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DibzNr

Bug Hunter
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Everything posted by DibzNr

  1. @nasafan2841 Unarchived your old report and merged your new one into it
  2. @Cyal Merged your report into this post, genuinely impressed with your chart!
  3. @roly Merged your report with this post, as it encompasses the same general issue of science reports being missing
  4. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5500 | GPU: RTX 2060 | RAM: 40GB Severity: Medium Frequency: 100% Issue: For some reason, firing any decoupler on the craft causes all jet engines to start draining from every fuel tank with methane in it, completely irrespective of crossfeed setup or fuel lines, this effect even persists through quicksaves and toggling the crossfeed option on and then off again. In the attached video I ran an experiment using a test craft with a variety of engines including methalox, nuclear and ion engines as well as one of every jet engine, the large mk3 fuel tank they're all attached to is completely drained of fuel and the only available fuel on the craft is attached via a decoupler with crossfeed disabled, firing the 1st stage causes every engine to flameout as expected (with the odd exception of the ion engine which seems to ignore crossfeed by default, I'm unsure if this is intended behaviour but figured I'd note it here), but then firing a random decoupler suddenly causes the jet engines to spring to life as they can now draw fuel from the fuel tanks, even through the decoupler they are attached by still has crossfeed disabled on it. Repro steps: Build a craft with a jet engine, a decoupler and a methane/methalox fuel tank behind said decoupler with crossfeed disabled, then attach a 2nd decoupler anywhere on the craft Launch the craft, fire the jet engine, note how it does not drain from the fuel tank behind the decoupler Fire the 2nd decoupler, note how suddenly the jet engine starts drawing from the fuel tank behind the decoupler despite its crossfeed still being disabled Video:
  5. @nikofbean I'm not 100% certain but looking at your video it seems very similar to the symptoms of this bug (which is notoriously common on Laythe), so I've gone ahead and merged your report with this thread
  6. ksp2_x64.exe 2024.02.19 - 11.17.52.02.DVR - Trim.mp4 It seems that the vessel is correctly recovered, the issue is that the vessel's icon in the tracking station is not properly deleted afterwards, which results in a vessel icon that points to a non-existent vessel, leaving and then re-entering the tracking station correctly deletes the icon, the crash occurs due to the game trying to switch focus to a non-existent vessel.
  7. This seems to be a general overflow issue, the AP/PE readouts can't handle values over 1,000,000km and simply lock up/break over this, this same behaviour can also be seen around Jool when raising your apoapsis above 1,000,000km
  8. @Jeq Unarchived your report @hqg Merged your report with this post
  9. @Moosemint Merged your report with this post, as it seems to be the same issue
  10. @McThuggin Unarchived this report @ILikeIke Merged your report with this post
  11. @Flush Foot Merged your report with this post, appreciate you going out of your way to try and find the bug report first before making your own post, this bug and the trajectory line bug are two separate issues
  12. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5500 | GPU: RTX 2060 | RAM: 40GB Severity: High Frequency: 100% Issue: While investigating a bug report from @snkizI managed to figure out why fairings seem so inconsistent at times when it comes to occluding wings, it seems that procedural wing's sizes are not properly factored into occlusion calculations and the game assumes procedural wings are always some fixed arbitrary size when checking if they should be occluded, this results in some rather daft behaviour at times: Logistically from looking at this image, you'd assume that the comically stretched large "Evolution" wing peeking absurdly far out of the fairing wouldn't be occluded, while the medium "Metamorph" wing would be, buuuut a peek at their lift/drag readouts reveals that nope, that giant large wing is perfectly snug inside the fairing according to the game, meanwhile the medium wing isn't occluded at all, despite obviously being inside the fairing: Through some rather unfun trial and error I managed roughly figure out the "true" size of the medium wing, I didn't do this for the other two wings but it should be noted that they are both smaller than this (yes the large wing is technically considered to be "smaller" than the medium wing according to the fairing occlusion system, presumably due to the medium wing being so long) If the fairing is any smaller than this width, the medium wing will not be occluded, completely irrespective of its actual size, this also works in reverse (as previously demonstrated by the large wing) whereas the medium wing can be comically oversized but still technically occluded:
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