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Everything posted by Ashandalar

  1. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Arch Linux (Steam Proton Experimental) | CPU: AMD Ryzen 9 7950X | GPU: AMD Radeon RX 7900 XTX | RAM: 4x16 GB Corsair Vengeance DDR5 @ 6000 MT/s I just docked a five-part craft in orbit above Kerbin, and noticed several issues with the resource manager: two are annoying UI issues, but the third can delete resources from the craft. Button unresponsiveness: upon clicking pretty much any of the buttons, there's a chance that the button press sound plays, but the button action hasn't actually been performed (I've noticed this in other UIs besides the resource manager as well). The button to remove a tank from the transfer UI doesn't actually remove the tank, only inserting a duplicate copy of its UI element in the left pane. I have to load a save to actually reset the UI. When attempting to balance resources across tanks with differing capacities, some of the resource will be deleted from the vessel. I've attached a video which demonstrates all three of these issues along with the save file containing the craft in the video. Included Attachments: ResourceManager.mp4 ResourceManager.json .ipsImage { width: 900px !important; }
  2. Same here. I took a science satellite for a shallow dive into Laythe's atmosphere, which was just enough to destroy its antenna, but not much else. I can still control it from another relay satellite around Jool, but I can't transmit the science. Am I able to attach a save file to a normal reply, or can I only do that via the bug reporter?
  3. I've experienced the same problem as OP when reporting a couple of bugs yesterday, but it seems limited to the "Bug Reports" content type. For example, here's a search for "science" that had zero results for me: Selecting "All Content" returns results from across the entire forum, including KSP2 bug reports that really should have been returned by the above search.
  4. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Arch Linux (via Steam Proton Experimental) | CPU: AMD Ryzen 9 7950X | GPU: AMD Radeon RX 7900 XTX | RAM: 2x16 GB DDR5 @ 6000 MT/s Enter a highly-eccentric orbit around any body (my attached video uses Jool with an AP of 2,400,000 km and a PE of 10,000 km). Centre the camera on the parent body in map view and angle such that the entire orbital ellipse is visible. Expected result: The entire orbital path should appear as a smooth ellipse. Actual result: The ellipse segment near the apoapsis appears smooth, but near the periapsis there are visible, jagged lines. Included Attachments: EllipseBug.mp4 .ipsImage { width: 900px !important; }
  5. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Arch Linux (via Steam Proton Experimental) | CPU: AMD Ryzen 9 7950X | GPU: AMD Radeon RX 7900 XTX | RAM: 2x16 GB DDR5 @ 6000 MT/s I launched a satellite with a single Dawn engine into Kerbin orbit and used it to slowly raise the satellite's altitude over many orbits, thrusting during timewarp throughout. Eventually, the engine stopped providing thrust during timewarp, but still worked normally outside timewarp. The engine had access to plenty of xenon and electric charge, and the issue persisted even when I turned on infinite propellant and electric charge. I've attached a short, self-contained video of the bug occurring below (observe that the periapsis only changes during 1x timewarp), but was also recording the entire session. Here's a rough timeline with links to relevant timestamps: The satellite reaches Kerbin orbit: https://youtu.be/q5ivXwtk_T8?t=4380 I then spend half an hour raising the satellite's altitude over many orbits, making heavy use of time warp while the single Dawn engine is thrusting. I first notice that thrust is not being applied during timewarp: https://youtu.be/q5ivXwtk_T8?t=6355 I quicksave / quickload: https://youtu.be/q5ivXwtk_T8?t=6438 The issue then occurs inconsistently across several timewarps: the first timewarp after the quickload seems is normal, but the bug occurs again during the second, then the third is normal, then the bug occurs during the fourth, etc. I quicksave / quickload again, to no avail: https://youtu.be/q5ivXwtk_T8?t=6610 I save and exit to main menu: https://youtu.be/q5ivXwtk_T8?t=6680 The issue occurs inconsistently again: the first timewarp is bugged, the second is normal, then every timewarp thereafter is bugged. I restart the game entirely, which didn't solve the issue: https://youtu.be/q5ivXwtk_T8?t=7125 I've attached a save from after I stopped recording with a two-hour manoeuvre I am unable to complete because I can no longer thrust under timewarp with the craft. Included Attachments: DawnBug.mp4 escapeburn.json .ipsImage { width: 900px !important; }
  6. I like the new SAS controls in surface velocity mode for up, down, north, and south. Are there any plans to expand on this to allow the player to dial in an arbitrary heading? Are there any plans for persistent rotation in stock KSP2?
  7. I'm also experiencing this. Here's a short clip of a Clamp-O-Tron Jr docking port rotating 180° when I try to attach a lander assembly to an orbiter: https://i.imgur.com/yKRF7KD.mp4
  8. Are you using a low-thrust engine? The new maneuver planner takes burn time into account (the KSP1 one assumed the acceleration happened instantaneously), so if a prograde burn takes so long that you end up at the opposite side of the orbit, what was the prograde vector is now the retrograde vector.
  9. Steam for ease of running it through Valve Proton.
  10. My guess would be quadratic (square), since this is the scaling of the number of distinct pairs of elements as the number of elements increases: there are n(n-1)/2 distinct pairs for n elements.
  11. Excited for a stock science mode with progression that makes sense.
  12. Some context from the pre-release notes thread: "Re-entry heating and thermal systems are offline - you'll have a brief window here at the beginning of Early Access during which you can re-enter any atmosphere without a heat shield. We’re still buttoning down our heat transfer, ablation, and occlusion systems. Vapor cone visual effects are also still in-progress." Time to slam into Eve's atmosphere at 20 km/s.
  13. I'd be surprised if you didn't exceed the requirements, because the ones listed on that site are exceptionally wrong. The GTX 260 is a 15 year old GPU.
  14. You have to be careful with laptop GPUs, because they often share very similar names with their full-size desktop counterparts, but are not nearly as powerful. You probably have an RX 5600M rather than an RX 5600.
  15. Typo in the recommended GPU: "AMB"
  16. Yeah, persistent rotation was confirmed very shortly after the announcement in 2019.
  17. Unfortunately (or fortunately for some regions), this is not how Steam regional pricing works. The publisher can set whatever price they like for each currency, according to the game market and other economic factors for that currency (see https://partner.steamgames.com/doc/store/pricing#5); they don't just look at what the exchange rate happens to be on a particular day. To actually answer the question, we don't know yet. Dakota (a community manager) has said on Discord that he will communicate the regional pricing info as soon as he has it.
  18. This is my thinking as well. I'm almost certainly going to be buying on day one for Linux, and if for whatever reason it doesn't run in Proton immediately, I'll be among those trying to find workarounds. If that fails, KSP2 is one of the very few titles I'm willing to run a Windows VM (with GPU passthrough) for.
  19. What do you mean "wait for Steam"? Early access should be available on Steam on the 24th, the same time it's available elsewhere.
  20. Also this: https://discord.com/channels/1039959585949237268/1039965578754007060/1073300607819063336
  21. Here is the raw position and velocity data (derived programmatically from Keplerian orbital elements at runtime) of my initial state if you want to compare:
  22. Aziz is referring to KSP2, not KSP1. You're not wrong about the Kerbolar system being unstable, as Vall would be ejected from Jool's SoI by Laythe and Tylo within a matter of weeks, and Bop eventually follows: However, Minmus has never been ejected from Kerbin's SoI in any n-body simulation of the system I've ever seen. What timeframe are you talking about? While I've been writing this post, I've been running my own simulation for 100 years into the future (human years, not Kerbal years), and Minmus seems perfectly content.
  23. It was stated on the Discord server that rings won't be collidable to start with: https://discord.com/channels/1039959585949237268/1039965578754007060/1070409686265909381 I believe rings will only be present at Dres to begin with, so hopefully collisions will be working by the interstellar update, when there will be more interesting ringed bodies.
  24. My point was there is no reason to expect they will add money in the first place, because the colony mechanics should work fine without it, even before resources are in the game. The issue you claim money fixes doesn't seem like an issue at all to me, so what other reasons do you have to "imagine" money will be added? All information, not speculation, so far indicates it won't be. And why do you think there will be an exploration mode at the point in the roadmap where colonies are introduced? It's safe to assume we'll have a form of science mode, and a sandbox mode, but it would be perfectly coherent for the exploration mode to arrive along with the resource system. That part of the roadmap is literally titled "exploration", after all.
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