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QwertyHpp

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Everything posted by QwertyHpp

  1. They've talked about this before (check the discord dev tracker) - iirc the plan rn, with all the other priorities, is to keep it as is until roughly 1.0
  2. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB Was launching from Minmus and encountered some nice orbital decay - only happening at 1x timewarp. Decay continued until ~9-10km above the surface. The craft had landing legs, but no ladders & the Kerbal was inside the capsule (not on EVA). Workarounds: - Use timewarp until altitude is >10km Included Attachments: KerbalSpaceProgram22023-12-2016-14-42.mp4 DECAY.json
  3. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB Has only happened once, but after recovering a vessel that had landed in the ocean, the KSC remained centered on that point in the ocean rather than showing the KSC facilities. Required a quicksave/quickload to fix - switching to the VAB and back didn't work. Included Attachments:
  4. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB After updating to 0.2, noticed that when timewarping to daytime in the KSC view, the skybox had gotten stuck and was rotating with the planet (see attached video). Tried closing and relaunching the game, only to find the skybox missing now missing (see attached video). Affects all campaigns - quicksaving/quickload, relaunching and reinstalling the game had no effect. Included Attachments: FrozenSkyboxz.mp4 MissingSkybox.mp4
  5. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB This bug still remains in 0.2. Started a new exploration campaign, launched a rocket and found no trajectories. Included Attachments: .ipsImage { width: 900px !important; }
  6. This happened to me as well after circumnavigating Gilly on EVA, ship was gone when I came back around - and nothing on map view
  7. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB I find that when moving the camera around a vessel on a surface, if you move the camera down too far, when it hits the ground collider it suddenly switches perspective and stops being centred on the vessel. If you move the camera back up then it jumps back to the original perspective - making viewing anything on the ground rather janky, especially if you're wanting to look up to the sky etc... Included Attachments: KerbalSpaceProgram22023-11-2510-51-25.mp4
  8. Agreed - although I think this might actually be a bug as it does sometimes appear to work with both, but often the PE node will disappear from the SOE view (right square) and you'll be unable to place a manoeuvre node - not sure what causes the change in behaviour. If this is intended behaviour then should def be changed as it also makes it more annoying to fine-tune the approach from afar as you have to go pinpoint the right PE on the main trajectory (left square) and then switch over to see the angle etc.. relative to the planet in the SOE view (right square) while keeping the pinned PE in view
  9. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB Discovered that one of the landing legs on this vessel was unable to retract as it was "blocked", however, it had no problem deploying or retracting in orbit beforehand. Quick-saving and reloading results in a similar result to the map switching bug reported earlier Included Attachments:
  10. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB Found that when switching to map view while the animation for deploying the LT-2 "Wombat" landing legs is playing messes up the model positioning - with the feet seemingly in the right place, but the state of the parts of the legs are in the stowed orientation (see image). Might also be the case for other landing legs - will test and find out Included Attachments:
  11. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB Occurred during an Apollo-style mission, i.e. both vessels were launched together, docked for crew transfer and then undocked for landing. Upon returning to dock a second time - they just wouldn't connect. Quick-saving and reloading had no effect. Pretty sure this is def a known bug so just reporting another instance of it w/ save file Included Attachments: KerbalSpaceProgram22023-11-0314-50-16.mp4 quicksave_22.json
  12. Was going to add to this once at the time, but it turned out the ladder still worked as though it was extended even though it appeared retracted. Had a screenshot - will try to find/replicate later on
  13. Yeah nah that's all good - the other one def. describes the issue more accurately
  14. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB Similar to the bug reported about the same details being significantly oversized - I've been running into the opposite issue where the "View More" details are missing - or less frequently too small (see images). Not sure how to reproduce - appears to happen at random. UI scaling is set to 80% so that could be related to the shrinking effect instead of the oversized effect. Included Attachments:
  15. It was a part of a test rig so there were a few unusual parts to it - but I've narrowed it down and it appears that its potentially related to the engine plate bug, I don't actually think its an issue with the command pod but rather the decoupled engine plate. Since the engine plating doesn't have a collider it appeared to just be the command pod
  16. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB Encountered some unexpected issues with the Mk1-3 command pod model - where the collider appears to just be a cylinder rather than a cone (i.e. it sits and rolls perfectly horizontal). There also appears to be some texture clipping going on at the base of the command pod - resulting in a strip of flickering black triangles. Craft File: pods.json Video Evidence: KerbalSpaceProgram22023-09-0322-53-27.mp4 Screenshots:
  17. Yup the original title & description are a little outdated - this happens with any engine plates any time a vessel is unloaded and reloaded. I think these are all the cases that I've found it happening (and it has never not happened): - Switching between vessels, including switching over to the KSC - Quicksaving/quickloading - Loading a save from the main menu Other potential cases that I have yet to confirm: - Entering physics range of a vessel (i.e. driving off in a rover and coming back to a ship - do the engine plate fairings respawn on the ship - maybe not?) - Going directly to the tracking station from the pause menu (since this is really just the map view so I don't think the vessel gets reloaded) -> confirmed not a case
  18. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB Launching a new vessel into orbit from the launchpad resulted in missing trajectories from the map view - after investigating the save file it appears the vessel situation was set to "Splashed" instead of "Flying". Changing the value fixed the issue. Occasionally see a similar issue where the situation is set to "Landed" - having it set to "Splashed" is new though Included Attachments: autosave_2.json .ipsImage { width: 900px !important; }
  19. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB Notifications are spammed a bit too much and get in the way while time warping (the ones in the video are from a surface base that loses power overnight). Might be nicer to either speed up the auto-dismiss time when time warping - or just show the notifications a bit less invasively (especially when coming from the non-active vessel). Also noticed that the scroll issue that was just fixed for the other UI windows still remains for the notification window (see end of video) Included Attachments: KerbalSpaceProgram22023-09-0216-05-13.mp4
  20. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB I've found that a lot of the time when a part is initially covered by a fairing - it still won't deployed due to it being blocked after the fairing has been ejected. Has had this happen with landing gear, ladders, solar panels etc.. Attached one ladder example with the original craft file Included Attachments: DAV-01.json
  21. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB As mentioned in the title after launching the game and loading a save - vessels fall apart and fall through the ground. Reloading the last quicksave fixes the issue. Only had this happen with this vessel so far - the first time when in orbit (so didn't fall through the ground) and the most recent one on the surface of Duna (linked below) Included Attachments: landed.json DAV-01.json
  22. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB I think I've seen this one before but reporting another instance of it, Basically when reloading a save while paused causes the graphics to glitch out requiring a game restart to fix. Reloading any save or returning to the KSC doesn't help and makes the glitch worse. Included Attachments: .ipsImage { width: 900px !important; }
  23. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB When reloading a quicksave where parachutes were deployed - they no longer are. The game still appears to have them in the deployed state though - the parts manager displays the "cut' button - which after cutting, repacking and deploying the chute(s) they deploy as normal. Either redeploying one of the chutes or just opening and closing the parts manager seems to trigger the rest of the chutes to realize they are deployed as well. Included Attachments: video.mp4 quicksave_81.json
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