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The Space Peacock

Bug Hunter
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Everything posted by The Space Peacock

  1. love the look of the unified UI, and those new map markers are excellent too! thanks for writing this up, Ness
  2. it's not really a bug. the two trajectories just start from different reference frames. the actual trajectory starts from the crafts current position, while the planned one starts from the position of the maneuver node, which is what causes the disparity between them. i will agree that it's quite confusing to the player and needs to be looked at, tho
  3. i've moved this report back into the archive. there are already (seperate) reports for both of the bugs for the current version
  4. re-archived this report to avoid having duplicates of this report: i'd normally merge them, but given that this report is older than the one made in 2.0 it risks removing the upvotes on that one apologies for the inconvenience!
  5. recently ran into a similar issue with a craft that had 2 subassemblies placed on decouplers in mirror symmetry, offset a distance from the main assembly. it could have something to do with placing subassemblies that have parts in symmetry in symmetry themselves, or it could just be the offset that causes issues. Samurai Squadron.json
  6. yeah, heatshields should not be ablating when they arent exposed to atmosphere, even when they're still hot https://ig.space/commslink/how-spaceship-heat-shields-work
  7. seems like the bug you reported is what leads to the different behaviour depening on the save, and the one reported here is a weird consequence of that bug happening in combination with the extended inflatable heatshield. i've also seen someone say they had this exact bug happen after a fairing exploded due to heating. i wonder if if you extended the heatshield on your vessel, the same would happen
  8. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core I7 10th Gen | GPU: NVIDIA GeForce MX350 | RAM: 8GB Issue: Ion engines continue to produce thrust during accelerate under timewarp after EC runs out, but stop consuming Xenon fuel. Steps to Replicate: Load ion_kraken_drive_v2.json Set throttle to 100% Engage 10.000x timewarp Observe that when the vessel runs out of EC, the player is not kicked out of timewarp and the vessel continues to accelerate without consuming proppelant for a while Note: The player does get kicked out of timewarp eventually, after which these steps can be repeated to gain what's essentially infinite acceleration (also known as a 'Kraken Drive') Speculation: Ion engines have a discrepancy between the code that checks whether an engine should be consuming fuel and the code that checks if the vessel is close to running out of fuel during accelerate under timewarp. The former correctly detects the ion engine doesnt have sufficient EC and stops consuming Xenon fuel, but the latter only considers Xenon fuel levels and thus incorrectly keeps the craft in accelerate under timewarp after EC runs out. This may be related to the 'XenonEC' fuel type used by ion engines. The player does eventually get kicked out of timewarp; i assume this happens at the point where the game calculates the player would have run out of Xenon proppelant if it were still being consumed. Video Evidence:
  9. also of note, may or may not be related: fairings dont get fitted into the viewport for saved crafts correctly (that's to say, the game ignores they're there)
  10. @centaurlimerged your report; kept your title. thanks for pointing out this happens when the engine on the undocked vessel is disabled!
  11. i think this is whats happening there; it's almost like the wheels get out of sync with the movement of the craft. Again, it's just a minor visual thing, but it does look quite odd when it happens. the bigger bug here is the random 'teleporting' rovers seem to sometimes do which can easily lead to a crash
  12. @roiul merged your report. is this issue only with this particular craft file, or are other craft in the VAB also affected?
  13. imo its only unintuitive because its done differently to ksp1. whether its 'fixed' or not is up to the devs
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