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jclovis3

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Everything posted by jclovis3

  1. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 7 7800X3D | GPU: MSI Gaming GeForce RTX 4080 16GB GDDR6X PCI Express 4.0 | RAM: 128 GB DDR5-6000 To reproduce: Configure desktop to a higher resolution than you configure the game, which will be set to Full Screen mode so you can have a lower resolution setting without a shrunken window. Play the game and while in map mode, alt tab back and fourth to an app in your desktop. At some point, you'll notice the map markers having text, like Ap/Pe and CB names go from the larger size to the tiny text as a result of the game reverting to the higher resolution used by your desktop. This may have happened after reloading from a quick save or reverting to launch or VAB. Expected result: Game should not change resolution on you regardless of alt-tabbing to desktop or even turning off your display.
  2. I'm working on the "Big 'n Husky" mission now which is to land on Duna with a 300 ton ship. I managed to get a massive ship in orbit of Kerbin with nearly empty tanks so I've just been making many trips from the KSC with fuel to fill it up using smaller tankers that can get into orbit with some of that fuel. Almost full, and then I'll build a hydrogen pusher to deliver it to Duna Orbit so I don't spend any of that heavier liquid fuel getting their. Should be over 600 tons by the time it's full so I have room to spare when deorbiting Duna. I've built ships that can land and take off from Eve in KSP1 with up to 3 tourists and 1 pilot, but they all used a refueling platform that they carried attached so that I could adjust the landing legs to level it out before takeoff. We don't even have refueling yet in KSP2. Eventually I learned that struts having springs are bad when you intend to decouple the rig when you take off so I just used structures with rubber grip pads for feet. Pistons were all too weak in that gravity to level it out properly. Not having tried Eve yet in KSP2, I wonder if they made it easier and gave us this contract early because of it. I'll get to it eventually to find out.
  3. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 7 7800X3D | GPU: MSI Gaming GeForce RTX 4080 16GB GDDR6X PCI Express 4.0 | RAM: 128 GB DDR5-6000 When renaming (or fixing a wrongful automatic name change) any vessel in the tracking station, the color background does not contrast well with the font color. This is difficult to see and should be considered an accessibility issue. Included Attachments:
  4. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 7 7800X3D | GPU: MSI Gaming GeForce RTX 4080 16GB GDDR6X PCI Express 4.0 | RAM: 128 GB DDR5-6000 The Problem: You hold the right mouse button (RMB) and drag to move the camera around different angles in the VAB. While moving the camera around, the cursor moves around as well, possibly hovering over the part picker or widgets at the bottom of the screen and triggering automatic popups of more information, like details of the part you accidentally hovered over. The Solution: While using the RMB to move the camera around, all interactions and hover events should be disabled. Possibly even enable tab key to turn on a dedicated camera move with the mouse without having to hold the RMB, like in the flight view.
  5. Has anybody tried the cheat menu in Science Mode? The keyboard layout says ALT+F8 but this doesn't seem to work with either Alt key. Is this something that was turned off in Science mode and only available in Sandbox mode? I just wanted to take a look at what features were put into it and to see if there was anything that would show me the current mass of my ship. Might also have a quick workaround in there for incorrect landed state by using the teleport rather than having to edit your game save in a text editor.
  6. In map view, when you right click on a craft and have options like control or set target, there is a delete craft button just like you have in the tracking station. I recommend in both places that this button be greyed out but have smaller red text under the label that says hold right alt. Then when the user is holding right alt, the button will be enabled to click and when they release it, the button will be disabled again. This may be more preferable than an additional UI prompt to click on and much faster if you are going down a list of filtered Debris items in the tracking station.
  7. In KSP1, there were containers for science, which could be within a probe, pod, or just a container by itself. Kerbals themselves could hold science data. Because of those features, it is confusing in KSP2 to understand just where your science is and how to move it around, particularly the samples which should not be duplicated between vessels. Perhaps this issue is related to the repeated offerings to collect new science that you already collected. The KSC should be a container and you should not be offered to duplicate the same science just because your vessel departed the KSC. There are a lot of features in KSP1 that I already miss. Being able to right click on a particular fuel tank to see how much is in it for one. The resource manager can be daunting when you have a lot of tanks you're not interested in. I really hope they come up with the features to contain science data in specific parts and add on intractability with parts, which I assume we will need when they become repairable with engineering skills like in the original.
  8. I feel this may be related to problems we're seeing with decouplers when they are connected in symmetry. They are each listed in the staging but perhaps each one being staged tries to trigger them all multiple times or something. I am already finding it necessary to reset the default settings on lights just in case since only one of a set actually needs to be in the action group for them all to toggle.
  9. I'm only in the 2nd tier of the research tree and just sent a probe to Eve's SOI. Then I get this contract, "Under Pressure" which is to land ten kerbals on Eve and return them to Kerbin. Are you Nuts? The landing and return from Eve with just 1 to 3 Kerbals has been the most difficult challenge in KSP1. What makes you think players are going to be ready for this in KSP2 so early in the tech tree? And for only 8000 science? This is like the ultimate contract and when we're doing this for funds, it should be worth a lot. KSP1 always failed to pay out correctly for the cost of doing any surface tours so I had to change these values in the files. I'm just saying. Landing on Eve and returning is something we should only do when we maybe have engines that can consume Eve's atmosphere like they breathe on Kerbin.
  10. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 7 7800X3D | GPU: MSI Gaming GeForce RTX 4080 16GB GDDR6X PCI Express 4.0 | RAM: 128 GB DDR5-6000 I wanted to add this to another report but could not include attachments so please merge this report to https://forum.kerbalspaceprogram.com/topic/221540-incorrect-landed-status-while-in-orbit-causes-trajectory-to-disappear-in-map-view-and-shows-landed-for-the-available-experiment-ui/ I have a save file that you can 100% reproduce the bug from. Just load the quicksave and stage. There is a maneuver planned for an Eve intercept that may or may not have to do with it as the manuver requires you to burn off your metholox before staging and using hydrogen. When I performed the manuver in this way, the bug was avoided. However, if I staged off the metholox tanks before performing the manuver, the bug sets the ship in a landed state as seen in the tracking station and you lose the flight path. Included Attachments: BuggedSave.zip .ipsImage { width: 900px !important; }
  11. Yes, after launching directly from the VAB, lights do not work. Revert to launch will fix this. Video: https://youtu.be/SGg0Z9hCJX0
  12. I believe the problem here is that focus jumps to a part of your craft not having control when it should jump to the next craft in queue (as seen when you cycle with brackets) that still does have control until all available craft have been cycled through and none are found to have control. So in the short term, just use the brackets to cycle through parts until you find your controllable craft again. ... or maybe not the next craft in the cycle order but the controllable part nearest the root of the craft that just broke up.
  13. Solution (as seen at the end of videos before the release of KSP2): During sleep or work hours, find a long transit between CBs and after completing your burn, turn off your monitor and do not bother with time warp. During meal hours, play as normal and do not time warp as you orbit around a CB getting in position for your next burn. Just step away long enough to prepare said mean and come back. Eat while watching the game so you can interact when necessary and then resume eating. It's like eating while you watch TV, only better because you get to be a part of the show. Bathroom break? Commit to a long burn and go pee. If you feel the burn, grab some water on your way back. In KSP1, you can time warp up to 4x in the physics warp. You just hold right-alt when you tap that first key to begin warp, and every increment or decrement greater than 1x would be in a physics enabled time warp. In KSP2, this is similar to the physics time warp you get while in atmosphere. With KSP1, this kind of time warp enabled slow turning ships to turn more rapidly. You could also change your thrust during a physics enabled time warp. Wish they'd bring that back for KSP2.
  14. I got his welcome back message 5 times before getting the final message. I don't use auto-continue to ensure I don't have text scrolling off faster than I can read it.
  15. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 7 7800X3D | GPU: MSI Gaming GeForce RTX 4080 16GB GDDR6X PCI Express 4.0 | RAM: 128 GB DDR5-6000 What Happened: While taking off from Minmus in a Northly direction, I used the time warp and noticed my Ap stopped changing. Fuel was still being consumed. The trajectory arc was also not changing. Evidence: I tried loading from a quick save and even restarting and this bug persists, so I'm attaching the quick save. Video: Included Attachments: BuggedSave.zip
  16. You named two different bugs. The title is for the false ship situation causing the wrong science to be collectable. I have seen this only when reverting to the launch pad after being in orbit with science. The other one is the reports that new science is available when indeed they are situations you have already turned in. Such an example is Kerbin Atmosphere, or Kerbin Low Orbit which you will keep stumbling in to. That is a separate bug and should be reported in a separate ticket. Part of this one is that the tool tip when you hover over the science button says that you can collect new science but in fact this is not always the case. Another related issue is the fact that you can't delete experiments that have already been reported after collecting them again. The button to delete at the bottom has an optional toggle which should let you delete everything but that doesn't work either. Individual reports and samples can not be deleted either as there is no button to do so. All of this seems to be simple enough to fix as far as UI and allowable actions with each report. About the only thing that might take more work to fix is not indicating every time you have new science that isn't really new. That might require a plug into the science history if one wasn't implemented. It might have been and just not be connected properly. When the wrong situation is reported (landed or splash down while in orbit), I found that there are no trajectory lines for the current craft. This means you cannot plot a maneuver either. I had to revert to the VAB to fix in this situation, but I was not far after launch anyway. After I realized reverting to the VAB instead of to launch seems to avoid this bug, I began doing just that every time.
  17. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 7 7800X3D | GPU: MSI Gaming GeForce RTX 4080 16GB GDDR6X PCI Express 4.0 | RAM: 128 GB DDR5-6000 Setup: Take the SP-4W (2x3 retractable solar panel) which can be toggled. Place a pair on a rover in mirror symmetry and add the toggle to an action group such as custom group 1. Add both of the solar panels to toggle on this action group. Launch your vehicle on the runway and test the action group. What happens: Because they are connected in symmetry, manually toggling one of them will toggle them both together. Using the action group to toggle them will toggle them both one way, and then the other resulting in a net no change. For now, we can work around this by only putting one in the action group. What is expected: Either you can only place one of them in the action group which represents commands for them both, or you can put them both in the action group without each command acting on both of them together.
  18. I experienced this bug as well. Closing and reopening the resource manager does not fix it. After decoupling one or more of the tanks, the window is cleaned up again. Another issue with this feature is that when you click the in or out buttons they don't always turn blue and you have to repeat click on them. I'm saying this may be related as it seems to relate to bad state logic in the buttons for in and out just like the buttons for delete or add. Some mouseover text for the = button would be useful as well to describe what this actually does. Looks like it's meant to balance the tanks but is this is numeric quantity or percentage in the case of tanks having different sizes? Side note. I don't know yet if fuel flow priority is added to KSP2 yet but I just unlocked the fuel lines so I'll check that out later. Without the lines I can see no way of establishing tank drainage priorities. Seems odd that fuel can be transferred between tanks even when the decoupler has crossfeed disabled. Ver. 2.0 Installed and played 20-DEC-2023 01:30 CST. Windows 10 Home 22H2 OS build 19045.3803. CPU: AMD Ryzen 7 7800X3D. GPU: MSI Gaming GeForce RTX 4080. RAM: G.Skill Trident Z5 Neo 4x32 GB DDR5-6000 (running at 5400 due to board limitations on full banks) CL30.
  19. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 Build 19045.3803 | CPU: AMD Ryzen 7 7800X3D | GPU: MSI Gaming GeForce RTX 4080 16GB GDDR6X PCI Express 4.0 | RAM: 128 GB DDR5-6000 CPU: AMD Ryzen 7 7800X3D GPU: MSI Gaming GeForce RTX 4080 Resolution: 3840x2160 (16:9) I play on a 48" TV that sits 6 feet on front of me on account of being far sighted. At this resolution, which is native to the TV, I find the font sizes of map labels like AP/PE markers to be way too small and changing the UI scale has no effect on this. When I change the resolution to 1920x1080 (16:9) the font for these labels is great. The aspect ratio does not change so the font size should not change either. The whole point of higher resolutions isn't for bigger screen sizes that you still sit up close to. It's for greater image detail. Objects aren't made smaller, so the text should not either. Included Attachments:
  20. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 7 7800X3D | GPU: MSI Gaming GeForce RTX 4080 16GB GDDR6X PCI Express 4.0 | RAM: 128 GB DDR5-6000 After landing on Kerbin, I found the surface collision to be not matching the visible surface mesh. In this case, the pod appears to be floating above ground and the shadow confirms this. When I sent my Kerbal out on an EVA to walk around the capsule, he fell through a hole in the ground. We have no known tools to fetch the coordinates of where I landed so the map view screen shot is the best I can provide. Seems I can't upload 3 separate images so I combined them into a single image and reduced the size until it fit under 20MB. Included Attachments:
  21. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 7 7800X3D | GPU: MSI Gaming GeForce RTX 4080 16GB GDDR6X PCI Express 4.0 | RAM: 128 GB DDR5-6000 The CR-7 R.A.P.I.E.R. engine ISPVac is reported to be 3,200s which is the same as the "ISP1 atm" figure. When you are in the vacuum of space, it switches to closed cycle (before actually) and in this state, the ISP reads as 305s. When selecting engines, the player will want to know the ISP in a Vacume during the VAB design stage. I would expect this value to display 305s.
  22. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 7 7800X3D | GPU: MSI Gaming GeForce RTX 4080 16GB GDDR6X PCI Express 4.0 | RAM: 128 GB DDR5-6000 When you splashdown on Kerbin using the Mk1 Command Pod and an HS-125 heat shield attached (and a Mk16 parachute), it doesn't float as expected. It will gradually sink at a rate of 0.1 m/s. To be sure other command pods and heat shield combinations weren't also affected, I tested them all. All test vehicles have the Mk16 parachute on top (even if it seems too small). Pods tested with and without heat shields of matching (or close) size. Affected: Mk1 "Tin Can" (HS-125 h/s of matching size to base and no option to jettison). Sinks at a rate of 0.1 m/s Not Affected: Mk1 "Tin Can" (no h/s, HS-01T) Mk1 "Explorer" (no h/s, HS-125, HS-250) Mk1-3 "Gumball" (no h/s, HS-250) Mk2 "Tuna Can" (no h/s, HS-250) PPD-12 "Sightseer" (no h/s, HS-250) Mk3-5 "Cockatoo" (no h/s, HS-375) Mk3-L "Wonderer" (no h/s, , HS-375
  23. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 7 7800X3D | GPU: MSI Gaming GeForce RTX 4080 16GB GDDR6X PCI Express 4.0 | RAM: 128 GB DDR5-6000 While playing through the tutorials at my screen's native resolution, it became vary apparent that the AP/EP markers are so tiny, I have to lean in really close to the monitor to see which is which. The same for any text that appears when you expand their contents and lock them open. I tried increasing the UI scale but all that did was affect the Nav-ball and other UI elements used to control your ship or show staging status. Along with these markers, even the text descriptions of training missions are small. Reducing the screen resolution to 1920x1080 helps with the AP/EP markers, but doesn't affect the mission text descriptions one bit. Additional info not asked in the form: Resolution: 3840x2160 (16:9 aspect ratio) Display: 42" LG OLED48C1PUB 4K Smart TV (six feet in front of me) Included Attachments:
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