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Sylvi Fisthaug

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Everything posted by Sylvi Fisthaug

  1. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600X 6-Core Processor 3.70 GHz | GPU: AMD 6800 XT | RAM: 32 GB Main Issue: Absolutely all orbital lines of all craft and bodies in the Kerbolar system will disappear, but the PE and AP markers will still show around them correctly, and previously made maneuver nodes also shows. Forgot to test if able to make new nodes, but seems rather hard to do so. This is present in map view and in the tracking station. Gameplay issues: Causes maneuvering in orbit to be hard, and docking to be impossible. Theory on cause: Seems to be linked to quickload. Quickload and quicksave does not work. Last time it happened for me, craft was in "recoverable" state after landed at the KSC runway. Theory on how to reproduce: Launch craft to orbit Quicksave when circularized Deorbit and land at Kerbin When landed and craft is recovarable, quickload Workaround Game restart, and loading of both quicksave and autosave solves the problem. You might not be able to get the bug from loading of my save file on a different computer. Specs (from AMD Adrenalin): Images of bug: Included Attachments: quicksave_108.json
  2. I'm all for this, if its difficulty options. Not if it's the only option (except the telescope one) Also a really good idea for a mod!
  3. This looks like the A 12 and the Blackbird lined up against eachother!
  4. You are misquoting: Also, don't see anything that is "promised" here? And, small quotes from some videos ages ago some period before release should not be interpreted as a "promise". If you do this, you are bound to get disappointed. And yeah, we get it. Release was bad. Comms were terrible. That was ages ago. But ok, continue the discussions if you want, @PDCWolf and @Alexoff
  5. procedural wings ftw, together with smallest nosecone
  6. You actually just copy them from the VAB with ctrl+C and paste them into the upload section on https://kspbuilds.com/! Then you can link your page to the spacecraft exchange subforums
  7. Ah yes, the glorious days of Squad, so much better than Intercept Games and those greedy people at TakeTwo and Private Division. Those were the times! Aaaah, the good old days, if we just could turn the time back a few years and only have KSP1 in this world.
  8. One of the CMs, Dakota, addressed this in the KSP2_general chat on discord today:
  9. I have a defunct space station that is dying to get deorbited. I believe that will look absolutely awesome when the time comes! Thank you, Nertea, for an amazing dev diary!
  10. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 5600X 6-Core Processor 3.70 GHz | GPU: 3070 TI | RAM: 32,0 GB 3600 mhz (operating at 3200 mhz) cl17 Specs: Steps to reproduce: Go to VAB Pick Mk1 "Explorer" lander can Place CT-S-1 small short round truss on top Place "Baguette" fuel tanks on truss side, in x6 or x8 symmetry Launch Behold This causes any craft with this configuration on top to self destruct.
  11. All images from the trip is in the spoiler section, for scrolling friendliness. Due to the now slayed SOI trajectory bug, the Jool gravity assist turned into an extremely inefficient flyby. Oh well! Got some beautiful shots from it anyway!
  12. Oh Anth12, the bug hunter! He is well known within the Discord Ough, I'd never do that lol, don't have the patience for tedious tasks moooooar thruust! I've had success with placing some thrusters at the end of long payloads too, but... aesthetics
  13. Use the methalox RCS thrusters! They are GREAT. sometimes it's a bug, but it could be that you have some error in the horizontal placement of the Center of Mass. Not expecting you to make this error though, lol did you ditch the crew module? Post this in the bug report! Anth made one that collects all the posted report threads into one report. And upvote it lol, so it gets prioritized.
  14. I love Beam.NG, but yes. Rockets should have soft body physics only if the tanks suddenly depressurize suddenly on the launchpad. Think soda can! You can stand on it while unopened, if empty can't handle much weight.
  15. Hello from Norway! Where in Russia do you live? Have you been to northern norway where our borders meet?
  16. Indeed! To be fair, Nate did state something along those similar lines in the mentioned Dev Update, so it will probably be fixed sooner rather than later.
  17. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 22H2 | CPU: AMD Ryzen 5 5600X 6-Core Processor 3.70 GHz | GPU: 3070 TI | RAM: 32,0 GB 3600 mhz (operating at 3200 mhz) cl17 Specs: This I haven't succesfully been able to reproduce yet. I tried with a test craft, quitting to main menu, opting yes on popup window asking to save, and reloading the save from the main menu again. This happened earlier today, as I finished my construction session for the time being. I left the craft in the VAB, saved before quitting the game, reloaded save later with the same craft fin the VAB, and all struts vere severely broken. They appear fine from the VAB and show up after launching craft, but they don't seem attached to anything. When launching the craft, it violently shakes it self apart from the SROBs, and the struts seem attached to SROBs but not the node at the core. I promise that the craft was not wobbly earlier, but now struts don't really work. SROBs seem to be fine in second launch though. Steps to reproduce To be investigated further. Included Attachments: Jool5traveller.json
  18. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 22H2 | CPU: AMD Ryzen 5 5600X 6-Core Processor 3.70 GHz | GPU: 3070 TI | RAM: 32,0 GB 3600 mhz (operating at 3200 mhz) cl17 Specs: This bug is a bit tricky to reproduce. It applies for fuel lines as well, as they are based on the same placement mechanic as struts. If you end up fiddling around with the symmetry in the right wrong way while placing them, they leave behind initial placement parts as described above. Steps to reproduce Choose high count symmetry. Place struts Choose lower count symmetry Grab the last placed node Place it again Pick up the last placed node again, and delete it. The nodes left behind is still placed in original symmetry, but the symmetry does not apply anymore. As shown in the video below, they will have to be removed one by one, regardless of chosen symmetry. They all do disappear at launch though. Possible fix This didn't really fix the issue in my opinion, to me it appears that you are just blocked from changing symmetry while "holding" a strut. A possible fix to the bug described above, could be that you are allowed to change symmetry when selecting a strut or fuel line from the part manager, but will be blocked from changing it after placing the first node. Included Attachments:
  19. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 22H2 | CPU: AMD Ryzen 5 5600X 6-Core Processor 3.70 GHz | GPU: 3070 TI | RAM: 32,0 GB 3600 mhz (operating at 3200 mhz) cl17 Specs: Title: ctrl+z renders struts/fuel lines invisible in the VAB. Steps to replicate: Place struts in VAB Place another part ctrl+z placement of part from number 2 struts disappear This bug is purely visual, as struts/fuel lines is visible again at launch, and functions as normal.
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