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KSP2 Release Notes
Everything posted by NaughtyMonster
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Enable the Tab key to move between text boxes when saving a craft in the VAB. After clicking in the first text box and typing some text, this will obviate the need to move your hand to the mouse, click on the next text box, move your hand to the keyboard, type some text, move your hand back to the mouse... Oh, and enable "Tab to Cancel/OK" & Enter to confirm too, please!
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I think there are - at least - three classes of debris. There's the launch clamp thing: Yep, definitely have those automatically recovered as @bigwhitey95 says, in what scenario is there a use/value to leaving them on the launch pad? There's the suborbital junk or stuff that dips into an atmosphere and so would drop out of orbit sooner or later. Is the situation with this type of debris still the same as KSP1, where debris that dips into atmosphere remains in orbit? If so could there be a housekeeping routine that removes this type of junk, though possibly not instantly, or perhaps with a rule that if it has no means of control? It seems silly to have loads of - realistically - suborbital junk staying in orbit. Then there's the properly orbital debris: Personally, if I accidentally leave something in orbit then I'm - mostly - happy to leave it there, I wouldn't want it to be instantly removed along with all the landed and suborbital junk that I have to "waste" time tidying up (it's not fun!). As to the idea that the delete debris confirmation dialogue should respond to the Enter key; absolutely! Of course it should, and you should also be able to Tab to the cancel button Or have the confirmation dialogue appear next to the spot you've just clicked to delete the debris, so you're not having to waste time mousing back and forwards halfway across the screen as you delete a dozen or two rocket fragments.
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I was a smidge disappointed to discover regions called "Arctic Ice" and "Snowdrifts". Arctic refers to northern regions (arktos - the bear) and there seem to be regions of "Arctic Ice" all over Minmus, and the Snowdrifts I found all seem to occur quite high up on the slopes. I guess there's no wind to cause snow to drift any more in the lowlands, but why would it drift in the highlands? I expect I'm being an unimaginative pedant here but wouldn't names like Ice Fields or Ice Wastes and Snowfields or Snow Barrens (like "Pine Barrens"!?) be a bit better? Thoughts?? (apologies for the pedantry)
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 10 Pro 10.0.19045 64-bit | CPU: Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz (8) | GPU: NVIDIA GeForce RTX 2060 SUPER (8019MB) | RAM: 32683 Came back from Minmus and found the ocean gone. This is the first time I've had this happen but I've seen other people's screenshots showing the same thing. Reloading the game resolved the issue Included Attachments: OceanMissing_logs.zip .ipsImage { width: 900px !important; }
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Agreed, it took me so many iterations to get 200+ tonnes into Minmus orbit, and I still had to have 3(!!) goes at refuelling it there before I could get >200 tonnes onto the surface. I used 7 X200-64s (why do they only carry 32 tonnes?) and a few asparagus' in the end. Feels like it should be 350 points, not 35, to me.
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Flight Separation Does Not Create 2 Craft
NaughtyMonster replied to NaughtyMonster's topic in v0.1.5
@Anth My bad, I'd assumed the craft file was part of the save file. Here it is: https://www.dropbox.com/scl/fi/9chum6od1emyts2to0il2/DunaCommSats.zip?rlkey=k0p8v0tsbbsu15xjxcx6so8pm&dl=1 I just tried relaunching it into LKO and got the same result from separating the first daughter satellite but, when I staged the second one, it did separate from the mother okay but the two daughter sats remain linked i.e. both their engines fire together even though they appear separate in space. Here's a screenshot of them: So, I just went back to the VAB and replaced the decoupler for the first daughter sat with a stack separator and relaunched the whole craft and it separated fine (though the antenna wouldn't extend, claiming they were "blocked" even though it was an actual copy of the second daughter sat on which the antenna extended without a problem). So, the initial "non-separation" issue would appear to be in the first daughter's decoupler somehow. -
Flight Burn Time window has inconsistent button/LED results
NaughtyMonster replied to dansiegel30's topic in v0.1.5
I quite often get 4 green "lights" at Burn -1 second and then 3 amber and 1 green for the final indicator. But, as noted above, this is not consistent with there occasionally being 4 greens for the final indicator. Here's a short clip of this happening: -
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 10 Pro 10.0.19045 64-bit | CPU: Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz (8) | GPU: NVIDIA GeForce RTX 2060 SUPER (8019MB) | RAM: 32683 I tried to stage a "daughter" satellite from its "mother" but the game does not register the two craft as separate (resources, probes etc showing in the same list & only one craft in map view and tracking station). It could be something stupid that I'm doing but I can't for the life of me figure out where I could be going wrong. Included Attachments: SeparationDoesNotCreate2Craft_logs.zip Craft File: Duna Comm Sats.json .ipsImage { width: 900px !important; }
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I've been able to reproduce this four times with this craft. As suggested above, the most extreme shift occurred when I set the craft at right angles to its direction of travel. Timewarping the craft in the savefile (below) to its encounter with Duna should reproduce the issue. (also as suggested above, reloading did fix the problem) https://www.dropbox.com/scl/fi/5nsmnhavrieu2pgrhgls4/Engine-Lateral-Shift-Bug_logs.zip?rlkey=l1w7wm0n3a977qx6pgzszh7rd&dl=1
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 10 Pro 10.0.19045 64-bit | CPU: Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz (8) | GPU: NVIDIA GeForce RTX 2060 SUPER (8019MB) | RAM: 32683 Severity: Low Frequency: Occasional While trying to save a craft in the VAB, typing the letter "M" (upper or lower case) into any of the text boxes causes the game to immediately enter Map View. This has also occurred once whilst renaming a craft in the Tracking Station. Its occurrence is very sporadic, quitting the game clears the problem. (not sure if this should be filled under Construction, Map & Tracking or UI; I bow to your wisdom oh mighty bug hunters) Included Attachments: TypingMinVABentersMapView_logs.zip .ipsImage { width: 900px !important; }
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 10 Pro 10.0.19045 64-bit | CPU: Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz (8) | GPU: NVIDIA GeForce RTX 2060 SUPER (8019MB) | RAM: 32683 Severity: High Frequency: Very Occasionally Trying to build a large complex craft (for me and my machine anyway) when it became impossible to save or launch the vessel. Tried to go to the tracking station & out into the KSP, but the view of inside the VAB persisted in the background (see screenshots in bug package). Couldn't quit to the main menu, had to quit the game completely. Included Attachments: GameHalfFrozeinVAB_logs.zip .ipsImage { width: 900px !important; }
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 10 Pro 10.0.19045 64-bit | CPU: Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz (8) | GPU: NVIDIA GeForce RTX 2060 SUPER (8019MB) | RAM: 32683 Using the time warp to manoeuvre node funtion just as I was approaching or passing 70 km on my way to LKO when the entire craft vanished. Did not happen again when I reloaded the previous save (unable to reproduce). After the craft was lost the flight report came up showing craft as destroyed but I noticed the crew member I'd had aboard was still listed (is this normally the case?). Severity: Moderate Freq: Very Low Included Attachments: Craftdisappeared_logs.zip PreviousSave.zip
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The latest evolution of the racing rover I built for the weekly challenge. I got it up to above 550 m/s on the runway before I had to put the brakes on. Managed to get it around the track in 01:11 (Kerbin Time). A good driver could probably shave several seconds off the corners, try for yourself: https://kspbuilds.com/build/Yellow-Streak-II-(Mr.-Scary-Car)
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Hi @The Space Peacock, thanks, I've been doing a bit of amateur testing. For a while it was happening with just about every craft I launched, but now it seems to have become much more intermittent and difficult to reproduce. It's still present in the save file that's in the Bug Package zip (for me anyway). Here's another little clip of it at play:
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Settings keybinds reset when starting game
NaughtyMonster replied to vonknorring09's topic in v0.1.5
I've had this too several times. I like to reset my Snap To button from C to something else - so it doesn't turn off or on every time I Ctrl-C to copy a part/assembly. Just as I was about to report this it reverted to the key I'd changed it to, so it's inconsistent in whether it forgets the new key binding.