Jump to content

HyenaDae

Members
  • Posts

    13
  • Joined

  • Last visited

Everything posted by HyenaDae

  1. Still occurring for me even on the latest patch. Got three FT-100/200 tanks on a lander with an MK1 Pod +Spark and a docking port, but undocking (even with fuel transfer absolutely disabled) shows up as disabled/empty capacity which makes no sense
  2. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10-20H2 | CPU: Ryzen 5800X | GPU: RTX 3080Ti | RAM: 32GB Basically, got a command pod upside down, with docking port at top, and that stage is flipped to attach to the main craft. Still occurs after undocking and trying to land the landing part, which is when I discovered things were broken, and controls were fine on previous versions without the upside-down mount + docking port combo. Changing control orientation doesn't fix RCS or make it obvious why I cannot do anything properly now. Problem is, RCS no longer allows proper manual control. IE, pressing H or N no longer allows you to thrust forwards/backwards to assist the main engine and/or to make small orbit adjustments during maneuvers, for some reason it just wants to spin around and they instead keep firing two of the thrusters you *don't* want firing, ie like a 90 degree offset with the SAS corrections making the issue worse. JKIL RCS controls don't operate as you'd expect, and it's hard to describe the broken-ness of it. Included Attachments:
  3. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10-20H2 | CPU: Ryzen 5800X | GPU: RTX 3080Ti | RAM: 32GB You'd expect them to hold unless you're really abusing them, but nope. They just fall right down and into the ground. Doesn't matter the orientation, they simply refuse to stick the moment you press 'launch' even at low throttle! Included Attachments: .ipsImage { width: 900px !important; }
  4. Pretty reproducible with the basic radial mounts and a quad setup of starting medium-length fuel tanks+engines under them as boosters, happens to Solids too if you unlock them later
  5. Seeing some oddities on a 'twig' probe with landing legs, at anything lower than 15km circular orbit on Minmus. This also seems to cause increased difficulty with landing my rocket and making my SAS/protograde landing burns go crazy because it can't figure out what is '0' velocity when at close to 0km/s and a few hundred meters above the surface
  6. Bump. Really frustrating to try to enclose my Apollo style pod+engine module. I can get one or two notches on if I do them individually *But* if the fairing is fussing, it deletes *everything except the first fairing segment* which is nutty
  7. The atmospheric heating is very weird, for my ships attempting to aerobrake back to kerbin, even 64-66km can be too high for my poor command pods/landing can. Yet. it completely ignores the ANT engines attached to the bottom, and the heatshield in the middle (that was... the too small one) on a previous design. I had another ship without a heatshield just fly right into the atmosphere (45-55km) and have a better time, probably because it wasn't a pod, and all the other parts seem to tolerate much much higher temps
  8. Patch 1.5: Win 10 21H2, Ryzen 5800X +3080ti (280W & 1900Mhz max), all settings MEDIUM 1080P + Low Antialiasing on PCIE 4 NVME K1 VAB: 210 FPS (From 160FPS Patch 4) K1 Pad: 120 FPS (from 100fps) K1 Launch (low alt): 95-100FPS (from 90fps) K1 Orbit (75x75 or so stable): 160-185fps (from 130-150fps) K1: VAB: +35% perf Pad: +20% perf Launch: +10% perf Orbit: +23% perf K2 VAB: 195-200fps (from 155fps Patch4) K2 Pad: 105fps (from 88fps) K2 Launch (low alt): 86-90fps (from 65fps) K2 Orbit: 155-165fps (from 130fps) K2: VAB: +26% perf Pad: +20% perf Launch: +35% perf Orbit: +23% perf Some really quick testing for this patch on my main PC vs Patch 4. New save/campaign for both mind you. Really good improvements across the board if this scales to larger ships, though RCS engine calculations still eat up a lot of performance from my tests for the orbital ships. like, 180fps turns to 160fps etc. Have not tested the bugfixes yet, but will do a Mun mission with one of my NERV / Blue Origin like crafts Also question, why is the Map view FPS so much lower than the ship cam view, even with Kerbin rendering? I'm getting say, 130fps with the engines firing for a maneuver, but when I go to the map view, with only the ship, trajectory lines and the Mun visible, it drops to 55fps?
  9. I found that starting a new save clears up a huge amount of performance problems, and for me I'm seeing an 60-80% performance improvement over Patch 2 on my 5800X + 3080ti. Still a lot of areas where I'm CPU limited (ie, vsync off, 1080P Medium 4xAA). Main thing that's bothering me is the SAS Mini-wobbles even when the ship is stable and not under acceleration, wasting RCS. No improvements on that front yet. Posted a bug report for the Camera (Auto) mode freaking out and jumping between views until you force it with 'V' key. The phantom forces in orbit are still here, maybe not as bad as before, but I had a Mun low orbit or 9.5KM and 11.5km, and has degraded to 6.3KM and 13.8km after a few mins (and still going) so there's still something pushing me despite my speed being 551KM/s
  10. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10-20H2 | CPU: Ryzen 5800X | GPU: RTX 3080Ti | RAM: 32GB Started a fresh save on Patch 4, sent a K2 Stock rocket to be captured around the Mun. Got some odd UI spam for the camera mode, I don't think I saw this happening during Patch 3 Included Attachments:
  11. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10-20H2 | CPU: Ryzen 5800X | GPU: RTX 3080Ti | RAM: 32GB As of this patch, the Navball is now rather low resolution and blurry. Rest of the UI appears to be the same as before though. 1080P Fullscreen, all Medium settings (4x AA) Included Attachments: .ipsImage { width: 900px !important; }
  12. Was using timewarp while legs were previously deployed and used the hotbar/wheels icon to undeploy it. After a few seconds the animation played at normal speed despite high timewarp, and then legs appeared properly stowed. On exiting timewarp, the legs' model glitched out and put them offset and away from the ship. Toggling the legs expansion twice to completion fixes this error. Also, extending the legs causes another phantom force bug, making the ship rock around until SAS makes it settle down. Definitely not in line with how KSP(1) acts
  13. Seems to be a new thing as of Patch 2. Not sure if it's due to the trajectory going out of the sphere of influence, or because I'm going over my apoapsis market / current ship position on its orbit and causing some kind of voiceline spam. Not major but funny
×
×
  • Create New...