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KSP2 Release Notes
Everything posted by NaughtyMonster
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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: All the time BUT only with this craft so far. Steps to replicate: Launch F-104K.json Observe that the rocket engine sound effects are incorrectly being played Description: The rocket engine sound starts playing as soon as the craft is Launched onto the runway or the Revert is loading. The sound stops and is replaced by the appropriate jet engine sound when the first stage is activated. I've not had this with any other craft but it started happening with this particular one and, as far as I can tell, happens every time it is launched or reverted, Video Evidence: Included Attachments: RocketEngineSoundPlaysfromLaunchorRevert_logs.zip
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Weekly Challenge #36: Rover Race
NaughtyMonster replied to Nerdy_Mike's topic in Challenges & Mission Ideas
Sorry about the spam, Val got a bit obsessed Anyways, she wants to let you all know she managed to get Mr Scary Car round the track in 01:11 (Kerbin Time - MET: Start 01:25 - End 02:36 ) Top Speed: 552 m/s, Max G loading: 37.8 g (is she hard as nails or what!?)... She says you're welcome to try it out: https://kspbuilds.com/build/85b33bbc-7998-4798-a30c-cb67d1 -
I think a palette is an excellent I have a vague - possibly false - memory of this being mentioned as a planned feature some time ago. Just being able to "pick" a colour you'd already used from a craft to reuse it would go a long way towards achieving the functionality of a palette. I'm trying to stay away from mods in these bug-ridden times...
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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 I've set the 'chutes (both para and drogue) on this rover to deploy when safe. However, they consistently deploy immediately on arming and so are destroyed. When I list this as "always" happening I mean on this car, On a normal deployment on an incoming capsule they work as you would expect. Steps to reproduce: 1) Get the rover up to an "unsafe speed" - 450 to 500 m/s should work. 2) Stage the 'chutes, watch 'em shred... Might this be happening in this instance because of the higher atmospheric pressure at sea level? Included Attachments: Chutesonroverdeployatunsafespeedaredestroyed_logs.zip
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There appears to be a slight difference, my struts did not reappear at launch and testing suggested they were not functioning either. Even though they did reappear on Revert to VAB they never came back after launch. I even reloaded the craft I'd previously saved and still the struts would not be present after launch. In the end I had to re-do all the struts. I included a screenshots that showed the struts gone in the VAB, missing on the runway and then restored on Revert to VAB.
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Flight Stage activation requires a double click / double spacebar pressing
NaughtyMonster replied to Mushylog's topic in v0.2.0
Glad someone else has reported this, I wasn't sure if I was imagining it. -
Crash Game Crashing On Attempting To Launch Craft Onto Launchpad/Runway
NaughtyMonster replied to NaughtyMonster's topic in v0.1.5
@The Space Peacock Thanks for the info. Looking at this file I can see a line near the beginning saying "Log started: Wed, Nov 01, 2023 15:23:23" (which is the last time I launched KSP2). Is a new log created and the old one replaced each time the game is launched? So I'd need to copy it straight after a crash? -
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 Clicking on UnDo makes the struts vanish, with only the anchor points left visible. This invisibility persisted after I launched the craft. I'm not sure if the struts are still there but just invisible. On Reverting to VAB the struts come back. I tried building a test structure to show if the invisible struts are still functioning, I was able to reproduce the "struts vanish on UnDo" behaviour consistently but when I launched the structure/craft the struts were consistently visible, so no dice there. Included Attachments: UnDoButtonMakesstrutsvanishinVAB_logs.zip Ksp2.log .ipsImage { width: 900px !important; }
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Crash Game Crashing On Attempting To Launch Craft Onto Launchpad/Runway
NaughtyMonster replied to NaughtyMonster's topic in v0.1.5
I tried a little amateur bug-sleuthing of my own. I started with an un-bugged rebuild of the craft that had caused the problem: Then I set the Grumble seat at the Root Part and Launched it to the runway without any issues. = = = Then I reverted it to the VAB and this is what came back: So I tried loading the save file that I'd Re-Rooted the Grumble in and this is what appeared. The missing panel is displaced by several meters but the two struts remain attached. Gregson Kerman volunteered to try Launching it to the runway and this is how it arrived: It doesn't seem to know it's only got two wheels. On Reverting to VAB it lost the struts and the panel elements were eager to be re-rooted. That's my lot for tonight. Let me know if you think it's worth my continuing to dig. Cheers for your work in this department. -
Crash Game Crashing On Attempting To Launch Craft Onto Launchpad/Runway
NaughtyMonster replied to NaughtyMonster's topic in v0.1.5
@Anth I may well have done something like that, I was playing around using a Grumble Seat and I think I recall trying to set it as the root. -
I made a little race car for Weekly Challenge #36 and got it round the track in 1 minute 41 seconds from a standing start. A good driver could probably do a fair bit better round the corners. It seems to have a top speed of 342 m/s, I tried adding a third engine but the acceleration seemed too much - resulting in many explosions - so that's probably the best I can do for now. This is Val using a rolling start to do a lap in 1:40: There's a very slightly modified version shown in the screenshot here: https://kspbuilds.com/build/9c0d3eb7-1a00-4214-8955-b26fa0
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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 I've been working on the rover race challenge (#36). This has entailed me switching between the rover I'm using to race and a couple of other rovers I'm using to mark my breaking points on the track. A couple of times I've come back to the race rover and it hasn't been there. When I use the square bracket key to switch to it (from a nearby vehicle) I arrive at the expected point but the rover is not visible; all very mysterious. I just "launched" a third rover to the runway only to discover two of the previous rovers were now visible. I square bracket keyed to them only to find the kerbals and cockpits had been scooped out, again (see previous bug report I made). Included Attachments: Roversdisappeared.Nowtheyrebackbutthekerbalsaregone_logs.zip
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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 I left a couple of rovers parked up by one of the KSC's taxiways to mark my breaking points. I'd do a run or two then come back if/when I needed to move it. I noticed as time went on the checkered panel and the small truss it was mounted on were sinking further and further into the craft (initially the truss was attached to the top of the craft's body with the panel perched on top of it). Also, the struts disappear, this seems to be a perennial problem. Not mission critical but still; issues! Included Attachments: Craftstructurechangeswhenleftparked_logs.zip
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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 Clicked the "Launch" button, the image of my craft started to appear on the runway, then the game froze for a second or two before crashing to desktop. First time I've experienced this. After reloading the last autosave I reloaded the same craft and tried to get it to the same runway, with the same result; crash to desktop. I reloaded the game again and this time, via the KSC and then the Tracking Station (the option to go straight to the Tracking Station from the VAB was greyed out), I went to check if the racing rover I'd left near the start of the southern taxiway was okay, it wasn't, it had vanished completely, along with its kerbal. Trying to send the same "Track Safety" craft to the runway for the 3rd time gave the same crash to desktop. Tried loading the previous autosave and then loading the same craft to in the VAB and sending it to the runway; got the same crash behaviour. Reloaded the last autosave (as in the one I'd tried initially) and then loaded and re-launched the vanished racing rover to the runway, this worked fine. Reentered the VAB, deleted the Track Safety car and workspace and rebuilt it from scratch. Produced the same crash to desktop behaviour. (On reloading I notice the game is loading into "Windowed" rather than the Fullscreen I have set as default - reset this in Main Menu settings, quit game, reloaded, now works in fullscreen - I mention this just in case it hints at a known issue). Repeated loading of the same rebuilt car, launched to the other runway; same crash. Was able to load game and launch a couple of other craft to the runway without issue. Upon returning to the VAB I now find I am unable to load the problematic Track Safety rover. I've added the rebuilt Track Safety craft that will no longer load too. (The last time I used linuxgurugamer's BugPackager - https://github.com/linuxgurugamer/KSP2_BugPackager - someone posted an oblique comment that seemed to suggest the "log" files it generated and included were of little use to someone interested in seeing what had happened. If this is the case then can someone tell me the location of the log files that may be of more use?) Included Attachments: TrackSafety.zip GameCrashedwhileloadingcraftontoRunway1_logs.zip
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Weekly Challenge #36: Rover Race
NaughtyMonster replied to Nerdy_Mike's topic in Challenges & Mission Ideas
Bob wasn't very happy about Val getting first dibs... -
Weekly Challenge #36: Rover Race
NaughtyMonster replied to Nerdy_Mike's topic in Challenges & Mission Ideas
Can we let Val off for using a rolling start, or will she have to go back and do it properly? 1 minute 40? -
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 10 64-bit | CPU: Intel i7-7700 @ 3.60GHz | GPU: RTX 2060 Super (8GB) | RAM: 32 GB Left a kerbal sitting in the inline cockpit of a rover on the KSC runway while I nipped back to the VAB to get another craft. When I returned later (via the Tracking Station) said kerbal had vanished, along with the interior of the cockpit (see photo), rendering the craft uncontrollable. = = = Saved & Quit the game, when I reloaded the save the kerbal and cockpit were restored. Included Attachments:
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Procedural wings seem like a pretty significant departure from a "Lego"-like ethos, one I believe many players (perhaps even a majority?) regard as a substantial improvement on KSP1. Adding the option for a second control surface would seem to open up a degree of flight control to beginner and intermediate players whilst not necessarily impinging on the aesthetic sentiments of purists such as yourself, who may enjoy fiddling around adding successive wings to overcome basic flight stability issues like the one our intrepid kerbal is experiencing -and apparently enjoying - here:
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Procedural Wings
NaughtyMonster replied to Infinite Aerospace's topic in KSP2 Suggestions and Development Discussion
Quite right; torpedoes bad! I was just surmising the dev team may have quite a long to-do list already and just wanted to try to add a clear concise shortlist - in order of preference, with an eye to my guess at the task's complexity - to this discussion. In no way would I want to sink any of the suggestions in this thread. Your suggestion of flaps is an excellent one that I'd not considered before. Tell me if I'm wrong but don't real-world flaps add drag and lift and so do function as airbrakes to some extent? My only reason for listing this last is that, in terms of complexity, adding flaps to the graphical representation of the wings seems at the trickier end of the coding challenge of my shortlist. Similarly, the addition of in-wing fuel seems like a superb suggestion; a literal game-changer! I only listed the second control surface first because this was the issue that I'd searched for in the hope of being able to add to an existing discussion and also because just duplicating the existing 'control surface' section in the 'wing shape' editor seemed - perhaps in a display of ignorance - to be a code-efficient path to restoring the KSP1 functionality of having separate pitch and roll controls on a wing. -
I agree, I find it very fiddly to graft a second wing onto the tips of a first pair. I've read some descriptions about how the devs could regulate the length and thickness of tips and roots of successive wings but, even with all that additional code in place, you'd still have to fiddle around matching the slope and angles of the two sections - assuming you had a particular shape in mind. With all that fiddling around it struck me the suggestion I've seen, to just add the option for a second set of control surfaces to a wing, was a lot more straightforward. As I said, the default could be set to off, so it would make no difference to building a wing unless you wanted to go into the wing shape editor and turn on the second set of control surfaces. This would restore the functionality we had in KSP1 where you could add two control surfaces to a wing. Whilst I'm not a programmer it seems to me that it might be substantially easier to duplicate the existing 'control surface' section in the wing shape editor - with the switch defaulted to off - and then add in a couple of rules about how the two surfaces divide up the trailing edge if it's turned on, rather than developing all the code to match up the tips and roots of successive wings. If you're not one yourself, perhaps a dev can step in here and explain that I'm wrong to think this route would be a more dev-time-efficient path to restoring this functionality. Of course, this wouldn't limit advanced players like you from adding further wings.
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Procedural Wings
NaughtyMonster replied to Infinite Aerospace's topic in KSP2 Suggestions and Development Discussion
Bearing in mind the demands being placed on the developers to fix bugs and implement a large number of features from KSP1 into KSP2, I limit my wish list to three of these items for now. 1) Add an option for a second control surface on a procedural wing that can be assigned independently. Currently, many players are finding it necessary to add a second wing on the tips of the first to provide this functionality. 2) Add internal fuel tanks to wings with a capacity equal to some percentage of the wing's volume. 3) Add an option for flaps on wings, to allow lower speeds during takeoff and landing.