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KSP2 Release Notes
Everything posted by Anth
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Docking Port Misalignment and Mk2 cockpit to tank (cargo bay?) misalignment More obvious alignment mk2 tank issue. Gap between mk2 cockpit and mk2 tank/cargo bay. What I don't know why it is happening. The drift appears to be related to the docking ports. If a craft is a tree, then the docking ports are the beginning of a branch and those branches appear to be affected by part drift. The parts before the docking ports don't appear to be affected. Set Position/Set Orbit in KSP1 can cause severe drift of crafts left behind in a scene. So maybe this is a different manifestation of the same problem. I will know in 10 days unless they fixed it...
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Look for evidence of part drift. One of the KSP2 screenshots of a craft in Duna orbit shows obvious part drift. I have quite a few tests I will be doing to test for it. Will clipped parts occlude drag/aerodynamics? Will a large craft entering into the Eve's (and other planets) atmosphere act exactly the same in KSP2 as it did in KSP1? Will node attached tanks (node to node connected) that are gizmoed out still have occluded drag when exposed to the atmosphere or will this be fixed in KSP2? Wheel testing on docking undocking.
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That was my guess as well. I just dont buy that the craft was that way on the launchpad. In KSP1 'Set Orbit' and 'Set Position' can cause issues which create part displacement to robotics (and the robotic branch) of crafts left behind so maybe it's part of that issue. It also caused more issues when the docking port drift was a thing after they changed them in 1.12.0
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Any drift is from CPU calculations.
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I just don't have this problem in how I set up my maneuver nodes. One thing I do differently is that I will get the trajectory to be at around 130000m from the Eve surface. I don't generally allow it to stay as far away from Eve like that unless Gilly is my actual target. The first gif was weird but if the deltav was changing on me like that I probably wouldn't even notice.
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To clarify what is happening a video would be helpful. Also @Vanamonde mentioned course corrections. If done at strategic points (far away from the target generally) these can tweak current trajectories.
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What I did in this case was take your maneuver node and made it more circular. Then showed how I do Kerbin to solar orbit to Eve encounter. This isn't the optimal way but it's the easiest way to do it for newer players. I have time stamped it so you can fast forward through timewarp. There's a few points that I make little mistakes but for the most part it should show you how I would do this. This is from the quicksave you posted hours ago which was either deleted or hidden.
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Ok I love a good puzzle. Can you give me a quicksave of exactly where you are having this problem? Ive been playing KSP for years so whatever is happening I will know a way to counter the problem. Easiest way to do it would be to go to the official Intercept Games Discord where you will find me as anth1256. then direct message me there. Invite is https://discord.gg/rKN46zTf Once you have opened a DM with me you can drag the Quick Save right into our private message. Another alternative would be to submit a bug report to https://bugs.kerbalspaceprogram.com/projects/ksp and put the quick save there, though you will need to register and it will be a little more complicated. Give me about 12 hours to respond though. I am about to do a clean install on my main computer to get back to Windows 10
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Oh. Interesting.
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This
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When Kerbin and Eve are at a certain orbit around the sun in relationship to each other there is a point where the least amount of fuel is needed to get to Eve from Kerbin. Its called a transfer window. There is a Planner built into KSP that can create a maneuver that will get you close. Then you can make some adjustments if its a bit off. There is no need to get into solar orbit first or even change inclination to get an encounter if you use that feature correctly. Here it is in action: If you want the graphical representation there's a little arrow thing at the top left where it says ManeuverTool. Make sure the craft is pretty close to a zero inclination for it to work.
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Ok that's the bug tester/hunter in me speaking The fact they get over a month with the game allows for them to get a real feel for the game and possibly an impression of what the first month or so will be like for updates/fixes etc. And perhaps some of them will record some of the interesting bugs that we would never get to see otherwise.
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Ouch. I had no idea. True. Fresh eyes are always a good thing.
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I think he made a mistake. I don't think it happened for very long before he stopped and then we never saw it again. Its good for him to get it so he can give us a in depth review next month. And its good for advertising for the game. Am I jealous? Definitely but I don't take it personally. Good for him.
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Someone else found the bug. I then tested it with a modded save and then a clean install. Its a definite bug. The developers know about it. Its not really that major though. More Interesting than anything else. I have been avoiding KSP1 waiting for KSP2 since the early access announcement, but I did a lot of bug reports for KSP1 so when one comes up that is interesting I will take a look
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Only happens when a craft or Kerbal is on top of the new arch. When rotating the camera the colours change almost looking metallic which is completely different from the normal way KSP does the ore resourcing overlay. The save was just for finding the arch and nothing else so no mining or scanning had been done. I cheated the craft into Mun orbit then deorbited onto different anomolies as I had no idea what I was looking for
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Do we have a feedback forum? Its a bug more than a support issue. I will be submitting things like this for KSP2 as bugs (if there are any) @Ghostii_SpaceI think said I would be able to make posts about KSP2 issues as well as use the direct feedback system for KSP2. I am assuming we will get a place to do that?
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This happens if you are on top of the new Arch when in map mode. Almost looks metallic if rotating around with the Craft being the focus. Doesn't happen by the looks of it unless the scene has been reloaded or a quicksave has been used. Retested with a new install of the GOG version without mods (and without DLCs) and its still happening.
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Yeah hopefully. The change to the arch was so small and yet it did great for advertising for KSP2 because of the many youtube videos that seemed to have popped up about it. Perhaps we will see the entire arch before the 24th of February.
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I am fine with a little more teasing. 1.12.6 maybe
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Kerbal Space Program 2: Episode 7 - Recording Rockets
Anth replied to Intercept Games's topic in Prelaunch KSP2 Discussion
That was the first or second video I saw of it. There are ones out there in which they sync the sound. -
The 'paddles' if they are in too deep will then act like they are in a thick substance. What happens with my paddle boat is that the panels barely touch the water but as they spin faster they actually move out from the rotor and contact the water. The next issue after that is the RPM under 4xphyswarp. They need to be spinning at 460 (the rotors rotational limit per minute) divided by 4 (115 approximately) so the rotors (and connected paddles) don't spaz out. Then I had all the physical struts to keep it all together. The paddles never explode when hitting the water. I am conflicted on this one. Some of my best works took so long to get to work because of problems with KSP1. Imagine what I could accomplish without the problems of KSP1