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The Space Peacock

Bug Hunter
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Everything posted by The Space Peacock

  1. Suprisingly, despite seeing pretty much all the bugs this game has during my time as a bug hunter, I am one of those people. Just hit 2000 hours in KSP2 today. Fully understandable that not everybody wants to play a game where dealing with bugs is a necessity though, especially if they consider it to not have many improvements over the original already.
  2. here ya go, made it look like the real one too
  3. The Final, Unofficial... Howdy Kerbonauts, first off, let me state clearly that this is not in any way an official Kerbal End-users Report Bugs- more commonly known as KERB. I am a community member like the rest of you, but have been very involved in bug hunting and beta testing KSP2 for a significant portion of its lifetime. I thought it might be nice to share a final count on which bug reports were upvoted the most by the community. The data for this was collected using a script made by my fellow Bug Hunter @Spicat. See this as a dedication post to the actual KERB, a sort of final sendoff. It's not something i thought would ever need to be done, but here we are. It's been a good run. Thank you to everyone who reported and upvoted bugs, The Space Peacock Community's Final Top Issues: # Bug Upvotes 1 KSP2 is Calculating the Physics of all Parts of all Crafts Whether They are Rendered or Not, Reducing Performance of all Scenes at all Times. 130 2 No Trajectory Lines in Map View [Indicators Like PE/AP are Still Showing] 125 3 Incorrect "landed" status while in orbit causes trajectory to disappear in Map View 97 4 Parts inside fairing heating up 95 5 Camera resets position every time you enter and exit map view 84 6 Broken DeltaV with multiple engines and/or with side tank attached [fuel tank placement order messes up dV calculations] 82 7 Rovers are Hitting a Physics Glitch Every 1000m from the Location of Rover Being Loaded into the Game With Disastrous Results 70 8 Timewarp limit is too restrictive on some non-atmospheric planets (Gilly, Bop, Minmus...) 70 9 Can't create a maneuver node within another SOI 61 10 Parachutes didn't deploy 59 11 Landing gear blocked when it is not [also happens with other deployable parts] 58 12 Resource Manager (RM) disallows re-placement of a resource in the Transfer list of the RM, creating duplicates in the parts list of the RM 57 13 SAS does not hold orientation during timewarp 55 14 Accelerate under Timewarp still not working in some cases (Often in Large SOI's) 55 15 Vessel icons block celestial bodies from being clicked on [when zoomed out] [Vessel Icons have priority over Celestial Bodies] 54 16 For the difficulty of the LIL CHONKER mission 35 Science as a reward is too low 54 17 SAS Control Surface Oscillation in Atmosphere 53 18 A Kerbal On EVA Exerts A Force On The Vessel 53 19 Cannot create/edit a maneuver node when game is paused 49 20 When Trying to Close a Fairing on a Part, it will Disappear Instead. 47 Note: this may be a bit outdated, as it doesnt account for bugfixes in the v0.2.2 patch
  4. one sec, i'll post it here too
  5. This project is the result of a collaboration between me and @DianaGearhead. Thank you, IG <3 Flies a little unstable, but can probably be sorted out with some minor tweaks to engine thrust. Craft file available here o7
  6. Well said Adsii. It was a pleasure getting to work with you!
  7. is this better for people after 0.2.2? also: making the fairings longer is sometimes a workaround for this.
  8. Reported Version: v0.2.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Inter Core I7 10th Gen | GPU: NVIDIA GeForce MX350 | RAM: 8GB Issue: When attempting to do a blocked action like staging during physical timewarp, there is no message to warn the player the action is prohibited. This is inconsistent with attempting to do a blocked action during regular Timewarp. Steps to Reproduce: Launch a vehicle with a parachute While still in atmosphere, enter Physics Warp Attempt to stage parachute Observe that no message informing the player this action is prohibited in timewarp appears Video Evidence: Kerbal Space Program 2 2024-06-13 04-32-03.mp4
  9. thats clever. you could also go into the save file and change the state of the bugged docking port there; it's similar to the landed state bug, where a single line of code is just set to the wrong value
  10. if its not in the patch notes, it's unlikely to be adressed what bug is that? is it reported?
  11. Reported Version: v0.2.1 | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core I7 10th Gen | GPU: NVIDIA Geforce MX350 | RAM: 8GB Issue: Placing a part by connecting any node on it to a node on another part will cause that part to not be deleted when the player attempts to undo the action. It will instead become seperate from the part it was placed on. This does not happen for radially attached parts. Steps to Reproduce: Place any part that has free nodes Place any other part by connecting one of the nodes on it to a node on the previously placed part Click the undo button or use CRTL-Z Observe that the second part has become a seperate assembly Video Evidence: Kerbal Space Program 2 2024-06-13 02-38-49.mp4
  12. Huh? Orbital decay has been gone for a while now. It only happens for a fraction of a second after loading/burning/timewarping, before the fix is able to kick in. Or do you mean the bug that sometimes puts a vessel on a suborbital trajectory immediately after loading?
  13. i'm honestly glad they decided to go that route instead of dumping a bunch of unplayable, unstable colony assets on us. Sure, its sad we'll (likely) never get to see a lot of the work they did on colonies and beyond, but it's better to have the game be in the most playable and enjoyable state they could make it with an eye toward the future. Whether that be for the next people to work on it should it actually happen, or just for those of us that will always have a place in their heart for KSP2, despite everything.
  14. Reported Version: v0.2.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core I7 10th gen | GPU: NVIDIA GeForce MX350 | RAM: 8GB Issue: The launch countdown only plays for 100ms. This is not enough time for the vocal countdown and launch VFX to complete. Steps to Reproduce: Launch any vessel from any launchpad Video Evidence: Kerbal Space Program 2 2024-06-13 04-17-38.mp4
  15. i guess we take what we can get at this point. i'm pretty happy the landed state bug has finally been adressed
  16. Just to make it clear: PDCWolf directed this question at a community member. Me and the other bug hunters are in no way officially associated with T2, PD or IG. We cant tell you anything because we simply dont know anything either, same as the content creators and other outside people with active roles in the community.
  17. i dont know any more than everyone else, the bug reports forum has always been 'just' a community effort. just putting it out there, incase a mayor bug is found that they could maybe still do a hotfix for or something. purely hypothetical ofcourse; if we're real there's probably not much use in reporting bugs anymore. but if people for whatever reason still want to, now they know they wont get stuck in the waiting room forever atleast
  18. If anyone stumbles across any new (major) bugs in this patch and would still like to report them, the community bug hunter team will still be managing the bug report forums for what its worth
  19. @massive primatemerged your report. you need to bring a lander can, not a comand pod or cockpit, to the site for the mission to complete.
  20. thanks for reaching out to ShadowZone and getting some more info! That video on multiplayer will be interesting, for sure..
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