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KSP2 Release Notes
Everything posted by DibzNr
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@val778Merged your report with this post
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UI/UX Randomly spamming "No Vessel Control" in VAB
DibzNr replied to nasafan2841's question in UI & UX
@nasafan2841 Unarchived your old report and merged your new one into it -
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:
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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.
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Construction Launching a vehicle deletes it from the VAB without making an autosave
DibzNr replied to krbvax's question in Construction
@krbvax Unarchived this report -
Parts & Vessels Can't eva due to obstacle, but obstacle isn't obvious for user
DibzNr replied to Jeq's question in Parts & Vessels
@Jeq Unarchived your report @hqg Merged your report with this post -
UI/UX No Vessel Control is being spammed in flight
DibzNr replied to dandoesstuff's question in UI & UX
@dandoesstuff Unarchived your report -
Flight Game places craft deep under Celestial Body/Planet surface after timewarp
DibzNr replied to king_shredder's question in Flight
@Moosemint Merged your report with this post, as it seems to be the same issue -
Flight Game places craft deep under Celestial Body/Planet surface after timewarp
DibzNr replied to king_shredder's question in Flight
@Gonb Merged your report with this post -
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: