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mucco

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Everything posted by mucco

  1. No the DN is showing correctly in the second picture. I think when I moused over it it didn't give me any tooltip
  2. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: AMD Ryzen 5 3600 | GPU: AMD RX 6600 | RAM: 16GB I tried to dock two crafts. The docking speed was quite high at 1.0 m/s; the ports touched for about a second, then everything exploded. Upon reloading, there were various phantom artifacts, including: 1. a phantom Kerbin partly overlaid on the normal one 2. a craft repeatedly floating in and out of view 3. some parts floating around the port used for docking, as if they were properly attached all in all a big mess. I am including video, and a zip containing Player.log, Player-prev.log and the quicksave that for me always reproduces the issue. KerbalSpaceProgram22023-12-1714-57-36.mp4 Included Attachments: Player.zip
  3. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: AMD Ryzen 5 3600 | GPU: AMD RX 6600 | RAM: 16GB Not sure how to fix it, and it's appeared a few times for me but I don't know how to repro reliably. Completely non-breaking, seems very low priority but maybe it gives insight into the disappearing map lines bug. t
  4. @Anth as you suggested to me, changing cloud quality has dramatic effects on the bug. It disappears when clouds are on low, it is mitigated (but still significant) with the clouds on high medium. My FPS on paused game, options screen were 60 (capped), 12, and 3 respectively for low-med-high clouds.
  5. This bug has happened a couple times to me lately. Both times, it was after a quickload because of anothe bug: the maneuver tooltip was disappearing under my mouse. I would go to my trajectory, click a point to set up a maneuver, move the mouse up to hit the create maneuver button, but the tooltip would disappear once I moused off the trajectory. Perhaps these two bugs are related.
  6. Latest occurrence of the bug. It was 30fps a moment ago, and suddenly, bam. Alt-tab fixes it once more.
  7. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: AMD Ryzen 5 3600 | GPU: AMD RX 6600 | RAM: 16GB This bug has been present for a while. It is still very noticeable on 0.1.5, and it will become prominent once more players start to have extended time playthroughs. Steps to reproduce: 1. Load a new game 2. Time warp 10 years, maybe even less 3. Observe clouds regularly "skipping ahead" in a very jarring way, as if they teleported 10s into the future Included Attachments: .ipsImage { width: 900px !important; }
  8. @Anth I can still reproduce this sometimes. My launch/LKO FPS is totally shot. The latest K.E.R.B. asks for more post 0.1.5 information and I can provide it, is there any way I can help? More data from me: 1. Alt-tabbing fixes the issue occasionally 2. GPU is constant 100%, and stays 100% even if alt-tabbed with the KSP2 window not in view. CPU seems fine. Goes without saying that the whole PC is lagging while this happens 3. Going into map view suppresses the issue
  9. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: AMD Ryzen 5 3600 | GPU: AMD RX 6600 | RAM: 16GB This issue has appeared with v0.1.4.0 for me, the same that fixed my UI flickering caused by an AMD-specific issue. When approaching landing on any planet other than Kerbin, my FPS goes well below 5, it becomes impossible to control the craft. So far I have verified this with Mun, Minmus and Duna. It happens 100% of the time. Framerate at launch, ascent, Kerbin orbit and deep space is good. Whenever I reach another celestial body, the closer I get to it, the lower my FPS goes. The FPS decrease is only if I am looking at the planet, if I look up the framerate shoots up to smoothness, but then it's hard to actually land without seeing the ground!
  10. I might know what this is. Could be due to a noise-generation function taking a float parameter for time. If the function is passed "seconds from start of the game" for time, after 4 years or so this value is well into the hundreds of millions, and float has lost enough precision, skipping values as it goes. So the function, instead of computing cloud shape for time 100M+0, 100M+1, 100M+2, 100M+3, 100M+4, 100M+5 seconds, it will do, 100m+0, 100m+0, 100m+0, 100m+0, 100m+0, 100m+8, 100m+8, 100m+8, thus appearing to skip.
  11. Also reporting this issue. It's the only bad, gameplay-breaking bug I encountered since 0.1.4.1.
  12. This is crazy. I will definitely not touch the game until this is patched away. How the heck
  13. This has happened to me as well, but going as low as <1 FPS; even looking at the sky, so could be a culling bug. It recovered by alt-tabbing. Then it started again in orbit with the same severity, and again alt-tabbing fixed it. Away from Kerbin orbit I haven't encountered it so far. My GPU is a RX 6600.
  14. As an RX6600 owner, and as such one of the main bug reporters on it, as well as a software dev, I would really really love to read it.
  15. Video showcasing the UI flickering was posted on the Discord server here: https://cdn.discordapp.com/attachments/1039965578754007060/1124266843339759766/Kerbal_Space_Program_2_2023-06-30_11-09-44.mp4 The 0.1.3.1 hotfix didn't fix this issue. Worth saying that it is actually quite aggressive, also in mid-flight with the large compass.
  16. It's not. I have encountered the bug before even staging. I had a 5 part vehicle: terrier engine, tank, decoupler, pod and parachute; still got the issue. It does seem to go away by save/load for me. But this is so severe that I hope it's hotfixed away, at least.
  17. I am at a total loss as well. How could it happen that such a basic test case is missed after an aero rework? I could picture it if nothing about aero or landing was touched, but...
  18. I have had the same issue. Periapsis and Apoapsis were changing too slowly during atmospheric descent. I would bet that this is related to the hollow decouplers newest fix.
  19. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: AMD Ryzen 5 3600 | GPU: AMD RX 6600 | RAM: 16GB Attaching a screenshot to showcase two different glitches. 1. The whole UI background flickers quite violently. Especially on liftoff, but all the time in general. It doesn't appear on most of my screenshots, but in the attacked on you see the bar on the right (stage expand button) that is of a weird color. When I pause the game and don't move the camera, the flickering stops. It has one flicker whenever I mouse over UI elements or interact with the UI otherwise (increasing thrust). This is a regression from 1.2.0 for me. 2. Clouds are... still awful. Graphical settings are all maxed and my FPS is fine. Clouds used to be worse on AMD GPU, but they are still super jarring to look at. The screenshot doesn't do it justice, when they move they are much worse. I feel that clouds have a very annoying griddish pattern in this game and that is another issue entirely, but the rendering is so tough. This is a clean Win11 installation and just after KSP2 install, so it's as dry as you can hope for. Included Attachments: .ipsImage { width: 900px !important; }
  20. Hair is notoriously hard to optimize in a 3D environment. You can't implement each individual hair if you don't want to use your GPU for cooking, so you need to find a way to optimize shape and movement in a way that can be done with a feasible amount of resources.
  21. Thank you so much! Fingers crossed it happens fast, Jool and Laythe are two of my favourite places and it's currently not great for me there.
  22. @Nate Simpson did you manage to take a look at this graphical issue that is plaguing several AMD GPU users? Great patch, autosave on SOI change is beautiful!
  23. Reporting to show the sorry state of Jool as well on AMD GPU. Gamebreaking bugs surely have priority, but this is really painful to look at.
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