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Mushylog

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  1. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Edition Windows 10 Home Version 22H2 Installed on ‎29/‎06/‎2022 OS build 19045.3570 Experience Windows Feature Experience Pack 1000.19052.1000.0 | CPU: CPU Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz Base speed: 3.40 GHz Sockets: 1 Cores: 4 Logical | GPU: GPU 0 NVIDIA GeForce RTX 3060 Ti Driver version: 31.0.15.4592 Driver date: 19/10/2023 DirectX | RAM: Memory 32.0 GB DDR3 Speed: 1600 MHz Slots used: 4 of 4 Form factor: DIMM Hardware reserved: 4 Severity: Medium Frequency: High (only for me and NexusHelium) I encountered this visual bug as long as I can remember, ever since release of Early Access. Before patch v0.1.5 , it always happened after 4 years of game time (time displays 4y). It may be related to the fact I used the 2 fastest time-warp speed in the tracking station*, in order to have a good launch window with other planets. However, it happened at 2 years of game time (time displays 2y) after I time-warped to also capture a good planetary transfer window. *: I say this because it is possible that the bug could not trigger if I never used time-warp ever, but for obvious reasons I cannot test and wait months, years, of game-time and actual real time to see if the clouds will stutter or not. Here is a video that shows right away the clouds froze in place and then suddenly teleporting forward to freeze again, then teleport again, etc. I also provide the save file of my campaign where the bug occurs. Included Attachments: autosave_1.json
  2. It is weird that one part's structural failure instantaneously destroyed the vessel. That HFT-T is a hydrogen tank, did you perhaps set the root of the craft to be that tank? Its destruction probably triggered the loss of control. Either way it's a bug that should be fixed.
  3. Beautiful shots!! Especially that last one by Periple, the blue light reflecting on the wing woah!! And the one by user AlphaAntar3s is beautiful, a very cool looking plane (don't know the model name but love it)
  4. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Edition Windows 10 Home Version 22H2 Installed on ‎29/‎06/‎2022 OS build 19045.3570 Experience Windows Feature Experience Pack 1000.19052.1000.0 | CPU: CPU Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz Base speed: 3.40 GHz Sockets: 1 Cores: 4 Logical | GPU: GPU 0 NVIDIA GeForce RTX 3060 Ti Driver version: 31.0.15.4592 Driver date: 19/10/2023 DirectX | RAM: Memory 32.0 GB DDR3 Speed: 1600 MHz Slots used: 4 of 4 Form factor: DIMM Hardware reserved: 4 Here is a video with timestamped chapters. Expected behaviour: During re-entering the atmosphere, the capsule pod orients itself pointing retrograde. What happens (with the Cockleshell fairing part): During re-entering the atmosphere, the capsule pod does not point retrograde and instead will stay between prograde and retrograde while randomly oscillating between radial-in and radial-out. It looks like the fairing part confuses the "drag cube" of the game for the active vessel: the craft (with the fairing part) seems to be aerodynamic in only a certain position (a contradictory position based on what we see). Check the YouTube video for better representation of the issue. Included Attachments: MalgardsPeamk1.json
  5. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Edition Windows 10 Home Version 22H2 Installed on ‎29/‎06/‎2022 OS build 19045.3570 Experience Windows Feature Experience Pack 1000.19052.1000.0 | CPU: CPU Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz Base speed: 3.40 GHz Sockets: 1 Cores: 4 Logical | GPU: GPU 0 NVIDIA GeForce RTX 3060 Ti Driver version: 31.0.15.3713 Driver date: 14/08/2023 DirectX | RAM: Memory 32.0 GB DDR3 Speed: 1600 MHz Slots used: 4 of 4 Form factor: DIMM Hardware reserved: 4 Hi, this is me in the screen. You're probably wondering how I got here. Let met explain what happened: I built and launched this craft in one session (I haven't closed the game once from the launch pad to the Mun), I sent it and then stopped playing: I closed the game by clicking "save and exit". A few hours later when I reopened the game and loaded the save, I realized the parts (lights, RCS thrusters and batteries) were suddenly off axis. This is reminiscent of a previous patch where this bug was not rare. It was fixed, but here it is again in v0.1.5.0 . The surface-attached parts should remain on their original positions and should not have moved this way. Note: I attached the craft file but also the save file to this post (save file from before I rebooted the game, seemingly the save that was created while I closed the game). Included Attachments: Trasiremk1.json Save2023-10-26.json .ipsImage { width: 900px !important; }
  6. I experience this very frequently, the sun (or Kerbol ) disappears before the silhouette of the planet in focus even overlaps its light. It looks like a mask was applied around each planet, to hide the sun's light source, but for Gilly/Duna/Laythe and Minmus it seems that this "mask" is too big, so the sun is hidden when it should not.
  7. Additionally, it would look amazing if the trails of vapor left by wings in KSP2 would wiggle a bit near the 2/3 of the trail, starting for the end of the trail. Like in that last video you posted.
  8. That would be a great addition to Kerbal Space Program 2. I can imagine this feature to be added later in the game, since it isn't very life-changing. It is very cool so I hope to have this added in the game as soon as possible! But of course there are other priorities right now!
  9. If you're having trouble moving around your target, when you're close to it (<1Km), and you're trying go around the craft, to align with its docking port, disable the Yaw, Pitch and Roll of your RCS thrusters, so that you only have Dorsal, etc. inputs, in the Parts Manager. I found that it would try to negate every input, resulting in wasting RCS propellant while not moving as I desired.
  10. This Cloud animation bug is still present on v0.1.4.1 after 4y of in-game time (tested on a new save of this current patch, time-warped until 4 years).
  11. Hi. It looks like you are using the "Reliant" engine, which has NO gimbal, unlike the "Swivel". Plus your craft does not have wings or any other way to steer. This will result in a total loss of control over your craft, at high speed, in thick atmosphere (in the blue-est part of the atmosphere-meter). Try with wings + control surfaces on them, and also try with the engine named "Swivel". Alright, I tried to replicate the craft in question based on the video and it flew just fine, it reached space with no loss of control, with: the "Reliant" engine, the 4 little wings with no control surface, the FL-T800 tank, a TD-12 decoupler, a "Terrier" engine, an FL-T200 tank, SRW-125 reaction wheel, a "Cockleshell" fairing, an OKTO control probe, and a Z-200 battery. I don't know why you experienced loss of control, it looks like it's related to atmospheric pressure on your vessel, but... it should fly just well.
  12. Absolutely! The team should not let the new bugs that arise after a fix/update bum them out! Carry on, work hard, give your best and this game will get better and better! I'm glad to help as much as I can.
  13. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Edition Windows 10 Home Version 22H2 Installed on ‎29/‎06/‎2022 OS build 19045.3448 Experience Windows Feature Experience Pack 1000.19044.1000.0 | CPU: CPU Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz Base speed: 3.40 GHz Sockets: 1 Cores: 4 Logical | GPU: GPU 0 NVIDIA GeForce RTX 3060 Ti Driver version: 31.0.15.3713 Driver date: 14/08/2023 DirectX | RAM: Memory 32.0 GB DDR3 Speed: 1600 MHz Slots used: 4 of 4 Form factor: DIMM Hardware reserved: 4 What happened: If you are in orbit, go EVA with a Kerbal then move up and down the ladder of the pod (I used the 3 seats Pod), the Kerbal will drift away from the craft. Then, moving again, a few seconds later, will teleport back to its supposed position: on the capsule's ladder. Expected behaviour: The Kerbals should be able to go up and down a ladder on a craft, without drifting away in space. What I suspect happened: The new fix that (successfully) reduces orbital decay may have created a new bug related to other bodies (crafts or kerbals) that are supposed to stick to another craft. It seems that this fix forces objects (crafts or kerbals) that are in orbit to forcibly freeze on their position, based on their motion (a kerbal moving up a ladder would create a "new orbit" since he created a force upward to go up the ladder, and maybe the game thinks that the kerbal is not attached to the ladder of the craft and therefore should not be sticking to it, ergo, should drift away). Might want to replicate this bug with DOCKING other vessels to one another. Video recording of my test: timestamp: 28 minutes 39 seconds Included Attachments: bugtest1.json Anth12 Edit: Adding Video of it working Correctly in 0.1.4.0 confirming issue is caused by 0.1.4.1
  14. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home Version: 22H2 OS Build: 19045.3324 | CPU: CPU Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz Base speed: 3.40 GHz Sockets: 1 Cores: 4 Logical | GPU: GPU 1 NVIDIA GeForce RTX 3060 Ti Driver version: 31.0.15.3713 Driver date: 14/08/2023 DirectX | RAM: Memory 32.0 GB DDR3 Speed: 1600 MHz Slots used: 4 of 4 Form factor: DIMM Hardware reserved: 4 The animation for the clouds on Kerbin (and probably any other type of volumetric cloud on other planets - to be investigated) is choppy after a few years. I would say 4 years. Perhaps it is related to the size of the game file and the fact that my computer uses a Hard Disk Drive (HDD). This animation bug is not observed in a new campaign save with only a few seconds of game time. It appears to only happen after a few years. There was speculation in the discord server of KSP2 that the cause of this is because my computer uses an HDD, and it would probably not happen with an Solid State Drive (SDD). Here is a video of the clouds animation bug: We can clearly observe a choppy movement from the clouds when they move forward, at 1:32 and onward. The stuttering becomes more obvious as my craft approaches the clouds. To be clear: in a new campaign save, the animation is smooth and constant. There are no issue whatsoever. The bug only happens after some time (uncertain as to when exactly, perhaps the bug is triggered after a long time-warp, perhaps it's only related to the size of the campaign's file).
  15. The kerbals are immortal but they are not invincible and they, themselves, value their lives. They would rather send a probe than go and risk to die in space for a simple EVA report around a moon. However, the player can choose to make them risk their lives as the player has the final word, always! Should sending kerbals be more rewarding? Yes, I think it should, so that it is worth the risks.
  16. Yes! I talked about this a few months ago. It happens (to me) in a campaign save when I reach maybe 2 years of game time? Something along those lines. The clouds are smooth, however, in a new campaign. I was told it's because of my old Hard Disk Driver, and was recommended to get a SDD. Did you try a new campaign to see if it was the same problem as mine? I also noticed the fuzziness of the clouds when the camera moves around a vessel - it looks like the clouds shake a bit before sticking to their rightful position around the globe of Kerbin. I think this is something that could be relatively easily fixed. The stutter of the clouds though... I'm afraid it's a hardware issue. Maybe the devs can improve the animation of clouds, for sure.
  17. Hello Chris Adderley. How detailed will the reentry VFX be, on the vessel's parts? Will we be able to see the heat propagate relative to what part of the ship is hitting atmosphere the most? (As in, will there be a glow on the entire vessel that spreads as atmosphere becomes more dense, in a reentry? Or will the heating visuals display in every single parts of the vessel individually?) Thank you and fly safe-ish!
  18. This was a long but great reading! Very informative. It's very interesting to see how deep the mechanisms of the game are, or can be, or will be! It all makes sense and I'm very excited to see what you come up with in the future. KSP2 is a great game, I am most excited to see the new planets, but any of the roadmap goals hype me up too. Re-entry heating is going to spice it up real nice!! ps: a few typos in this post confused me a little, but I got the gist of it! And the examples were very practical and useful. Great drawings too haha (the flame/candle with the inverted red/yellow!! )
  19. Very insightful, very interesting too! I love the witty descriptions of the images "Chris paintovers, terrible MS paint scrawls trying desperately to get a point across" Thanks for this Dev Diary!
  20. Oh my gosh I never thought I'd have my screenshot in an actual post! I'm giggling. It's so fun to know people saw AND picked your creation. The ion engines are SO BEAUTIFUL, the designers of the game did (/ are doing) an amazing job!! It's a lot of fun seeing everybody's creation here too, as I don't always check the screenshot channel on the discord... This a lot of fun.
  21. I didn't realize people were getting worked up on the lack of information. On the contrary, I was given the impression that you guys really are very transparent with us. Each update post is a treat, Nate! I love to learn about the Behind The Scenes of this game. It's so cool to see who made X part, and what was their job on it. It really puts to perspective that this isn't just a software we bought, it really is a big, rich, complex computer video game. I love it. I'm really happy about the AIRBRAKEs part coming in next patch! I'm not even worried about the Grid Fins, if they don't make it next patch. We'll have plenty of time to play with the AIRBRAKEs, the (grabbing?) docking ports and! these BEAUTIFUL engines. The game is getting crispier every week, with the weekly challenges.
  22. I was just wondering about improvements for the solar lens flare, as I noticed in this (current) version that the sunlight would appear inside all the mountains of a body (the Mun in my case), before actually going high enough to see the sun. So GREAT JOB Jon Cioletti, Chris Mortonson and Phil Fortier, this is such a nice improvement. It's all in the little details! I'm excited about the grid fins. (...procedural grid fins? ) Thank you for the Updates, it's always good to read!!
  23. It's much better for the long term if we have to wait for a bigger patch/update. Short but quick patches are not good, in my opinion. What you guys are going with is 100% correct in my estimation. 2 or 3 weeks more of waiting isn't that much, at all. For a game on which players are going to spend thousands of hours when it's officially out (1.0), it's worth it! Not even mentioning the fact that we're already playing the game a bunch in early access! I think this is a sweet spot, we're in. The roadmap is promising, the transparency of the dev team is so appreciated and the weekly challenges bring us together, it's great! Now personally the Ui doesn't bother me, I don't think I'll change it much since I use a standard monitor, but that's just me. I AM excited though for that re-entry heat (+ heat feature), now that is going to be spectacular. There's a lot of good promises ahead, it's difficult not to hold my breath!
  24. Great selection of crafts! Some of them are very creative!! The red Dragon blowing the engine's plume, and the flying cart hahaha how did it propel itself in the air?! I couldn't see any engine, it's a mystery... I just noticed the engines down there, clever!! Game's a lot of fun already, I'm going to build a car now!
  25. That's a very narrow, pessimistic view of KSP2 and its team. Modding the game isn't impossible, it's just not supported yet. It is possible, though harder without the active help of the devs, right? I heard Scott Manley say that. Also there already are mods of KSP2 early access! So... ok, the problem is the price of the early access game? Nobody forces anybody to pay 50 bucks for the early access game, complaining about the price just makes me question your ability to restrain yourself and not submit to compulsions. It's hard, right now Red Dead Online is down 50% of its price and I want to buy it really bad but I won't because I'm planning on moving out. That is restraint; it sucks but that's life, man! You are in control of how you choose to spend your money - if the team behind a video game does not seem trustworthy, do not pay for their product, especially if it's early access; or get a refund! You'll leave a negative review and that will be it for your part - that's fine - the company will get bad reputation and lose a lot of money if they really are eViL and money hungry. I'm having a lot of fun despite the bugs, and I put my faith in their hands to deliver what they promise in the roadmap - even though we have no idea how long it's going to take. These 50 bucks I spent, it's on me and nobody else, because I know what the risks are: I'm still going to spend hundreds of hours on this game, just like I did for KSP1 (1150+ hours for 30 EUROS or so, maybe 50 with the DLC I bought years later, it's a great investment!), so if you look at it in terms of [how much you spent] times [how much time you spent having fun]... I mean it is a win for me! And I already spent 51 hours in KSP2, so it's less than €1 per hour, I still have a lot to do in the game! In its current state! And there's going to be more to come in the future (IF the developers deliver, yes)!!
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