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KSP2 Release Notes
Everything posted by Flush Foot
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If I had to guess what they’ll do before Exploration/Resources, I’d say ‘certain parts generate resources over time’, so having more of / bigger ‘things’ on your colony allow you to launch / fuel things more frequently (though I do also know this can be ‘bypassed’ via TimeWarp, but doing so could also affect ideal transfer-windows, so ¯\_(ツ)_/¯
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Can we please add different vessel types?
Flush Foot replied to Will L's topic in KSP2 Suggestions and Development Discussion
So say we all, Combined-12 @Vortygont-07 -
Construction Moving a strut resets the camera
Flush Foot replied to Spicat's question in Construction
Oh… is that what has been happening to me? (v0.2.1) -
Construction When Trying to Close a Fairing on a Part, it will Disappear Instead.
Flush Foot replied to NovaRaptorTV's question in Construction
Possibly, or you just need to do a whole “bug report” (prompts for attachments) then a mod will recognize a thread exists and merge it over… you could include a reference to this thread’s URL in the write-up to really drive home the point that “here is the relevant thread/report I wanted to contribute to”. -
I have also had to do the “hunt around for leftover nodes” after removing symmetried struts/fuel lines. (Edit: found the relevant report here) Probably not relevant here, but another symmetry & strut-behaviour I dislike is when you go straight down from an upside-down slanted tank/piece to one that is right-side up below it (to strut two stages together, for example) and the struts try to cross through the middle of the parts as if looking for the matching X-Y-Z coordinates on the other part, despite them being in opposite orientations.
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 9 5900X 12-Core Processor | GPU: RTX 3080 | RAM: 48GB DDR4 Reddit post: Only 1 other person responded in the affirmative Video: Staging indicators move during a burn (I do know that the 0.2.1 burn from the footage was 'a bit screwy' because I had changed staging before performing the burn, but I had experienced that 'sliding' behaviour 1-2 times before bothering to capture 'something' to show) Obviously this is not a huge problem (unless someone stages "as indicated" and not "when empty"), just 'odd' as it was not happening before. If I had to guess, I would say that on a 1000 m/s burn with 500 m/s remaining in the 'first' stage, the 'drop stage halfway (1/2) through burn' indicator shifts towards the right "as if" the whole 1000 m/s burn remains to be performed but with the marker now showing staging-event is planned as if the currently remaining dV [pretend it's 125 m/s by this point] was all that was available from the start, putting the staging indicator at 1/8 into the whole burn, not 1/2. To reproduce: (have not tested this, but it should work) Cheat a small probe with 2 small tanks and 2 small engines into orbit, each as their own stage. Ex: HECS core /1.25m decoupler/ Donut tank + Terrier /1.25m decoupler/ Donut tank + Terrier Plan a prograde burn to consume all of the craft's delta-v. Staging will be projected, likely after 48% (or so) of the burn has run. Perform the planned burn. Watch the 'stage separation indicator' shift right (even jumping past the "burn progress bar") Profit. Included Attachments: Manoeuvreplansdifferentinksp20.2.1(handbrake).mp4
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 9 5900X 12-Core Processor | GPU: RTX 3080 | RAM: 48GB DDR4 I know this is effectively a duplicate of No Trajectory Lines in Map View [Indicators Like PE/AP are Still Showing], but this is my first time encountering it as a persistent bug, especially in v0.2.1 ... If I could have directly/natively attached my report.zip to at reply on that thread, I would have done so. Game even seems to be *literally* handling the craft as if it was landed (movement speed in Tracking Station is perhaps 'wrong')... even offering to Recover from orbit Included Attachments: Duna4.json Missinglinesagain...maybeworse_logs.zip @DibzNr, do you know if there is a specific place to 'vote' on KERB entries' priorities? Or is it just based on volume of bug reports?
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Release KSP2 Release Notes - Update v0.2.1.0
Flush Foot replied to Intercept Games's topic in KSP2 Dev Updates
Looking forward to playing it again tonight! (Especially the automatic resumption of location-specific experiments! Took me a bit last night to realize the starlab was altitude- and biome-dependent… Edit: Maybe in 0.2.0 starlab was biome-aware "at all altitudes" but in 0.2.1 it definitely only cares about biomes in 'low orbit' and handles all of 'high orbit' as if it were a single biome. -
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 9 5900X 12-Core Processor | GPU: RTX 3080 | RAM: 48GB DDR4 ## Mission Description We're getting farther out in the <style="OBJ-Kerbol">Kerbollar System We're going to need to set up communications to keep getting signals Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 9 5900X 12-Core Processor | GPU: RTX 3080 | RAM: 48GB DDR4 I know this has existed for a while now, (though I could not find 'orbital lines' or 'no orbital lines' in a forum bug reports-search) but this is the worst I've ever had... all craft in various orbits have lost orbital lines, and this has persisted through quick-save/quick-load but apparently not through exiting to Desktop and reloading. Reviewing save-files for "ControlState": "FullControl" / "Situation": "Orbiting" has not worked as the two main vessels ("Duna_Lander_Mk3-6" and "Ike_Plus_Recovery-14") show the valid statuses, but have no lines. All other vessels in LKO thru GKO are similarly afflicted, and likely so is a Minmus relay. To replicate; open Tracking Station... (unless the "reboot" that finally fixed it for mine will also, automatically, make it functional for yours too) Included Attachments: MissingOrbitalLines_logs.zip .ipsImage { width: 900px !important; }
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No worries! Lots of similar sounding reports have probably crossed your desks in these first few months , some related and others not so much
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I thought I’d also reported this exact bug in the forums (with YT clip) a little earlier in April… I’ll look for it here, Reddit, Discord Found it! And Reddit Conversations happened in both threads: https://www.reddit.com/r/KerbalSpaceProgram/comments/12l4w3c/does_anyone_else_think_the_manoeuvremarker_is https://www.reddit.com/r/kerbalspaceprogram_2/comments/12m5ict/does_anyone_else_think_the_manoeuvremarker_is
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Map & Tracking Station Planned manoeuvres do not go as planned
Flush Foot replied to Flush Foot's topic in v0.1.2
OneDrive link to the .zip that the "KSP2 Debug Reporter" generated <in which I made sure 'all 3' scenarios', plus the starting point's, save-files were included: https://1drv.ms/u/s!AnVDgr4UND5Pgc4AozXQ8j5yTrgcbQ?e=yLy4gl -
I wonder if this is similar to my earlier report (and someone’s comment from today too)… Are you sure you have two craft post-separation? Or are they still ‘connected’ (even if only in the Kraken’s imagination)
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Map & Tracking Station Planned manoeuvres do not go as planned
Flush Foot replied to Flush Foot's topic in v0.1.2
I can think of two solutions to this: • Manoeuvre planner applies inputs in the same way the Manoeuvre node will respond (like where pulling up on Normal marker plans an all-normal burn even as Normal moves, causing the planned orbit to match what a full-duration Manoeuvre-hold burn provides) though this will be challenging when time-warping through a weeks-long interstellar burn without ‘course-correction’ • Manoeuvre planner’s predicted path is what the Manoeuvre node-marker points at, possibly adjusting course slightly if any off-axis thrusting takes the craft off the projected course (KSP 1’s manoeuvre-hold/marker behaves basically this way) -
KSP 2 v0.1.2.0 Win10 22H2 5900X CPU 48GB DDR4 3200MHz RAM TUF RTX 3080 10GB From my Reddit post: Does anyone else think the "Manoeuvre-marker" is incorrect? [or just different from KSP 1?] What I mean by my post is this (and I will get got a video up later tonight to demonstrate my point): If I have a manoeuvre that is moderately 'normal/anti-normal' or 'radial in/out' [so not strictly prograde/retrograde] and I run the burn at 1x speed with SAS holding the manoeuvre all along, my full-duration burn has an appreciably different result than was planned, and the node/marker moves dramatically during the burn [this is most evident to me with normal/anti-normal inclination-matching burns]. The best I can figure is that the marker and burn are programmed to be [for example] 15-degrees to the normal of prograde, but the marker then continues to be that 15-degrees off prograde, even as prograde moves-normal. If I use SAS to marker-lock and then enter time-warp [no changes in orientation] or switch to the orientation-lock instead of the marker, the burn does basically what I want/expect it to do. In KSP 1, I know it 'assumed' you were dumping all velocity into the orbit in an instant, but the marker only moved around in response to off-nominal thrust, leaving you with a decently close match, most of the time. Am I hallucinating or other-thinking this, or have others noticed the same thing? [I've noticed this ***certainly*** since Patch 1 (v0.1.1.0), but I think even since launch (v0.1.0).] [<Long> video! Cliff notes: 28.2-incl.+raised Ap planned and Normal\/Manoeuvre-marker burns yielded 30.8-incl. and nearly-circular orbits while locked on initial marker gave planned orbit.]
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Can’t Attach Decoupler to Inflatable Heat Shield in VAB
Flush Foot replied to BowlerHatGuy3's topic in v0.1.1
I don't know if this is a bug or a design decision... that's why I went with the Engine Plate [kind of like a KSP 1 interstage fairing] -
60 second clip of the results of the bug 'in action'
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2.5m decoupler separates Eve interplanetary stage and the Engine-plate that has to be used to store the inflatable heat-shield [since nothing is able to attach to the bottom of that now]... I fire this decoupler via staging and I *hear* the sound, but no separation occurs. I go into parts manager to re-trigger the action, but nothing. If I reload a quick save (see quicksave_50.json) it usually is disconnected visually, but both halves are still acting 'as one' [SAS changing to prograde applies to both parts, for example]. Detach_Bug.json has been edited with the hope of 'deleting' the struts that connect both parts, but it appears that corrupted the save [FailedToLoad.png shows where THAT save gets stuck] Link to "Debug Reporter" output Post glitched and I retyped it... Forgot to include: KSP 2 v0.1.1.0 (no mods) Windows 10 22H2 AMD 5900X 12-core 48 GB DDR4 3200MHz 10GB ASUS TUF RTX 3080
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90% certain it's "Orbital Assembly Building"... from either 'future colonies' functionality of assembling the colony on-orbit or orbital construction of vessels