Jump to content

LowSnow

Members
  • Posts

    14
  • Joined

  • Last visited

Everything posted by LowSnow

  1. As a person working in a software development company who is especially involved in testing, I want to do a suggestion based on my own experience with a hard "reset" of bug reports. I had to learn the hard way that this is not the best option in terms of future improvements. Instead of "resetting" I would advise to "close down" the v0.1.2.0 bug reports subforum (so no one can add new stuff, since that's irrelevant) and create a new v0.1.3.0 bug reports subforum. In this way, if there are bugs that have either: - improved but not perfect - stayed the same but in very specific circumstances - worsened ... People (but also devs) will have less of a hard time describing (or tracking down) what's wrong I had the experience, post patch, of being unable to remember or track down what the specific circumstances were when a certain bug appeared, but also what specific things the devs did to track it down/fix it. This happened because we also did a hard "reset" of our bugtracking list on Jira and one of the bugs we thought was fixed, actually made the whole program crash. Cheers
  2. Today I experienced EXACTLY the same thing. Very clear discription of what happened to me too.
  3. I experienced the same issue on other planets with multiple vessels. It helps going back to KSC, then going to tracking station, back to the vessel and then press the "change vessel key". Although: this does not always work. Just trial and error
  4. (NOTE: I wrote this being really tired so don't mind the spelling/grammar chaos) Dear Devs, dear community I've seen countless of reports mentioning vessels dissapearing beneath the surface when loading in a save. I think I might have found a "cause" for why KPS2 is doing this, but even better, I have found a way to "fix" it for people really not wanting their vessel to dissapear and be unusable. I will use an example I experienced, with a rover that was landed on Duna but for one reason or the other dissapeared underneath the surface after loading in the vessel. What happens: 1) You launch a spacecraft towards another planet, lands on it, go back to KSC and save the game. 2) When reloading the savegame, then going to tracking station, and eventually trying to "control" the craft [doesn't matter if you first click "focus" and then "control", or just "control" right away]... the vessels seems to have dissapeared under the surface and is now sinking towards the gravitational center of the celestial object. Do understand me correctly: it is NOT when loading in the save that the problem will happen, it is ONLY when loading in the actual vessel, via the tracking station, after loading in a save that was focused on KSC itself! What's causing it (according to my humble opinion and basic IT knowledge): Before going into how you can "fix" (it's kind of more like a workaround without any chance of succes, but it worked for me), I will try and explain what I noticed in the save's JSON file and what is the probable cause of the issue. This one is going to be quite tough, but try to stay with me :p 1) I have reason to believe that the problem only kick in when the vessel is actually loaded in. What do I mean? When you load the savefile, and you take a look at the vessel via the tracking station; you can clearly see in the parameters that the vessel is landed, current speed is 0, it is not debris nor destroyed, and it contains 1 or more (dependent on the situation) crew members that are alive and well 2) When you take a look at the JSON savefile (more explanation in the section on "How to fix it") there are some parameters of that vessel that state the following (will only copy and highlight the parameters of importance, separated with "..."): ... "referenceBodyGuid": "Duna", ... "localVelocity": { "x": 0.0, "y": 0.0, "z": 0.0 ... "localPosition": { "x": -174018.95592732367, "y": 257847.53725303107, "z": -78006.057908550778 ... "PhysicsMode": "AtRest" Conclusion = The vessel is on Duna, having a certain velocity in XYZ, at a certain location in XYZ, being "AtRest". At first sight, this seems logical. The vessel is not moving, so is at rest, and this makes the velocity being 0 on all 3 axes. However, if you take in the math and physics of spaceflight, being landed and not moving on the surface, makes it impossible for the speed to be 0, since the object you're on is turning around itself, but also moving around Kerbol, which in turn is moving around in a galaxy. Even if the game took that in account, not moving on Duna being 0 will be impossible to be the same on say Mun, since their size and rotation speed are completely different. The following point proves my reasoning (I think) 3) After implementing the fix (again, I will get into the fix itself later, I'm first trying to explain the cause), and driving back with my rover to roughly the same location as I was before, saving ON SITE (so not switching back to KSC and then saving), these paramaters where as follows: "referenceTransformGuid": "Duna", ... "localVelocity": { "x": 0.0034261178225278854, "y": -0.0038649328052997589, "z": 0.00034581124782562256 ... "localPosition": { "x": -174186.96236967808, "y": 258054.12362081016, "z": -78094.052239258686 ... "PhysicsMode": "RigidBody" Conclusion = The vessel is (still) on Duna, having a certain velocity in XYZ being NOT ZERO (yes, my vessle was stopped with handbrake on), at a certain location in XYZ, now being on a "RigidBody". My reasoning in the earlier point 2 seems to add up, since - even being parked and not moving - my velocity is not at absolute zero. On the other hand, my position in ALL XYZ axes seem to be higher. Obviously since I'm not stuck in the ground anymore. Another thing that is noticeable is, even if I'm completely stationary, the "PhysicsMode" now states that I'm on a RigidBody, compared to "AtRest" in the previous save JSON file. 4) I have thus 3 possible hypotheses for the reason of this problem: a) The "AtRest" PhysicsMode needs to be "RigidBody" instead b) The localVelocity can NEVER be absolute 0, but somehow the savefile is causing it to be. c) A combination of the above 2 hypotheses. How to fix it (more of a workaround, Windows 10 computer): 1) Start KSP2, go to tracking station, and look for the name of your vessel that is causing the issue, write down that exact name. In my case, it was "Default Name-50". DO NOT PRESS "CONTROL"!!! 2) Save the game with the same name but add something behind it like "modify test". Example: "OriginalSaveName Modify Test". Then exit the game. 3) (Please ask community for help on other systems) Go to "search" and type in "%appdata%". If you're in "local" or "roaming", go back to the "appdata" folder and go to LocalLow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer\Campaignname\"OriginalSaveName Modify Test.JSON 4) Press CTRL+F and type in "assemblyName": "Default Name-50" ("Default name-50" was my name of the vessel, so this should be replaced with your vessel name) and press "search" 5) Having "CTRL+F" still open, type in "referenceBodyGuid" and click "search". After pressing search the parameters just behind the referenceBodyGuid should be the celestial body your vessel was on at that moment. (In my case being Duna). 6) Scroll down just a little bit until you see the following: localPosition": { "x": -174018.95592732367, "y": 257847.53725303107, "z": -78006.057908550778 7) Now it's time for trial and error, since you'll be changing the "y" coordinates with little increments, saving and exiting the JSON file, starting KSP2, loading the save, loading the vessel and then trying to manoeuvre into a crash landing just so it doesn't destroy the vessel. In my case, it was a rover with the medium wheels, so even if I loaded in from 1000m above the surface, I would just bounce off the ground a couple of times until I finally came to a stop and could use my vehicle again. 8) In case your vessel DOES get destroyed, repeat the above steps 3-7 until you have a vehicle that is landed and completely functional (AKA not destroyed). After this, you can choose to save the ORIGINAL save file, so it overwrites the broken one, but you can also just save the game in the current game. Please let me know if this works out for you guys. I've spent over a week to trying to analyse this problem and creating a fix. Devs: let me know if my reasoning was right Cheers, LowSnow
  5. I managed to get a rover on Duna, but I struggle to cross long distances without quick saving after every time this bug happens. Basically the following happens over and over again at a reasonably consistent rate: You drive the rover in whatever direction (have tried all directions on the compass) at whatever speed (I've tested in between 1m/s-47m/s) with or without SAS, with or without RCS, whether accelerating, braking or staying idle, and after some time, the vehicle will appear to suddenly and randomly jolt 30° left or right, 9/10 causing in a crash when driving above 15m/s. Luckily I've managed to create a habit of being ready to correct after 15seconds of driving without the bug. Oh yeah, also: the staging is bugged, but that's not the purpose of this video.
  6. I have a very strong photographic memory, so I sometimes easily recognise shapes I've seen before. Now... is it just me, or are the Americas displayed in the terrain on Duna? I mean, North America is almost a perfect match! Just South-America is harder to make out. Raw photo: https://steamcommunity.com/sharedfiles/filedetails/?id=2968042925 Photo with worldmap overlay: https://steamcommunity.com/sharedfiles/filedetails/?id=2968047832
  7. Okay this information was long, but really helpful. Only one more question: I guess when talking about "center of pressure" you're not talking about "center of lift". So the next question is: how (if at all) can you see where the center of pressure is in KSP2?
  8. My standard way is... not doing a gravity turn. I am just completely unable to do so. TWR 1.3? Even then the slightest millisecond nudge on the D key makes any rocket flip entirely. Sooo... My standard way is: Overfueling every rocket; Going straight up until 100-150km Turning 90° east Wait till you get orbit (whilst sometimes intermittenly stopping the burn because of only Ap increasing without any movement in Per) I have a feeling that the SAS in the current state of the game (0.1.2.0) is AND underpowered AND overcorrecting. Devs should really fix this soon, cause I won't be able to get anywhere further than Eve/Duna if I need to keep overfueling my rockets like I have to now.
  9. Seeing this video and the amound of uncontrollable spin your craft has in orbit, it reminds me of the frustration I have with the inneffectiveness of RCS/SAS at some times. OR SAS/RCS does nothing OR SAS/RCS overcorrects Definitely needs some polishing What I try to do in those situations is disabling SAS and manually rotating the vessel to the disired position, after which (if the vessel is completely stable) re-enabling SAS (and if necessary clicking a certain action button)
  10. Dear devs,/community A couple of weeks ago I put aside KSP2 for a moment, because I was fed up being unable to get whatever rocket into orbit because it was uncontrollable. Last sunday, I've picked it back up and gave it another chance. Whereas I wasn't able to get to Minmus before, I managed to get to Minmus, land, get back to Kerbin. Wow, amazing. But I wanted more... I made a rocket with a rover attached to it that would land on Duna to explore... After some 4 hours of gameplay, I finally managed to get my vessel in an orbit of about 50km's (forgot the exact number) around Duna. Because it was 00:45 am, and I had just spent over 4 hours in to getting to Duna, I decided to quit for the day and resume the descend to Duna the following day. I took some money shots (damn those graphics) and saved the game, quit, and shutdown my computer. TODAY: In all excitement for finally being able to descend to Duna for the first time EVER (even didn't manage that in KSP1), I loaded in my save and was ready to go... BUT NO VESSEL TO BE SEEN AROUND DUNA!!!??? Seriously, I was so frustrated that I almost threw my entire pc out. I've completely had it. Over the course of the last few days I regained a little bit of confidence in the game (and myself), even with all the bugs that I still encounter that at least double the amount of playtime required to do anything in the game... I really got to Duna, I made it, I was so excited. "At last" I thought. To eventually be utterly dissapointed and frustrated today... I kid you not, but the current state of the game is really dangerous for my mental and physical health. It's just really demotivating for me. Now, before anyone starts complaining with things like "It's early acces", "you know what you signed up for", "give the developpers some time"... I work in software development myself so I know all the pain the development team is going through... I know this is a to-be wonderful game. But for now, this was just me trying to write off my current feelings/experience about the game itself. I know things will get better and I know the devteam is doing an amazing job in doing so. So all credit to them as well. Anyway... if the Dev's would like any more specific input (files, comments, anything...) they can always ask. It's not because I'm frustrated that I'm not wanting to help support the devs anymore Thanks for listening to my whining :p
  11. Hi there Nate! Saying hello from Belgium. I might have a strange, but also fun question at the same time. In the current version of the game, what is your personal/the team's: - Most annoying bug in the game - Most hilarious bug in the game Keep up the good work guys, you're writing history whilst creating the future
×
×
  • Create New...