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KSP2 Release Notes
Everything posted by Filed.Teeth
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Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 22H2 | CPU: i9-13900KF | GPU: RTX 3080 Ti | RAM: 32.0 GB No fuel usage, no nothing. Tried restarting game, no effect. Hadn't played in a couple weeks, this is a brand new install on a fresh Windows install, so no older files/saves to influence it. I did a search through bug reports, didn't see this, but if I'm duplicating please link me to the proper thread. Included Attachments:
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This is the find. Went back to an old file with a craft that was on it's way to Eeloo, and jumped the time forward, checking every so often, Picked it up at 5yrs, checked it every year until 15, then checked every 100 days after 15. Stopped working right between 260 and 270. Since I normally time warp TO a burn but not during it, I didn't even notice until my game was in year 21, lol. 0.1.4.0.25621 Win 11 22H2 i9-13900KF RAM 32.0 GB RTX 3080 Ti
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Yes to still happening in 1.4. 0.1.4.0.25621 Win 11 22H2 i9-13900KF RAM 32.0 GB RTX 3080 Ti I get the "(ship name) on crashing trajectory at 200m and ship bounces at 1.1km. Following illustrates. I jet-packed away directly backwards and forwards for these. Starting out: P.S. I went back and edited out of the .json file the one flag that was in this save and ship still bounced. Hard to see, but ship is jumping sideways. In this case it disappeared completely. (probably far underground?) So did it again with hud on... Flew straight back to original point....found this. P.S. Went back and edited out the one flag in this campaign and ship still bounces.
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0.1.4.0.25621 Win 11 22H2 i9-13900KF RAM 32.0 GB RTX 3080 Ti Revisited after patch 1.4 due to patch statement. Only went to the Mun before posting. Orbital Decay : Improvements have been made to address the issue and we continue to work on eliminating it completely. Improvement noted: Ship no longer explodes. Now shows the 0m/s bug after an F9 reload. Complete game restart needed to clear that, but orbit is now sub-orbital. Improvement noted: Decay is not quite as drastic. Improvement noted: ANY time warp (2x or more) will stabilize a decaying orbit while in warp. Decay will resume as soon as you drop to x1. (Not sure if this was the case before, just can't remember.) Hard limit is still 23317. Camera shift still occurs when crossing hard limit in x1 and when entering/exiting stabilizing time warp. Tying in earlier work done by AstroClef. AP/PE are Dropping (Orbital Decay) When in Low Orbit of Some Planets/Moons
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But great pic! Little fellow looks so forlorn....
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Seconded. (actually Thirded, lol) I have variations of Spheraton craft, as well as other craft with the payload strutted to the launcher. They all exhibit the same behavior. Occasionally they will get to the launch pad intact, but more often than not, I have to revert to VAB, (where the struts magically reappear, but will not be there if I just hit the launch button again,) completely rebuild the struts, and re-save, then go for launch. 4 pics: One before launch, showing struts. One at launch showing no struts and upper section sinking/clipping into launcher. (then it will bounce back up and fall off at angle whether I fire the engines or not) One showing clipping continues even as craft RUD's out. And of course for fun, showing what happens in I do actually fire the motors... If I get solid "struttage," this craft flies and the launcher goes to to orbit, so is recoverable.
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Flight Docking and Undocking Causes SAS/RCS to Turn Off.
Filed.Teeth replied to Anth's topic in v0.1.4
I know in KSP1 one craft will lose SAS upon undocking. which is slightly annoying, but you also don't have freshly undocked craft getting tossed around as soon as they decoupl. -
Parts & Vessels LY-60 Landing Gear tiptoe (too strong of a suspension?)
Filed.Teeth replied to Jaypeg's topic in v0.1.4
+1 Doesn't matter the weight either, lol. Notice the upper stage does it too. When in space, deploying will kick the craft completely around. -
Other Unable to Use GeForce Experience Overlay to Record
Filed.Teeth replied to wefightforpeace's topic in v0.1.4
Under Privacy did you click on Allow Desktop Capture? They don't say so, but it's needed. I had same problem. (Apologies if you knew that already, trying to help) -
No, switching between the three doesn't change it. If the video pastes okay, if not here's what it showed, lol: Two craft, slowly approaching (can see it change from 20m to 19m) Cycle from Target to Orbit to Surface and back to Target. Can see Nav ball icons change from orbit to target lock on. Target icon is grey even though target is obviously locked. Target was locked with a right click, targeted in Parts Manager. Isn't included in video, but other ship has blue icon, target locked via Orbital Map. Same bug with velocity on it too. https://forum.kerbalspaceprogram.com/applications/core/interface/file/cfield.php?storage=form_Fields&path=KerbalSpaceProgram2_2023_07.01-11_18.mp4&fileKey=[!AES128GCM[UZt7vUxP6NXrOC8T1PDvfoVxodZWs2pJw2FkLTojbWSYzaXeKCwGn2wL56HZosO45naYH3hl8DZfqQzGPkCmUlj9TgLfpxTn9I9JGba9Y6DYWGmI14w86sR01n%2BJ][15bf3fb9a045ac9ac68cb4a4][2acf3e1d70b6518cfb9bef155003e1af]] In other instances I've had one craft display correctly, the second one has the bug. In this case it was both.
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It should all go on mass distribution. If I have a large mass on top of a small coupler, I'd expect wobble. But when I have a taper, or even a straight line with most of the weight at the bottom, I expect not to watch spaghetti.
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I had forgotten all about this, I remember now being super impressed by how much work you had put into it so early. lol.
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UI/UX Quick-save banner hidden under burn timer
Filed.Teeth replied to Filed.Teeth's topic in v0.1.4
Now that I notice it, so does the time warp ending notification.... -
Environmental & Terrain Lighting on Poles of Celestial Bodies Flickering
Filed.Teeth replied to LezRowl's topic in v0.1.4
Can verify if also happens on Duna's poles. -
Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 22H2 | CPU: i9-13700KF | GPU: RTX 3080 Ti | RAM: 32.0 GB Quick-save with the burn timer up is not visible. Very minor, I thought the "beep" was enough, but since you did add it, thought you might like to know.
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Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 22H2 | CPU: i9-13700KF | GPU: RTX 3080 Ti | RAM: 32.0 GB 0.1.3.0.24321 Win 11 22H2 i9-13900KF RAM 32.0 GB RTX 3080 Ti Have confirmed this hard limit still exist on Mun in 1.3 Any time warp across the boundary, started after dropping below the boundary or reloading a quick-save created below the boundary results in immediate ship destruction.
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A stack separator worked for me for one-time staging, but if I'm going to redock, I run into the "struts reconnect" issue. When you use the separator, is it undock, separate or separate, undock? And are you able to dock afterwards without any r strut reconnect issues?
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There's fewer and fewer helping out and digging in, Anth12 hasn't wavered and is finding stuff no one else is. Y'all should hire them, lol. I don't know them and have never communicated with them other than occasionally adding to posts, but dedication and attention to detail like that deserves to be acknowledged, so I'll start... Great job Anth12! Thank you so much!