and reject its functionality. It might not be an issue yet but eventually it might be especially with DLCs.
- 1 reply
-
- 1
-
KSP1 Version: 1.12.5.3190 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 Expected Behavior: Look to video evidence below for KSP2 0.1.1.0 (and KSP1 1.12.5) Observed Behavior: Look to video evidence below for KSP2 0.1.2.0 How to Replicate: Extract Attached Save folder to the appropriate location. Load 0110SaveKerbinMunEncounter.json (used for the video evidence below) Find the PE that is in the videos below for KSP2 for the Mun and pin/lock it to show the actual distance information. Right Click on Kerbin and focus. Get close to Kerbin for finer movement of the node around Kerbin. Move the node around Kerbin to move the Periapsis (locked info) until it collides with the Mun. Move the node in the other direction to get the PE to show again. Results of Testing: KSP1 video is there to show how it was done before KSP2 0.1.1.0 appears to act the same as KSP1 which is good 0.1.2.0 is dropping the information when the PE shows up again. Following image (rough I know) shows what it's going from and to. Video Evidence: KSP1 1.12.5 (Good): https://youtu.be/54x8IBEsNgw (8 Seconds) KSP2 0.1.1.0 (Good): https://youtu.be/skEDT-TOh6Q (16 Seconds) KSP2 0.1.2.0 (Bad): https://youtu.be/6VF9UrSpBo4 (11 Seconds) Save Folder: https://www.dropbox.com/s/8b79cmim05yct4p/Maneuver%20Node%200110.zip?dl=0 Additional Information: Maneuver node isn't necessary to cause this to happen. @Dakota For your consideration.
-
The cause of your issue is KSP2 spamming the save files with lots of repeated information. Follow the following instructions: https://old.reddit.com/r/KerbalSpaceProgram/comments/129k2lw/i_gained_1020_fps_with_this_simple_fix_in_ksp_2/ Use the following in Windows Explorer to get to the save files in the fastest way: %userprofile%\appdata\locallow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer From the little testing I have done it appears to be a permanent fix to the save file issue.
-
The only thing you can do is readjust the friction manually every time you load the scene as far as I know.
-
Flight Can't enter other commandpods in EVA while being connected to each other
Anth replied to Alex_123_Cool's topic in v0.1.2
The following picture you showed shows 2 Kerbals on board. How can you exit one Pod/Can and enter the other Pod/Can when its already occupied? -
Yeah using the favorite part feature of KSP2 allowed me to make that video short and sweet.
-
Heres a video (19 Seconds) of your bug in action. Problem appears to be that the cloned physical strut isn't getting its own identifier in the VAB. https://youtu.be/Ja084oKe_Iw It's even weirder if its launched.
-
KSP2 Version: 0.1.1.0.21572 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None How to Replicate: Put the attached zipped campaign into C:\Users\>EnterUsernameHere<\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer\ Load the KSCClearSave save file. Follow the steps I took in the following video (21 seconds): https://youtu.be/5xPzwIhlZmI Link to Campaign Folder: https://www.dropbox.com/s/nsijo42xalbceq2/GirderNodeStrutTest.zip?dl=0 More Information: Happens in different locations. If I launch a rocket and have it orbit the Mun and then launch another rocket the new rocket will be missing the physical strut connection on the Launch pad. Speculation: In game scenes are using the same identifier for physical struts as they were in the VAB causing a conflict that has all crafts after the first one not be connected.
-
Try this first. https://old.reddit.com/r/KerbalSpaceProgram/comments/129k2lw/i_gained_1020_fps_with_this_simple_fix_in_ksp_2/ Make sure you back up the save you do this to first. Then straight after you have done it do a Quick Save then use the quicksave instead. I had a minor issue with this technique. The alternative is to use the following. Someone created this application but its slightly complicated to get working. look to the readme first: https://github.com/dbidwell94/ksp2_save_file_dedupe/releases/tag/v0.0.1-alpha Also back up everything before using this one. It will do it to all your save files. You could direct it to one save folder though if you so choose.
-
Yeah it moves some of the parts of the craft to different positions. So it moves the parts further if the teleport is a longer distance?
-
Additional Thoughts: With other testing when there are less available Kerbal slots within a craft the drop in FPS takes longer, or that seems to be a factor. i.e. It might be related to the available Kerbal slots that can be on the crafts (No Command Chairs were used) It might be related to the cockpits/crew cabins with gold windows that haven't had their internal parts added yet where the Kerbals aren't visible. @Dakota I don't know if you or QA relook at bug reports that have been updated or not so I am tagging you. I avoid tagging if I possibly can.
-
I haven't used the mod since Nate Simpson talked about teleporting being a possible problem for bug reports but I have never had a crash like yours using it. Its not a perfect mod but it gets the job done most of the time in a way that isn't too bad. If your crash happened as you used the mod then maybe that is the problem, but I don't think the mod breaks KSP2 if it isn't being used.
-
The first part of my bug report had mostly girder segments with a few probe cores to keep the parts from being debris. It shouldn't have taxed the resource system very much at all. Why would the resource system need to be applied to the 7993 girder segments? It shouldn't.