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Stephensan

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Everything posted by Stephensan

  1. i see that even at page 100 I'm here to steal thunder that..
  2. Going to do it here, and then Discord. Adding A Dedicated Camera Mode With Super Resolution: Quite simple, i even did a suggestion https://forum.kerbalspaceprogram.com/topic/217618-adding-a-super-resolution-photo-mode-to-the-game Weather: the weather would add a lot to this game and honestly should be a much higher priority than "feature/wish" there isn't a lot of games that have good graphics and weather combined, better clouds with more depth and looks, hurricanes, tornados, rain, thunder and lighting, duna sand storms, jool storms aurora borealis, even if it "doesn't" effect the craft via wind, it a much higher priority than just a wish. Visual Enhancement: It is getting there but a lot more needs to be done to make it feel more "alive", in due time More Music/Music Cues/Special Music Per Planet: Enjoy the music, just lack of the amount Wheels/Angeled Depolyment Tires: Just a lack of them to be honest. Reentry Sparks/More Effects: it has the 70-80% finished from what i have seen just need that 30-20% extra to make it amazing Hex Color/ Fine Control Of Color: Really simple, most of the community wants it Create Your Own Kerbal: I think this option should exist, really, we will have 100k's of variations, but why can we not make one(s) of our own taste, mind, and creativity this would also help CC's for reasons. Aero Effect Building Test Your Builds In For Drag Points: I have a solid idea of what i would like to see, but putting it into word form is a nightmare "aerodynamics with color grading of stress points" and it is controllable of your situation Better Control For Air Plane Mode: I really don't know just its a pain fly planes properly/smoothly in a game like this, i don't mind having as a special mode, but its a total pain for a user to actually fly something when its all or nothing or 2%, it pretty much forces the user to use the UI and set a "auto trim" to whatever they need for pitch, it just lacks refinement. (this also includes SAS for planes you pitch a certain amount and the craft snoops way lower than what you actually want.) Honorable Mention. IVA/First Person: its really really wanted for me, but its only 10.
  3. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5 5600x | GPU: 3070 | RAM: 64gb Behavior The Bug Does: When applying an object with a port that isn't the root part using symmetry doesn't behave only doing the object you put on Behavior: Extra Info: Additional Notes: This Might Just Be This Craft Save Itself, Due ThisIs4Bugs.json, All Anchor Points Are Considered "Invalid" There Is Objects Below The "Ground Included Attachments:
  4. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5 5600x | GPU: 3070 | RAM: 64gb Behavior The Bug Does: Upon reverting from a save, the craft wobbles and breaks itself apart. Behavior: Extra Info: Additional Notes: Behavior Might Be Different When Relaunching Game Bug Behaves Differently When Freezing and Unfreezing Game Physics Using Time Warp Bug Is Random, Sparatic, And Happens Without Warning. (I have had 3 machines have this behavior but this one is easy to show and is consistent) Full Video: https://youtu.be/FHIBvulU9PQ?
  5. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5 5600x | GPU: 3070 LHR (OC'd) | RAM: 64gb Honestly, this is more of just me being frustrated and tired of it, so if this isn't the clear understanding that is normal for me I'm sorry.. Bug started, Since Release 0.1.0 and has gotten way worse since 0.1.4 No idea how to say "reproduce" it, EVERY time i attempt to use the quick save feature the game has, it has failed to revert me to something that isn't "nulled" once I'm in an orbit. and any quick saves do the same thing, or normal KSP 2 saves that gets done automatically... it has to be either, on the ground, or not. No, the bug that has appeared in the update of 0.1.4 is causing this, due to having this issue way beyond before this happened i really think that it could be linked.. Honestly tired of wanting to do long missions, and the game does one thing or another, and 100% of the time without fail requires me to start right back at the launch pad. This happens with and without mods aswell as i had this issue with both instances. Included Attachments: Ksp2.log .ipsImage { width: 900px !important; }
  6. called it... hope to see more in the following days and weeks for more info!
  7. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5 5600x | GPU: 3070 LHR (OC'd) | RAM: 64gb Finding The Bugs :3 While testing around, found a bug where using the "deploy" a control surface, and then proceeding to do the same control it will go over the normal (limit) such as a 30* angle to 60*. (max user control and then 30* deploy control, allowing things such as 60* of movement..) It SEEMS to be a check that isn't in place to make sure it doesn't go over the limit in degree. How to replicate Get a control surface of any kind Have Deploy and User authority set at max of that part Go into the "world" Deploy the surface control, and then follow in the same "way" with user control, Yaw, Pitch, Roll. Included Attachments: DoubleSizeDeploymentBug(DontKnowIfItsBeenReported).mp4
  8. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5 5600x | GPU: 3070 LHR (OC'd) | RAM: 64gb Seems kinda low effort, however, On the part "Wallaby" the lights, (well model) show that it has lights however upon turning on the lights (eight of them) nothing happens. I think depending on the brightness this part alone could save 4-12 lights depending on how the light defuses and the intensity. (this can be removed for the bug report if need be, anth, or whoever) Thinking and speculating the amount of lights, for the best FOR the user, and not properly set for the modeled, something like this would give users as much light as possible.. I think it should be possible to have 4 light sets in this one part for people that want to color the lights.. this used 8 lights to get the same effect or as a suggestion how it could be fixed The currently model only really allows forward facing lights such as the magenta, and yellow, i think the model should be ever so edited to allow the light example below. Included Attachments:
  9. I like to thank Anth adding additional information and editing for it to be easier to read, and what "exactly" the errors were.
  10. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5 5600x | GPU: 3070 LHR (OC'd) | RAM: 64gb Doing some funny things for keeping boredom down found a bug where parachutes will not deploy and only will from anth words "That is definitely broken. Good find. Its spamming Nullrefs." So its spamming Null Refs, Shouldn't be a case where a part is occluded (blocked) How to reproduce it? Launch NewWorkspace.json from VAB Stage or get to a point where the craft should be able to deploy the parachutes Nothing happens Jeb is not in a optimal position. Crash the plane, revert to hanger log should have only two launches of bugs. Additional Information: Logfile has the following spamming: [EXC 16:10:15.193] NullReferenceException: Object reference not set to an instance of an object KSP.VFX.ContextualFxSystem.GetFuelDataForPart (KSP.Sim.impl.PartBehavior part, KSP.VFX.FXPartContextData& partContextData) (at <0f37ec7481844df6b7afab13d81c547a>:0) KSP.VFX.FXContextualEvent..ctor (KSP.VFX.FXContextualEventParams eventParams, KSP.VFX.ContextualFxSystem system, KSP.VFX.FXPartContextData partData) (at <0f37ec7481844df6b7afab13d81c547a>:0) KSP.VFX.FXCollisionContextualEvent..ctor (KSP.VFX.FXContextualEventParams eventParams, KSP.VFX.ContextualFxSystem system, KSP.VFX.FXPartContextData partData) (at <0f37ec7481844df6b7afab13d81c547a>:0) KSP.VFX.FXPersistantSurfaceContactContextualEvent..ctor (KSP.VFX.ContextualFxSystem system, KSP.VFX.FXContextualEventParams eventParams, KSP.VFX.FXPartContextData partData, KSP.Sim.impl.VesselBehavior vessel, KSP.Sim.impl.PartBehavior part) (at <0f37ec7481844df6b7afab13d81c547a>:0) KSP.VFX.VesselSurfaceInteractionVFXManager.OnCollisionEnter (KSP.Sim.impl.PartBehavior part, UnityEngine.Vector3 contactPoint, UnityEngine.Collider hitCollider, System.Single relativeVelocity, System.Boolean wheel) (at <0f37ec7481844df6b7afab13d81c547a>:0) KSP.Sim.impl.PartBehavior.HandleCollisionEnterVFX (UnityEngine.Collider hitCollider, UnityEngine.Vector3 contactPoint, UnityEngine.Vector3 relativeVelocity) (at <0f37ec7481844df6b7afab13d81c547a>:0) KSP.Sim.impl.PartBehavior.HandleCollisionEnter (UnityEngine.Collision c) (at <0f37ec7481844df6b7afab13d81c547a>:0) KSP.Sim.impl.PartBehavior.OnCollisionEnter (UnityEngine.Collision c) (at <0f37ec7481844df6b7afab13d81c547a>:0) Included Attachments: SubOptimal.mp4 Ksp2.log
  11. very much just press a button and it does a quick one that is way better, or you personally pause then press the button and you are in "advance" mode being able to a lot of other things like even increasing res, angle, DOF, etc.
  12. i must say io haven't done a real fine docking since the "instant explosion" stage of the game, did a test, i saw similar results. also nice 95 fps :3
  13. would love this bug to be fixed however if this pushes more important bugs out of the way, i think it could wait for a bit.
  14. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5 5600x | GPU: 3070 LHR (OC'd) | RAM: 64gb Anth1256 requested me report this bug.. The abort Button does not function in its entirety when putting items in the AGM.. How to replicate it. -Craft File In Report What Happens? Pressing the Abort Button only does half the actions that it is supposed to do, in this case, only decoupling the craft, but not activating the engines only AFTER pressing it the a second time. Edit: Upon further testing, it works ONCE properly then it goes to this bug. Urgency? Eh, i be rather disappointed losing Kerbals in science mode due to the Abort Button not functioning properly, but as of right now Anth only really requested me to report it. Included Attachments: Tacobautit.mp4 WgateverTgusUs.zip
  15. they use discord Dev tracker for that from what it seems so it has been shown but you have to go to "home" to see it aswell saying it in the bug report hotfix is coming.
  16. have had this problem to many times, the amount of "saveless runs" that is needed to reduce the chances of bugs is a lot, so complex missions that are rather simple, this is a mission fail, and it gets worse with the "landed" state/game complete freeze (even reverting doesn't allow you to "play", you need restart the game)
  17. nah we understand, but not even announcing a challenge at all is kinda of weird.
  18. its even better when there was no announcement in the discord, and Dakota didn't even say anything about there being a new Challenge from what i can tell, not even pin comment, it was just released. last words from dakota was on the 22nd, and Nerdy 21.. its near a total collapse of communication... yes nerdy and mike talked to ksp2_general a few days ago but i mean, i just don't know anymore.
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