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SpaceCheese

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Everything posted by SpaceCheese

  1. I have encountered this bug as well. Sometimes when I load a save, previously docked crafts will undock and exhibit the same behavior that you described.
  2. I've had this issue too. I used struts to strengthen the connection to a payload and an interstage, and it worked. But then when I flew the rocket again later, it flopped all over the place.
  3. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit | CPU: Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz | GPU: NVIDIA GeForce GTX 1650 | RAM: 15.93 GB When I dock two vessels together, they stay together and act as one would expect. However, when I load a save with two crafts docked together, some weird glitches happen. The two crafts are no longer connected by the docking port, and directional inputs cause the two craft to move independently and they seem to mirror each other (see in the video). Also, the crafts can clip into each other. There is no way to undock them as there's no option to do so when I right-click one of the docking ports. Included Attachments: KerbalSpaceProgram22023-07-0814-26-13.mp4 DockingTestcraft.json dockingglitch.meta
  4. There's already been talk about electric propellers, but what about normal air-breathing prop engines? It would make sense to have them because planes before the jet age used propellers. In ksp1, you could just get a small jet engine early in the game. I think the player should start with prop engines and have to work up to jet engines. In real life, electric prop planes exist, but air breathing ones are more viable and more common at the moment. Also, I feel like you should just be able to attach a propeller and have it work, and not have to program it like you do with the breaking ground props.
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