adaniel87
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Everything posted by adaniel87
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Ok, I've made a video with 3 clips of it happening, have put it up unlisted on YouTube. I figured I'd include the entire maneuver setup for each of the 3 clips, so it's a 10-minute video, but there are timestamps for each of the bugs. If it matters, I have all 4 of the settings options for MNC set to Yes (in the main game's Settings > Mods). Here's the video
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I have clips of it happening a couple of times that I can share, if you think it would help.
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A quick quality of life suggestion: I make my rockets top-down, like I think most of us do, so when I'm making a lander and set the reference Celestial Body in Micro Engineer in the VAB to the Mun, for instance, I'd love it if, after adding a new stage under the lander, if Micro Engineer would keep the Mun setting on the last stage, instead of shifting it down and having the Mun apply to the new stage, as it does now I hope that made sense?
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I've discovered that as long as I make sure to Revert to Launch before actually taking off (so in the VAB, click Launch, then once it loads onto the pad, Escape and Revert to Launch), I haven't had any issue at all with RCS ports, parachutes, or lights not functioning. Before having that troubleshooting idea, it seemed like it was 50/50 with ships having some broken RCS ports, parachutes, or lights. I remember reading that there was some sort of known issue with the Science update with ships sometimes not loading into the launchpad properly but being fixed with a revert to launch.
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so, like a lot of us (probably), I've been putting in a lot of time with the science update. I have a couple of suggestions and one auto-hide minor issue (I'm the guy who originally asked for auto-hide): there are some situations where the MNC window still auto-hides at the tail end of a burn before I'm finished with it (usually in the last 1m/s of the burn when I'm using low thrust to fine-tune). I would personally prefer for the auto-hide to only happen when the maneuver node itself is deleted. Especially since I've really, really liked the pre- and post- maneuver orbital stats and SOI change info. They've really grown on me in a big way (I originally thought they were somewhat unnecessary) I don't know if this is something others would agree with, but would you be opposed to giving order of magnitude step change buttons, kind of like how the Precise Maneuver mod from KSP1 had it? Something like having a button to decrease the order of magnitude by 1 (i.e. it makes the step increment change from, say, 80 to 8 to 0.8 to 0.08) and a second button for increasing the order of magnitude by 1 (so 0.8 to 8 to 80). That kind of thing would make it more convenient (IMO) to quickly change scale for fine-tuning, without having to manually type in numbers every time I would love the ability to click and hold on a prograde/normal/radial increment and have it keep incrementing without needing to click a million times, would be really helpful just saw the suggestion above to make SOI change bodies clickable to focus on that body, and yeah, that's an awesome idea, totally agreed
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I just noticed, my orbital decay/instability experienced in a low orbit around Gilly stopped the instant my ship crossed the altitude threshold that enabled 10x, 50x, and 100x time warp (I think it was around 12-13km above sea level?). I by chance happened to be in 1x real-time when I crossed that threshold and noticed that the AP/PE instantly stopped changing.
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I'm also running into this bug, frequently. I've gotten to the point of just launching and testing them on the launchpad, except even after I've verified they work, trying to rendezvous after landing on another planet I discover half of them again don't work. Several missions. Agreed that the 45 degree angle seems to be problematic, but I've had two on the 90 degree not work. Both when attaching them via symmetry and also when placing them individually I feel like this is adjacent to the parachutes not working bug (radial parachutes just will not work half of the time. Hit deploy and nothing happens). Like RCS, I've started testing them on the launchpad, and again, like RCS, they're still broken when returning at the end of the mission. Easily two of the more frustrating bugs I've encountered. It's infuriating to spend 2 hours on going to Bop and Pol or something and then the ship's just like "yeah, nice mission you got here, NOPE"
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wow, that was quick! I loaded into a save and did a quick docking, and it does look like it you got it, works fine now. Thanks!
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I'm running into an issue where all of Micro Engineer's in-flight stats become blanked out mid-mission (they just show a dash). It's been happening after docking a lander back to the main ship that's in orbit around the body. The only way I've been able to fix it is to totally quit the entire game. Save/reload alone doesn't fix it, neither does going to the tracking station and back. The stats are blank for other ships, too, including new launches. The in-VAB stats still work, it's only the in-flight ones. Anyone else run into these kinds of issues?
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it's only visible in the Main Menu's Settings page, under Gameplay. There are 3 new options, under the category of "Physx Joints": 1. Enhanced Joints System toggled off/on 2. Enhanced Joints Mode – heaviest, root, or grandparent 3. Multi-Joint System toggled off/on The tooltip for Enhanced Joints System says that when you have it enabled, it recommends turning off Multi-Joint System due to performance. It seems like Enhanced Joints System is basically enabling autostrut for all parts (which I think they said is a temporary band-aid, not the long-term solution), while Multi-Joint System is specifically aimed at making vertical stacks more structurally sound
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Localization & Text Wrong text in "Mun or Bust" Mission Brief
adaniel87 replied to Anonymous Bug Reporter's topic in v0.2.0
yep, also ran into this (+1ing just in case it's not a universal bug and another data point helps). I'm on Windows 11 -
So I think I've run into some sort of a bug with (I think) MNC. Was playing around with the new patch, wanting to go see the new sunset color on Duna (with this mod updated via CKAN to v1.1.0). I have been able to reproduce it twice now. This is a bit of a weird one to explain, so here's my best shot: I was in LKO, setting up the interplanetary burn to Duna. I clicked in the MNC window "Small Step delta-v" textbox to change it, and after changing it (to 1 m/s), pressed Enter, but I lost the ability to click on basically anything in-game, including in the MNC window. Some mouse hover tooltips over in-game UI stuff would show the tooltip, but clicking was just not registering at all, EXCEPT I could still click on the maneuver's line on the Map screen and would get the popup to either Create a Maneuver Plan or Time Warp to Point, but clicking on either of them wouldn't register. Clicking away from the tooltip would get that one to disappear again, but still not able to click on anything else. The game essentially seems like it's soft-locked at that point, and the only way I can fix it is to close the app via the Windows taskbar If that's just totally unreadable/unclear, I can try and record some footage of it if it would help
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Is there any known issue with the Stage Info window's body selector in the VAB? I can't get it to change the reference celestial body from Kerbin to anything else, for any stage in my ship (I'm on the current KSP2 patch 4 and CKAN says the mod is up-to-date with v1.3.1, as are all of my other mods, and this is a fresh sandbox save) Apologies if this isn't the place or format for asking
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oh wow, that was quick! Thanks so much! I went and messed around in-game with it and have found a couple of bugs (just to make clear that I was using it, I first made sure to enable both "Automatic Launch Enable" and "Shutdown Enable" in that menu) . First, the maneuver window seems to go away at some point during the burn itself and remains closed for the rest of it – it seemed like it was after a second or two of burning, but I wasn't able to pinpoint what exactly was the trigger for its closing in the couple of minutes I had free to investigate. After deleting that maneuver (so I have no active maneuvers left), the window does correctly appear when I make a new maneuver as it should, though. It also looks like having the new options enabled breaks the App Bar listing for MNC, so it won't ever open manually, both when there's no maneuver node and also while it's in that state I mentioned above where during the burn the window went away (meaning once it went away I could never get it back without deleting the maneuver I was burning through and creating a new one) This is kind of confusing to get written down concisely, and I don't have very much experience with this kind of stuff, so let me know if anything wasn't very clear. Again, though, thanks!
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yep, my personal preference would be for it to auto-close when the last remaining maneuver node is deleted/completed and then auto re-open when a new maneuver node is created again
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at this point I'd like to be able to trust even 1 vehicle in a workspace. The overall construction/building process just feels like it has so many fundamental issues. Like struts, wings, none of those seem to totally survive save/loads. And yeah, the workspaces+vehicles save setup is one of the most confusing things in the game. I can't for the life of me wrap my head around how to actually save and load ships. And until those problems are fixed, I can't ever last more than an hour before I get frustrated again and close the app. For VAB UI, more than anything I want to be able to scale it, and I do not understand why it's exempt from the recently added UI scaling option. I cannot stand that nearly a third of my screen real estate is ALWAYS covered by the giant parts list
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Re: the UI scaling I asked about above (sorry, totally forgot) -- the UITK scaling setting helps a ton. One thing I've definitely realized would help would be if the maneuver node controller window would auto-hide when a maneuver is completed/deleted and auto-appear when a new one is made. That's definitely the biggest specific pain point for my usage
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Is it possible for the window to scale ? It takes up quite a bit of screen real estate. Is it supposed to scale with the new stock UI scale option? I've loved this thing so far, though. Like the Precise Maneuvers mod for KSP1 was, this is a mod I just can't play without at this point.