Jump to content

Davidian1024

Members
  • Posts

    246
  • Joined

  • Last visited

Everything posted by Davidian1024

  1. I've definitely been running into this as well. This is new as of 0.1.5.0
  2. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux Ubuntu 20.04.6 | CPU: AMD Ryzen 5 3400G | GPU: NVIDIA GeForce GTX 1080 Ti | RAM: 16GB System Specs: Description: I'm attaching a save and a video of this one. When throttling the dawn engines on my craft up, the craft starts to shake and rotate violently until it tears itself apart. Video: (bug happens at 0:36) Included Attachments: dawns_gone_crazy.zip
  3. I've been running into this for quite some time. Double click on the craft or part that survived and continue. You might have to reactivate things like engines, turn the throttle back up etc. But, in general, I find that you can more or less ignore the window that pops up telling you your mission has failed.
  4. I made another craft that demonstrates this bug. Pinwheel.zip Activate the first stage to drop the "pinwheel" section onto the cargo bays. Rotate the "pinwheel" section with the E key to bring both docking ports into alignment. Usually one port docks first, then the second one does after some flexing. The instant the second one does the game freezes.
  5. Darn it. Sorry about that. Here's the links I have: TOOB Parts: Gaps Created Between TOOB Base End and Fairing Through Duplication TOOB Parts: Attached Parts Location Change Far Out of Alignment With TOOB Fairing End
  6. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux Ubuntu 20.04.6 | CPU: AMD Ryzen 5 3400G | GPU: NVIDIA GeForce GTX 1080 Ti | RAM: 16GB System Specs: Frequency: High (seems to happen every time) Description: Should a craft's docking port attach to another docking port on the same craft such that a loop is created in the underlying craft's structure the game will freeze I have attached a craft file that demonstrates this. Launch the craft and activate the only stage to drop the horizontal section. First one docking port will attach, then after some flexing the second will attach and at that point the game will freeze. It does this every time for me. Included Attachments: double_docker.zip
  7. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux Ubuntu 20.04.6 | CPU: AMD Ryzen 5 3400G | GPU: NVIDIA GeForce GTX 1080 Ti | RAM: 16GB System Specs: Frequency: High* (seems to happen every time) Description: While in orbit around the Mun below ~11,000m, if the view is set to auto the game will rapidly switch back and forth beteen Ground and Orbital. Included Attachments:
  8. Maybe this was fixed in an earlier patch. I can't remember.... In any case. Just put a small craft in orbit around the Mun at ~10,000m and there is zero decay! I know I was seeing alot of decay this close to the Mun in the past. Awesome job guys!
  9. there were a few bugs that allowed me to do it. but they were fixed two or three patches ago.
  10. The title really says it all. Fly a mission where you manage to exit the sphere of influence of Kerbol. The less time the better. This could be real world time and/or game world time.
  11. I decided to try this with a lone SWERV. I launched it similar to the craft I described above and decoupled a SWERV I had attached at the top so that it would end up as a single part. Timewarping had this effect on the single lone SWERV part as well.
  12. @Anth12 So far I want to say performance has been improved overall. A number of UI elements are definitely improved. The Parts Manager is basically instant now. The navball seems to animate much smoother than it used to. Same goes for the map view. Are people running into performance issues?
  13. Also, here's the steps I've been following to reproduce this. This is giving me this result 100% of the time. Build the following craft in the VAB. I think it should be pretty self explanatory how to assemble this. Large Pod: Mk3-5 Cockatoo Large Hydrogen Fuel Tank: The longer one: HFT-T-375 SWERV Large Decoupler Large Methalox Fuel Tank: The longest one: S3-28800 Mammoth-II 4 Large Stabilizers Launch it and fly it straight up. I use the Surface Up SAS target. At about 36,000m above sea level SAS will auto switch from Surface to Orbit. I put it in stability locked on just before that happens, then switch back to Surface Up. Burn through all the methalox, decouple and burn enough hydrogen with the SWERV to get your AP outside of Kerbin's SOI. Timewarp until you're outside of the SOI. At this point you should be in orbit around Kerbol with just the Cockatoo, Hydrogen Tank and SWERV. Begin timewarp testing.
  14. Yes, I just reproduced it. I'm able to load the following save and reproduce the problem by timewarping. Sometimes I need to point the craft in a different direction to get the effect to be more pronounced. SkewedSWERV.json
  15. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux Ubuntu 20.04.6 | CPU: AMD Ryzen 5 3400G | GPU: NVIDIA GeForce GTX 1080 Ti | RAM: 16GB System Specs: Frequency: High* (seems to happen every time; I put an asterisk because I've really only tried this in one scenario so far) Description: During long periods of timewarp the SWERV seems to separate from itself. There seems to be two sections of the SWERV, a plate that is typically attached to a fuel tank. And the main engine section. It's the main engine section that seems to become skewed apart from the plate during timewarp. This skewing seems to depend on the direction the craft is pointed in while timewarp is happening. The center of thrust of the SWERV seems to move with the skewing causing it to come out of alignment with the center of mass making the craft completely unstable. A year of timewarp seems to be generally the right amount of time to get this to happen. Video Evidence: swerv_skew_bug.mkv Save File: SkewedSWERV.json Included Attachments:
  16. Steam's Proton compatibility layer is taking it care of me for the most part. I don't think Steam will try to run it through Proton by default. Pretty sure I have to specifically specify it in the game's properties. There is at least one thing I need to do to get it to play well. In the launch options I set this one environment variable in the game's launch options. PROTON_NO_XIM=1 I haven't tried it without that since probably 0.1.2 so I might not need it anymore. In any case it fixes an input issue. Kinda hard to describe. Makes the directional keys seem to get stuck in the pressed state. Oh, and I'm bypassing the launcher. Last time I let it start the game via the launcher the launcher would crash.
  17. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux Ubuntu 20.04.6 | CPU: AMD Ryzen 5 3400G | GPU: NVIDIA GeForce GTX 1080 Ti | RAM: 16GB System Specs: Frequency: High (seems to happen every time) Description: Hitting "Revert to Launch" from the escape menu while the simulation is paused seems to always result in some pretty serious problems. When I first encountered this it left me at a frozen loading screen, but the audio you'd expect to hear comes in, and you can even hit some buttons on the keyboard and hear the game react via audio only like you'd expect. Hitting space for example caused the rocket engine sound to start. Another time It left me with a highly corrupt view and the GUI overlayed on top of it. This time I was able to rotate the view, but was so corrupt I could hardly tell what I was looking at. Included Attachments: I have a possible workaround. Once you're in the problematic state, it seems that you can hit pause"<" and then unpause">" on the keyboard, then you might be able to go into the escape menu as normal and revert while the game is not paused to get to a correctly reverted state.
×
×
  • Create New...