Jump to content

Spacefan101

Members
  • Posts

    17
  • Joined

  • Last visited

Everything posted by Spacefan101

  1. No, its not that since I don't have any launch clamps on my craft and it also doesn't happen when I press launch, here's the info I get when it happens Further investigating ig that such an attachment of the landing gear bugs the game out
  2. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: ryzen 7 2700x | GPU: rtx 2060 6gb | RAM: 16gb 3000mhz Randomly after launch while flying in the upper atmosphere this craft has a tendancy of blowing up on its own due to a random structural linkage faliure. To recreate it take the craft which I've put in the craft file part, turn on precise control (caps lock), launch and do a standard gravity turn, while in the upper atmosphere theres a high chance that a structural linkage faliure will happen and your entire craft will blow up Included Attachments: Craft.txt Spicat Edit: Here the related bug report talking about the flight report popping even if the command pod is still intact:
  3. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: ryzen 7 2700x | GPU: rtx 2060 6gb | RAM: 16gb 3000mhz I switched from my craft waiting in lko to one on the surface of the mun in order to timewarp to the transfer window, then when I switched back I wasn't able to control the pitch and roll axis and any input into those would only change my yaw, even when reentering my craft was stuck in its pitch and roll position and only the yaw axis changed, I also tried quicksaving/quickloading and nothing changed, went back to the ksc and then to the craft nothing changed, after changing to my lko craft the lighting was also all off as if I were much further away from the sun than I actually was. .ipsImage { width: 900px !important; }
  4. Finally got the screenshots for this, all textures are the same apart from the clouds and you can see that fps changes by 400%+ when changing from high to low.
  5. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: ryzen 7 2700x | GPU: rtx 2060 6gb vram | RAM: 16gb 3000mhz Clouds on high settings at times cause crazy fps drops, in my case turning the cloud setting from low to high caused an fps drop from an average of 70fps down to an average of 15 fps, doing this on a later time did not yield the same results. The moment when the fps drops started was at 35km exactly after stage seperation, when reflying the same mission nothing like that happened and changing the cloud texture quality did not make a massive difference to fps .ipsImage { width: 900px !important; }
  6. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: ryzen 7 2700x | GPU: rtx 2060 6gb vram | RAM: 16gb 3000mhz Had this happen a few times, always with the new SWERV engine, randomly at some point in my journey usually after I've entered interplanetary space my craft begins going off of the SAS location in the nav ball while burning as if the craft was non symetrical when the craft is for sure 100% symetrical and didn't have these issues before. I'm really not sure how to reproduce this bug as it happens only every now and then but only after I've entered interplanetary space with a SWERV engine
  7. tbh Im really not sure but I didnt experience it until I got a kerbal attached to another kerbal with magnetic boots
  8. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: ryzen 7 2700x | GPU: rtx 2060 6gb vram | RAM: 16gb 3000mhz To recreate the bug you need 2 kerbals, put them both on an eva in orbit and have them floating around, take control of one kerbal and using its rcs navigate yourself to the boots of the other kerbal until the magnetic boots of the other kerbal activate and attach to the kerbal in control, now switch kerbals and the other kerbals rcs will not work. It's possible that this only works if the other kerbal already has rcs turned on so try both with the rcs turned on or off for the 2nd kerbal
  9. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: ryzen 7 2700x | GPU: rtx 2060 6gb vram | RAM: 16gb 3000mhz I recently launched a 4000 part craft and observed how the game handled it and noticed that while it did work in the vab and load to the launch pad the save stopped working, any time I try to load into the save where the said craft is either on the launch pad or in the vab the game freezes and doesn't load, note the game did handle loading the craft while I was already in the save making it
  10. It's been 4 months since release of early access and there is still one dominant question in the community unanswered and that is what went wrong. There are multiple interviews where the developers talk about how their focus is on rebuilding the game from the ground up to have it be performant and as buggyless as possible yet years after those interviews happened the game is the complete opposite. Note I am not saying that it's not getting better because so far the updates have been great but I and I think that the whole community would love to hear what went wrong with the development. Is it just a really hard thing to develop, was there a restart at some point, did coronavirus really affect development that much, just what happened? And another thing is the developers stated multiple times that they've played with future roadmap features and had a lot of fun and most of us wonder how that is possible since the game is still barely playable without those features?
  11. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: ryzen 7 2700x | GPU: rtx 2060 6gb vram | RAM: 16gb 3000mhz It says 3200s even though that is for air breathing mode and it doesn't work in the vacuum without oxidizer and a much smaller isp
  12. I very much agree with this, I myself also ran into a few gamebreaking bugs literally within minutes of playing, and trust us its not just us 2 many people have had the same experience, you really have to get QA in order
  13. I was expecting science to come out sooner as the player counts for the past few weeks havent been the greatest but I must say that I am glad that you're prioritizing bug fixes and performance. One of my points from a while ago was a concern that the game was going to focus on new features before it will be in a good state bug/performance wise, but again I'm glad that that is not the case
×
×
  • Create New...