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Release KSP2 Release Notes - Update v0.2.2.0
Vortygont replied to Intercept Games's topic in KSP2 Dev Updates
I wish the ksp2 devs all the best and that no such situations happen to anyone Thanks for the update -
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7 9750H | GPU: NVIDIA GeForce GTX 1650 | RAM: 16 GB I docked two craft to transfer fuel. I attached video, screenshot and save file. In video you can see, how I added fuel tank in transfer section and tried to delete it. But instead of deleting it created the same fuel tank window with close button in left part of resource manager, which can't normally happen. If you click on close button in this new fuel tank window, it creates new "broken" fuel tank windows in left part of resource manager I loaded save several times and this situation always repeated Included Attachments: Resourcemanagerbug.mp4 resourcemanagerbug.json .ipsImage { width: 900px !important; }
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7 9750H | GPU: NVIDIA GeForce GTX 1650 | RAM: 16 GB Please unarchive this report, I had the same bug: I managed to reproduce some case of this bug, I think it is particulary related to engine plates I built vessel with some RCS on engine plate. When I tried to control RCS, only rcs engines which was on engine plate didn't work. I saved game and loaded this new save. And these back RCS started working. You can see process in attached video How to reproduce bug with my attached craft: Fly it to orbit Try to thrust these back rcs engine and see that they don't do anything Save game and load this save Try to thrust these engines again I'm sure that this bug correlates with cases when rcs engines are on engine plates, because I had same problems with other crafts with rcs on engine plate in previous ksp2 versions How to reproduce this bug on another craft Build craft with any RCS on engine plate Fly it to orbit Try to thrust engine plate RCS Save and reload Try to thrust engine plate RCS again Included Attachments: Engineplatercsdontwork.mp4 Tanker-H2-A.json .ipsImage { width: 900px !important; }
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Flight No fuel/deltav in staging column after undocking/decoupling when engine was disabled
Vortygont replied to alien00785's question in Flight
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7 9750H | GPU: NVIDIA GeForce GTX 1650 | RAM: 16 GB Happened with me when I changed order of stage and activate stage. My Jool explorer probe had last stage with atmosphere probe on its top, but because I saved fuel, I decided to decouple atmosphere probe much earlier. I changed stage order and activated stage with atmosphere probe. When I came to the last stage of my main orbital vessel, it had full tank of fuel, but 0 dV. I opened save file to see what is wrong with my "Jool explorer" craft. I saw that it has "totalStageCount": 3. Maybe it's clue of the problem. I attached save and craft file With craft file you can: Launch craft In orbit change stage order and decouple atmo probe Activate all stages on main orbital vessel Try to get bug Included Attachments: JoolProbe.json autosave_2.json .ipsImage { width: 900px !important; } -
Flight Game places craft deep under Celestial Body/Planet surface after timewarp
Vortygont replied to king_shredder's question in Flight
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7 9750H | GPU: NVIDIA GeForce GTX 1650 | RAM: 16 GB I encountered this bug near Floating tock monument on Minmus. How to reproduce: Land craft near floating rock, when science panel shows floating rock location Timewarp Observe bug It happens also when you switch to tracking station and timewarp. But if you before switch to KSC bug will disappear and you'll able to timewarp without placing craft under surface Included Attachments: MinmusRockundersurfacebug.mp4 .ipsImage { width: 900px !important; } -
I'm so uncomfortable going back to my vessel after creating a maneuver. I have to manually focus many times, first on the planet or a nearby random vessel, then on my controlled vessel. In KSP1 there was a tilde button that allowed you to immediately re-focus on your vessel, I think it is easy to return this function
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Can we please add different vessel types?
Vortygont replied to Will L's topic in KSP2 Suggestions and Development Discussion
I agree with this. I want to have different vessel types as in KSP1 with vessel types filter. There must be ability to hide/show all crafts of the same types in map view. If it can be done, the map view will be much less visual mess and maneuver planning will be more convenient. Also I would like to save vessel names during docking or undocking -
Bug Status [1/25]
Vortygont replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
I'm really looking forward to new UI, I'm so tired of miss clicking in map view -
You can’t spell User Interface without U & I
Vortygont replied to Nesses's topic in KSP2 Dev Updates
I would like to see in UI more orbital parameters, like period, inclination, eccentricity, mean anomaly and etc -
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7 9750H | GPU: NVIDIA GeForce GTX 1650 | RAM: 16 GB I encountered situation when crafts with "Thud" engines start spontaneously rotate if you deflect it to either side by a small amount. Here I tried to do steps to reproduce this Build craft with Nk-55 "Thud" engines (2 in my case) Make center of thrust next to center of mass (as on screenshot) Launch craft and deflect craft in any side Try to get situatuin as in video, when your craft gets spin "kick" when you get rotation out of control If I was correct, when I moved the center of thrust away from the center of mass, my craft did not go out of control like in the video although the leverage has increased. Maybe this bug is caused by the location of the centers of mass and thrust, maybe by craft and engine jet physics interactions. I'm 80% sure this behavior is a bug Included Attachments: spontaneouslyspin.mp4 Bugs.json
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Bug Status [1/12]
Vortygont replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
It seems to me that heat shields are quite overpowered. I never lost more than 0.1 tons of ablator for small heatshield. Even when I did hyperbolic trajectory re entry after Moho-Kerbin transfer my craft lost only 0.07 tons. For bigger heatshields this value will be larger, but their square is larger and they have more ablator. Maybe ablation depends very much on duration of reentry and very low on speed