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The Space Peacock

Bug Hunter
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Everything posted by The Space Peacock

  1. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7-1065G7 | GPU: NVIDIA GeForce MX350 | RAM: 8GB Issue: Having certain parts clip in specific ways can still cause orbital decay. The cause for the craft used in this report was narrowed down to the interaction between two antennas. Steps to Replicate: load low_tylo_orbit.json observe orbital decay happening Note: the craft was also tested in low Mun orbit, where decay also happened Cause: Decay on this craft is caused by the interaction between a 'Communotron DTS-M1' and a 'Communotron 88-88' (both undeployed) load JUICE_V2.1.json in the VAB remove either one or both of the antennas launch the craft into a low orbit around the Mun or Tylo confirm decay is no longer happening Image: Video Evidence: Credit: Thanks to @Anth for testing, replicating and discovering the cause of this bug
  2. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7-1065G7 | GPU: NVIDIA GeForce MX350 | RAM: 8GB Issue: When working in a workspace with a lot of parts, picking up a subset of parts causes lag. This lag increases seemingly exponentially the more parts are in the subassembly you picked up. Picking up the entire assembly (all parts in the workspace) also causes lag, but to a lesser extend. Steps to Replicate: open '1000_parts_lag.json' in the VAB enable the ingame fps counter. Observe the FPS for the loaded workspace pick up a single truss. Observe the drop in FPS pick up a group of attached parts (subassembly). Observe the more severe drop in FPS pick up the entire assembly (crtl-a). Observe a smaller drop in FPS than steps 3 and 4 Disclaimer: i am playing on a system that is below the minimum required specifications. This specific bug seems to only be exacerbated by my hardware however, not caused by it. Images:
  3. moved this out of the waiting area. Your failure to comply has been noted. @Spicat Darrinbug Will Judge You Now.
  4. @Dandoesstuff merged your report with this one. Don't worry, i'm sure Bill will be fine somehow
  5. @NaughtyMonster the main 'ksp2.log' file is found in: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2 there is also a second, generally less informative but still usefull log called 'player.log'. it's found here: C:\Users\**USERNAME**\AppData\LocalLow\Intercept Games\Kerbal Space Program 2 If you want me to include these logs into this report, feel free to submit a new, empty report containing only the logs and tag me in the title. i'll make sure they find their way into this one
  6. @Infinite Aerospace moved your report out of the archive @Datau03 merged your report with this one
  7. @Abelinoss Moved your report out of the archive @PicoSpace Merged your report with this one
  8. @Diego_ Moved your report out of the archive (hopefully for the final time!) @CrossTR15_YT merged your report with this one
  9. @NaughtyMonster added some context to your title and labeled the bug report under “parts and vessels”
  10. @Spicat moved your report out of the archive @Vl3d merged your report with this one
  11. @Vl3d changed the title of your report to be more representative of the problem
  12. @QwertyHpp moved your report out of the archive @Paperzlelmerged your report with this one
  13. i am so, so proud of everyone at Intercept. It took some guts directly adressing the game issues on stage for everyone to hear, rising to the challenge of doing something about them, and then going above and beyond to make the game truly come alive. incredible work from everyone, cannot wait to play this come December!
  14. @Anth12 gets full credit for the frog. He made me do it
  15. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7-1065G7 | GPU: NVIDIA GeForce MX350 | RAM: 8GB Issue: The shimmering effect that occurs on vessels below the surface of the Vall Lake is only visible when the camera is under the water surface. The effect also doesn't scale well for Kerbals, causing them to appear like they're flickering. Video Evidence:
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