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Abelinoss

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  • About me
    Intercept Games & /r/KSP Discord Moderator
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    Space & Elephants

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  1. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB Merge to: So I may have found something crucial. When the destroyed part is the ROOT/anchor part, you get the *mission failed* screen, even if your command pod is still intact. See the attached videos Included Attachments: commandpodroot.mp4 beamroot(1).mp4 .ipsImage { width: 900px !important; }
  2. Reported Version: v0.2.1 (latest) | Mods: See modpack.CKAN, but I know 100% sure that this is also in stock because it has been this way since 0.1.0.0. It's a camera issue, the mods don't affect the camera system in any way. | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB When building a wings that consists of multiple pieces, you often want the new wing to be the same length and thickness as the end of the first part of the wing. This is (unfortunately) not automatic, so you have to set them manually The 2nd part of this wing has size 0.10 And now it also has 0.10, but it's clearly bigger: I suggest showing more decimals as an easy fix, OR (I think this is better), using actual units of measure, like meters. That way you can also type them as input, and you get the dimensions you want easily. This wingspan of 0.15 is 2.80 meters. Why not just let that be the number for the wingspan slider? (Same for the root length being 1.7m, or the thickness being 0.08m. These unitless numbers make building wings more complicated) Included Attachments: modpak.ckan
  3. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB The camera clipping start distance is much higher in flight, than in the VAB. What does this mean? Well take a look at Shaun the Sheep here: With a clipping start of 1 meter, we can see the entirety of his beautiful head. However, if we increase the clipping start distance, in this case to 2.7m (in KSP that increased clipping distance is the case during flight), we are suddenly exposed to the terrors of what's inside Shaun. Arguably nobody wants to see that. In the same way the game does this. As a result you can not zoom in on things closely in flight properly. This is a shame when trying to make camera shots inside the cockpit, or close the the vehicle's body. See the attached image .zips for in game examples. I just found the Shaun the Sheep illustration to explain the problem better. Included Attachments: clippingbugimages1.zip clippingbugimages2.zip
  4. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB I know the scale is logarithmic but the numbers don't match the real speed. Vspeed: real VS shown Real Shown +600m/s +100m/s +300m/s +15m/s +100m/s +4m/s -20m/s ~0m/s -100m/s -3m/s -200m/s -7m/s Photos with Micro Engineer for speed measurement. Bug also happens in stock: Stock images: .ipsImage { width: 900px !important; }
  5. Reported Version: v0.2.1 (latest) | Mods: See modpack.CKAN, but I know 100% sure that this is also in stock because it has been this way since 0.1.0.0. It's a camera issue, the mods don't affect the camera system in any way. | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB The rotation speed of the camera doesn't scale right with the translation. As a result you have to set your location on a very low camera speed. Increase the camera speed to change your rotation. Lower camera speed to fine-tune translation. and increase speed again to fine-tune rotation. This is very annoying. They should be scaled in such a way that rotation and translation change is scaled properly. Added video shows: Speed 1: 1. Normal speed translation 2. Too slow rotation (barely visible) Speed 2: 1. Normal speed rotastion 2. Too fast translation Included Attachments: KerbalSpaceProgram22024-03-1515-16-40.mp4 modpak.ckan
  6. This is not about having a target selected and meeting up with that target. It is about the game not telling you which input mode it is in. There is no visual feedback from the game. That is what my suggestion is about. How that is done is up to the devs. I have just suggested one way which includes a docking alignment indicator, a useful tool when in docking mode, but that is not a necessity. For all I care they only use colours, as long as I get visual feedback about what control mode I'm in.
  7. Also, I had this idea in my mind for a while and decided to make a post about it now too:
  8. KSP1 In KSP 1 the UI clearly gave feedback to the player about precision control or docking mode being enabled. This is done with colour (blue pointer instead of orange), and an entire new tab for docking that displays information about your craft relative to your target. Normal: Precision control Docking mode Docking & Precision KSP2 KSP 2 has no feedback other than this small pop-up when enabling docking mode: For the rest, the flight UI gives no indication that the flight controls are behaving differently than normal. The UI always looks like this: UI for docking mode: Suggestion I want to suggest something like the following. Note this is just a suggestion, the devs will be able to do this 100x better. Precision mode: Docking mode:
  9. I'm still missing the option to overwrite dv requirements, and an option to add multiple destinations in the Trip Planner. For the rest, YES PLEASE. I need this yesterday (and another post I made back then too:)
  10. I think you should report the part about filling up the launchpads as a bug https://kerb.al/bugreport
  11. Reported Version: v0.2.1 (latest) | Mods: None | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB This save file was made on a modded game. After removing all non-essential mods the bug persists. Load the save Timewarp closer to EVE encounter Set EVE as target and point to target with SAS Timewarp to the exact moment of SOI change in the map Wait for timewarp to stop automatically as you get close to the SOI change. Wait for the magic to happen The game is now officially confused and will keep putting you in Eve SOI and back to Kerbol SOI very fast. Timewarp a bit further to get out of the "Danger zone", the game now recognising you to be in Eve SOI Recording with mods: https://cdn.discordapp.com/attachments/1039965578754007060/1204784682244513864/Kerbal_Space_Program_2_2024-02-06_17-37-29.mp4?ex=65d5fe2c&is=65c3892c&hm=43a1c93ae5546d927bfa825883ce95a46cf28cfc4989ffaea02ffc0c4efed4df& Recording without non-essential mods in attachments Included Attachments: KerbalSpaceProgram22024-02-0719-51-23.mp4 quicksave_eve_soi_bug.json
  12. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB When the SP-XXL "Colossus" is blocked by another SP-XXL "Colussus" it stops tracking the sun, even though, tracking the sun would expose like 80% of the solar panel to the sun. I don't think that partial blocking is not a feature, but it should be. It can't be that a 10% obstruction suddenly leaves the other 90% useless. And if it is a feature, it's clearly bugged as this giant pannel is only blocked for a very small portion. Included Attachments: VulcanCentaur.json
  13. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB Constructed fairings don't count to Engineer's Report Rocket dimensions. This is annoying if you want to make 1:1 replicas of rockets.
  14. Reported Version: v0.2.0 (latest) | Mods: see sceenshot in description | Can replicate without mods? No OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB I built this water plane and had been flying it for a bit, but unfortunately it didn't take off from the boat launch, so I went back to VAB to launch from the runway. For some reason that's the moment my FPS just plumeted. I had no issues with this plane or game session, until just then. Task Manager during one of the "KSP 2 is not responding" moments Mods: I cannot replicate without mods because this is really a one time event for me. Also with mods the game has never performed this bad before, so I highly doubt one of them caused this Average flight experience: https://cdn.discordapp.com/attachments/625661934762721303/1192140341575430144/Kerbal_Space_Program_2_2023-12-19_00-39-25.mp4 Included Attachments: KerbalSpaceProgram22024-01-0317-11-01.mp4 Canadair_CL-415.json
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