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Stephensan

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Everything posted by Stephensan

  1. 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
  2. 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.
  3. 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
  4. 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.
  5. 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
  6. 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.
  7. 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)
  8. nah we understand, but not even announcing a challenge at all is kinda of weird.
  9. 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.
  10. im not trying to be rude or anything, I'm just saying if they are taking long times they are not productive, not wasted, you can thank Grammarly AI rewording it... I'm still questioning why i have it.
  11. another thing that i been seeing in Discord chat from the inner workings of the game development/company. the meetings, it seems every single day they have a meeting, even if its an hour long of even just 9 members the amount of working hours going to not "working" on the game grows large if we only do, Nate, Dakota, some QA people and some coders/artists.. Even if we assume only 5 members need to actively work on progressing the game the hours build up rapidly. Daily meetings from what we know from at least, what is going on, Mike's leave during the holiday, hiring a new SMM, and working on communication and just the general talking/reporting of the game such as bugs and how much they have progressed.. if they have a normal 9 to 5 job that is 8 hours of useable time, (without transportation/getting ready for work etc) * 5 "Active" developers in this test, 5 days a week, is 5 hours each day. That is 25 working hours in meetings a week. and about 75 hours (if we just call a month 3 weeks) a month.. Those hours just build up in my mind, and it is way worse due to the limitations of how many people are in the company that has active work, and the number of hours wasted in meetings grows WAY larger for each and every single person that needs to attend.. if we go by their numbers of 30 members, if all of them have to be there for at least one hour a day and every single person works at the same time that is 450 hours just wasted in meetings. i understand they want to prep for later on, but there is an entire community / entire game waiting on them for anything and everything to be shown.. just kicking rocks ain't fun after 300 hours with what WAS, a buggy mess, to now, an almost playable game on higher-end hardware, but with still zero new content and communication going slower compared to the start the only news we get is "there is no news" and "bug status/Bug Update" that really just comes to mind, a lot of the things that have been said that are in the works have been "cooking".... just trying to keep myself even in the mindset of wanting to play the game is difficult during these times.
  12. the thing i was trying to point out is the lack of "real" talk of science, showing us one model (the gif) that had ALOT of people interested in... may... 4 months down the line to see another model, from reentry alongside mission control WIP, in a 7 month span, most people lose interest in it when people expected to be "alongside" the development.. Like, I'm going keep screaming at the top of my longs, look at Twitter user dedaPong.. He is Co-Founder / Creative Director at Gamepires, and is pretty much in "charge" of a game called SCUM. This guy "leaks" as much as you can without just giving out pure dev clients stays talking to his community, leaks things that are months/weeks out, asks the community questions about how the game should be developed, or what can we do to fix it if there is a huge issue, even when there is something wrong, he is there. Now, don't get me wrong this game has had issues in this game, but the sheer amount of work leaks and user engagement is on another level, and when there is nothing, well it does go silent.. KSP 2 has been different in kind words for a game that had a rough start, and a rough post launch 30 days +... Even in bad "little to no payoff" he still posts. idk, just offtopic.
  13. photo of UI, two(?) parts since release? come on, 7 months for that much? ... the only thing "new" here is the mission control since, May 12th, we already knew about the circle module. The only real taste has been the GIF, and then seeing that missions = science, in 7 months...
  14. with the update caindence it feels like the summer rush has ended.. anyway on a sadder note why this is happening; The statement from mike it ain't going get better in the following weeks, infact it will be in general worse due to mike being on leave during the holiday season, more than just the normal holiday season off week(s). so even if they get a new SMM, we are still down 1-2 social media members. I have statements about how lack of content, lack of communication, lack of game mechanics, lack of science information, lack of reentry, and the lack of videos are affecting the active playerbase, but its "not correlated" overall.. Its 7 months down the line and struggling to even get reentry out.. user retention is at a real low, and reading that besides the normal holiday season off, mike will also be off is just troublesome in my eyes even if there is a new member incoming..
  15. we haven't seen any information nor post/follow up since of the original one really that has sticked in my mind.. besides "still working"
  16. sees alot of investigating... Seems we won't have these fixed in a while... Hope to see news of 0.1.5 soon or videos, or something..
  17. its a good thing you don't if reddit is "all hate" discord is the opposite and literally showing numbers of player base every day triggers users
  18. i have played on ksp 2 for quite a while, I'm going be honest i have seen like 12 saves on a single save i played for 60 hours on... i want the autosave every other minute.
  19. once they fix wobbling which is still just a single config to fix it all, the problem would be now parts fps degradations that ksp 2 has right now, save become a snail place after 300 parts in the world and just gets progressively worse. we still need modular with limitations in place via research Fuel tanks Solar panels structural metal pipe i can them the big three due to its the biggest use of parts.
  20. Also i say this is a big issue, i play at 4k without getting into all the semantics of me using actually a 1440p monitor and doing DLDSR to 4k. having the game keep on doing 4k, then constantly me changing to 1440p, and fullscreen window still causing the same effect as fullscreen "blacking out all screens for 5 seconds then allows you to use the computer again" some more attention/work needs to be done here its rather annoying, most other games when going in fullscreen window keeps the resolution and doesn't act like its in full screen mode, allowing you to tab out and still see the game.. needing to constantly do this is annoying, and then the rare times i want to play in 4k for the photos the option is missing and i have to restart the game....
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