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KSP2 Release Notes
Everything posted by TechieV
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home 64-bit | CPU: AMD Ryzen 5 5600G with Radeon Graphics (12 CPUs) | GPU: NVIDIA GeForce RTX 3060 | RAM: 16GB Frequency: High (Every time I switch to KSC from an “In-flight” craft without thrust) Severity: Med (Tracking Station and switching not working as expected) Description: I was flying a craft without thrust in the atmosphere and switched to the KSC. I expected that going to the Tracking Station would track the flying craft. What really happened was that switching to the Tracking Station made the craft “disappear”. It didn’t show the craft in the Tracking Station panel, and I couldn’t switch to the craft to control it. Steps to Recreate: · Launch any craft that can fly. · Let it gain altitude and speed as not to crash while switching to the KSC. · Cut the throttle to 0%. · Switch to the KSC and then to the Tracking Station. The craft should have not been in the Tracking Station. It should have “disappeared”. Events in Attached Video: I flew a rocket and switched to the KSC and Tracking Station once it ran out of fuel. The Craft disappeared. Then, I switched to the VAB to check my kerbals. The Kerbal flying the rocket disappeared as well, proof that the rocket was not somehow recovered and actually disappeared. GameDoesntLikeNoThrust.mp4
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Weekly Challenge #38: Going Ballistic
TechieV replied to Dakota's topic in Challenges & Mission Ideas
Aww man! This challenge is gonna be very fun! -
Weekly Challenge #38: Going Ballistic
TechieV replied to Dakota's topic in Challenges & Mission Ideas
Is RCS without SAS allowed for some missions? Like mission 2 and 4? -
Problem: When I use workspaces with multiples assemblies, my kerbals keep disappearing! I always wonder why Valentina or Tim C disappear only to find them in my other assemblies that I’m not going to launch. It’s a bit of a hassle using workspaces with multiple assemblies because of this! Solution: My solution is to remove kerbals from non-launch assemblies. This means that the launch assembly will have kerbals, but the other assemblies won’t, and if I change the launch assembly to a different one, the kerbals of the first one gets removed from it. Benefits: This will save me the hassle of hunting for my kerbals in different assemblies, which makes using workspaces easier! I hope you like this! TechieV
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Construction Center of pressure shows wrong aerodynamic force vector
TechieV replied to Anonymous Bug Reporter's topic in v0.1.5
Yeah, this bug happens to me a lot. It’s strange that the game thinks of the vector going to the side! -
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home 64-bit | CPU: AMD Ryzen 5 5600G with Radeon Graphics (12 CPUs), ~3.9GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 16GB RAM Frequency: High (Happens all the time with clamps of non-symmetry) Severity: Med (Clamps not working as expected) Description: I was building a craft with launch clamps of different heights. I expected all launch clamps to be attached to the ground, but the launch clamps attached higher up the craft were floating! And they continued to be floating after launching the craft! Steps to Recreate: · Make a craft in the VAB. · Attach 1 launch clamp. · Attach another launch clamp just a bit higher than the first one. · Launch the craft. · One launch clamp should be on the ground, and the other should be floating. I have provided a craft file of a craft with this bug. Evidence of Bug: Included Attachments: BugWorkspace.json
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Problem: Every time I’m in the VAB for too long, the game Autosaves the craft in a separate workspace! I hate it with every cell of my being because it always clutters up my workspaces with duplicates of the same craft! This is opposite to KSP 1, because it doesn’t Autosave at all! It requires you to save every time while in the VAB. It’s easier to use, but you must keep manually saving all the time! My idea: My idea is to have the best of both worlds! Instead of having to keep manually saving or cluttering your workspaces, why not have a system that first needs you to manually save once, and then automatically Autosave in that same workspace, forever? Efficient, but less tedious! Benefits: This system allows players to design huge crafts without worrying about the clutter (It may not be a problem for other players, but it is for me!), all while still saving the craft without becoming tedious. Plus, players can launch crafts the don’t want to save, like little experiments or those “Flea” rockets at the start of KSP 1 Career. I hope you like this! TechieV
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Problem: I want to use some rocket parts (Capsules, methalox fuel tanks, etc.) for planes and some plane parts (Cockpits, methane fuel tanks, etc.) for rockets, but whenever I place a rocket part in horizontal mode first, it is vertically oriented! And when I place a plane part in vertical mode first, it is horizontally oriented! This is different to KSP 1, where rocket parts were horizontal in the Spaceplane Hanger, and plane parts were vertical in the Vehicle Assembly Building. My Idea: My idea is to let the “Workspace Orientation” button rule everything! If you start in horizontal mode, every single part is horizontally oriented, be it plane parts or rocket parts, and vice versa. Benefits: This allows more flexibility in designing rockets and planes, as I can start with a plane part in vertical mode and vice versa. This is also useful for spaceplanes, as I can start with rocket parts and add wings later.
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Problem: I don’t know how much EC (Electrical Charge) my craft uses, produces, and stores. Figuring it out requires math (long math!), which I wouldn’t like to do! Plus, this problem gets even worse for more distant planets, where I must use MORE math to figure out the EC production, because Kerbol’s intensity decreases by distance! My Idea: My idea is to create an app that tells players how much EC their craft uses, produces, and stores. It could feature a system where players type the distance from the star, and the game does the math behind the scenes and uses that to change the EC production. Benefits: This system would help me a ton with designing crafts, as I can know the exact EC needs of it. This would save players from doing a lot of math and help them make even better crafts, as they don’t run out of EC halfway through the mission (speaking from experience here!). I hope you like this! TechieV
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Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250) | CPU: AMD Ryzen 5 5600G with Radeon Graphics (12 CPUs), ~3.9GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 16384MB RAM Frequency: High (Happens all the time when building horizontal crafts.) Severity: Low (Has a workaround (shown in attached video), but still annoying!) Description: I was building a jet and needed to move the camera to the back of it. I expected that holding the MMB would move the camera, and clicking on a part would focus the camera on it, just like in vertical mode. What actually happened was that on moving the camera to the back and clicking a part, the camera locked back to before clicking on a part. Please refer to the attached video, as it’s easier to show what happened rather than tell it. Steps to Recreate: · Build anything on horizontal mode. · Click and hold the middle mouse button to pan the camera somewhere. · Click on a specific part using the MMB. · Turn the camera. The camera should lock to where you panned the camera before Included Attachments: MiddleMouseMystery.mp4
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Can't you get the craft by turning on 'Stock Vessels'?
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Map & Tracking Station Cannot create/edit a maneuver node when game is paused
TechieV replied to Vl3d's question in Map & Tracking
I think it's a bug that was never addressed, because many said the advantage of the new pausing system is to create manoeuvre nodes while paused. -
Parts & Vessels All Jet Engines Switch/Toggle Mode When Air Deprived
TechieV replied to Stephensan's question in Parts & Vessels
This bug happens for me too, but it happens with every jet engine! It seems that whenever jet engines receive too little air, they switch mode, so this happens for the Panther engine, Goliath engine, etc. as well! -
Reported Version: v0.1.3.2 | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250) | CPU: AMD Ryzen 5 5600G with Radeon Graphics (12 CPUs), ~3.9GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 16384MB RAM Frequency: High (Happens all the time for this SRB) Severity: Med (No workaround, but doesn’t affect gameplay) Description: I was using an LES “Bottle-Rocket” SRB, and I noticed that instead of a picture of it in the staging stack, which I expected would show up, there was a white box in there! This bug happens both during construction and flight. This bug happens every time this SRB is used, but it doesn’t affect the staging itself. Plus, I noticed that this bug also happened for Matt Lowne in his video “KSP2 vs KSP1 with MODS!” at timestamps 0:48 to 4:57. In the video, the staging diagram shows the white box both in construction and flight. Link included below. Steps to Recreate: 1. Build any rocket using the LES “Bottle-Rocket” SRB. The white box should show in the staging stack. 2. Press the “LAUNCH” button to take the craft to flight mode. The white box should still be there in the staging stack. (Matt Lowne's video with the bug) Included Attachments:
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Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250) | CPU: AMD Ryzen 5 5600G with Radeon Graphics (12 CPUs), ~3.9GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 16384MB (16 GB) RAM Frequency: High (The bug occurs every time for me.) Severity: Med (Kerbal Manager doesn’t work as expected.) Description: I was building in different workspaces at the same time when I found a couple of them missing. When I switched to some workspaces I was working on, the missing kerbals were inside the vehicles! I expected the kerbals to “live” in the KSC, like in KSP 1. When I switch between workspaces (not clicking “New Workspace”), the kerbals “live” inside the old workspaces. I would prefer a system like KSP 1, where kerbals would stay in the KSC and saved crafts would remain uncrewed until opened, loading the topmost kerbal in, like Jeb, instead of the system in KSP 2. Steps to Recreate: 1. Build a craft in a workspace and remember the kerbal inside. 2. Click “New Workspace” and build a new craft. The kerbal should be inside it. 3. Switch to the first workspace. The kerbal should not be in there or the KSC list! 4. Switch back to the second one. The kerbal should be in that craft! It’s as if it “stayed” in that workspace. I hope this helps! TechieV. i.imgur.com/hcQWiv3.mp4 (Video of KSP 1's kerbal managing system.) i.imgur.com/q4GW9bM.mp4 (Video of KSP 2's kerbal managing system.)
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UI/UX Non-standard file handling results in cumbersome UX
TechieV replied to OrbitalManeuvers's topic in v0.1.4
Agreed! For me, it's worse when the game Autosaves. Doesn't save in the original workspace, but creates a whole new copy of it. That means I need to constantly save to stop too many Autosaves. It feels very annoying! -
Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250) | CPU: AMD Ryzen 5 5600G with Radeon Graphics (12 CPUs), ~3.9GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 16384MB (16GB) RAM Frequency: High (Bug happens every time I load a craft from the Tracking Station) Severity: Low (If I switch to Tracking Station from craft and back, the bug stops. More in the video) Description: I was loading an uncrewed Ike lander from the Tracking Station. I was first in the KSC. Then I opened the Tracking Station and loaded my lander. I expected the craft to work as normal. When I loaded the craft, the dV indicator showed 3000 m/s (when I really had 0), and a kerbal named “Bartholomew Kerman” in my uncrewed craft! Plus, I couldn’t control the craft, the Parts Manager wasn’t showing any of its parts, and the KSC music was playing in the background! There is a workaround for this bug, though. If I go to the Tracking Station from the craft with the bug, and switch back to the craft, the bug stops, and the craft works as normal. This bug seems to only happen around Ike. I put an orbiter around Ike as well, and the bug happens for both crafts. I put an orbiter around Kerbin as well, but the bug doesn’t happen for it. Only the Ike crafts. Steps To Replicate: Launch craft to Ike. Switch to KSC Quit game. Open game again. Follow Steps in the attached video. Included Attachments: Ohno.mp4
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Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250) | CPU: AMD Ryzen 5 5600G with Radeon Graphics (12 CPUs), ~3.9GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 16384MB (16GB) RAM Frequency: High (Happens in every LY-60 landing gear in flight for me) Severity: Med (Doesn’t look as expected, but still performs fine (The craft can land in one piece)) Description: I was flying a jet with 2 “LY-60” landing gears at the back. When I made the craft take off, I retracted the landing gear, but when I extended them for landing, their wheels flipped backwards. I expected the landing gears to look the same as before, but they flipped backwards. It seems to only happen for the LY-60 (Large) landing gears. It also seems to only happen when and after the craft flew, as I can’t replicate this straight out of launching it. Steps to Recreate: 1. Fly the provided CRAFT file. 2. Raise the landing gear. 3. Deploy the landing gear. 4. The landing gear should flip. I hope this helps! TechieV Included Attachments: HyperLinerSeries.json
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Suggestion: Better Trip Planner
TechieV replied to TechieV's topic in KSP2 Suggestions and Development Discussion
Amazing! That would make the Trip Planner even better. Plus, a seperate dV input could be added to add other amounts of dV, for things like safety margains or fine-tuning. Now I'm craving for this to be implemented! -
Problem: When I play KSP 1 and 2, I must always exit the game, go to the web, find the KSP delta-V map, and calculate the delta-V to do a mission. It feels very inconvenient to me! KSP 2 already has a trip planner to stop this exact inconvenience, but I can't change much about the delta-V prediction. I can only change the target celestial body, and whether it's one-way, or a round trip. The planner always calculates the delta-V from the starting body's ground to the target's ground (and back again if "Round Trip" is chosen). I can't add or remove delta-V counts or remove the "Kerbin Orbit" dV count to only show the payload's dV budget. My Idea: My idea is a Trip Planner system where you can add or remove dV counts. My idea is a list of celestial bodies with dV counts for any manoeuvre, such as "Flyby" or "Insert into Orbit". Once the action is clicked or "Drag-and-dropped", it goes to a list, where the dVs are added to make a dV budget. Benefits: This idea would solve the inconvenience with the online dV map AND upgrade the Trip Planner. I think it would be useful for the later milestones of Early Access, with the other star systems, as more flexibility in planning trips would be needed for the interstellar voyages. I hope you like this! TechieV
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Bug Status Report Synopsis & Comparison
TechieV replied to DibzNr's topic in KSP2 Suggestions and Development Discussion
This comparison looks great! This makes me feel very hopeful about KSP2's future! -
Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250) | CPU: AMD Ryzen 5 5600G with Radeon Graphics (12 CPUs), ~3.9GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 16384MB (16GB) RAM Frequency: High (This bug happens all the time) Severity: Med (This bug isn’t very important for planes (but more important for SSTOs)) Description: I was building a plane. When I placed a jet engine with a fuel tank, I expected the delta-v of it would show up on the delta-v counter, but it showed a delta-v of 0. Even with an intake it didn’t show. If the plane is in flight, the delta-v does show up! It seems to only work for jet engines, because rockets show their delta-v just fine. It’s not affected by horizontal or vertical building modes. Steps to recreate: Build a craft with a methane fuel tank, a jet engine and an intake. The delta-v doesn’t show. Launch the craft. Now the delta-v shows. I hope this helps! TechieV