Jump to content

Stephensan

Members
  • Posts

    502
  • Joined

  • Last visited

Posts posted by Stephensan

  1. Going to do it here, and then Discord.

     

     

    1.  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
    2. 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.
    3. Visual Enhancement: It is getting there but a lot more needs to be done to make it feel more "alive", in due time
    4. More Music/Music Cues/Special Music Per Planet: Enjoy the music, just lack of the amount
    5. Wheels/Angeled Depolyment Tires: Just a lack of them to be honest.
    6. 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
    7. Hex Color/ Fine Control Of Color: Really simple, most of the community wants it
    8. 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.
    9. 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
    10. 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.

  2. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes 
    OS: Windows 11 | CPU: Ryzen 5 5600x | GPU: 3070 | RAM64gb
     

    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:

    Spoiler

     Steps to Reproduce:

    1.  Load ThisIs4Bugs.json
    2.  Copy One Of The Smaller Satlaties And Attempt To Use 2x Symmetry on the already placed Jr port

     

     Video Evidence:

     

    Extra Info:

    Spoiler

      Information That Might Help:

     

     

    1. Attempting To Change Anchor Points Gives You "VAB/Messages/InvaildAnchor" Even Though The Anchor Is Valid On All Object

      Video Evidence:   InvalidAnchor.mp4
       
    2. Once you Apply The "Bugged" Symmetry Object You Just Applied, You Are Now Allowed To Place The Objects "Normally" In Symmetry.

      Video Evidence:  SymmetryBuggedAppliedState.mp4
       
    3. The Objects That Have Been Applied Do Not "Stick"/Save Properly, Causing Any Undo Button To Remove The Objects Even After Doing Other Work/Saves To Craft, Active Gameplay In Physics Causing Them To "Fall".

      Video Evidence:  A:  SyemmtryPartsFalling.mp4
                                                B: UndoRemovesTheObjects.mp4

     

     

      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:

     

     

  3. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes 
    OS: Windows 11 | CPU: Ryzen 5 5600x | GPU: 3070 | RAM64gb

     

    Behavior The Bug Does:

    • Upon reverting from a save, the craft wobbles and breaks itself apart.

     

    Behavior:

    Spoiler

      Steps to Reproduce:

    1. Launch MiniMotherShip.json Into Stable Orbit
    2. Quick Save, or Save Game
    3. Revert To That Save

     

     Video Evidence:

    Spoiler

     

    • First Evidence (16 seconds in)
    • Second Evidence (52 seconds in)

     

     Note:

    Extra Info:

    Spoiler

    Information That Might Help:

    1. Watching the video you can see at the same frame of destruction the top piece merges where it explodes.
    2. Parts were in a stable condition prior to using auto-save
    3. Parts Continue To Wobble After Destruction
    4. Part Clipping (Shouldn't) Have Been Used.

    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 Videohttps://youtu.be/FHIBvulU9PQ?

  4. 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) | RAM64gb

     

    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.

     

    VEDuQ0w.png

    wWiCB4k.png

     

    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

  5. 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) | RAM64gb

     

    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:

     

  6. 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) | RAM64gb

     

    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.

    cFwZJeq.png

     

    Included Attachments:

  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) | RAM64gb

     

    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?

    1. Launch NewWorkspace.json from VAB
    2. Stage or get to a point where the craft should be able to deploy the parachutes
    3. Nothing happens
    4. 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

     

  8. 11 minutes ago, PicoSpace said:

    It would be cool, basically when you take a photo it pauses the game, processes the photo, and then once done it kicks the game back up again.
    I'm kind of hoping this is something the devs include so its super seemless.

    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.

  9. 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) | RAM64gb

     

    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:

     

    WgateverTgusUs.zip

  10. 1 minute ago, Kerbart said:

    Would an example of such lack of communication being posting info of an upcoming hotfix on reddit but not on the forum?

    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.

×
×
  • Create New...