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.Fusion

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  • About me
    Dabbles in planet modding
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    Kerbin
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    Programming, Game Development, Video editing, Gaming, planet modding, and any creative hobby I can get my hands on.

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  1. Would be interesting if you could add a movement vector to some of the weather components, so you could possibly get hit by a rogue tornado or something. Or the ability to make the flowmap scroll across the planet so you could get gusts of wind.
  2. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 7 5700X | GPU: Radeon 6700XT | RAM: 32GB 3600MHz Title says it all, the text that appears when a mission is completed will still appear in sandbox games, where there are no missions. From my testing, this only happens with the first mission, as you can't access mission control to activate any other missions. This bug isn't anything more than a minor annoyance but it's presumably an equally minor fix. Included Attachments:
  3. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 7 5700X | GPU: Radeon 6700XT | RAM: 32GB 3600MHz Around Ike, solar panels will sometimes wrongly say the sun is being blocked by Ike even when in broad daylight, and will also sometimes produce power even at night. The times these discontinuities occur also appear to be consistent with regards to the day/night cycle. The attached footage mostly speaks for itself but I'll include some extra info here. I first encountered this issue on a previous mission and have just now gone back to document and report it. Saving and loading does not fix the issue This happens in low orbit, high orbit, and on the surface From what I could tell it is not a purely visual issue, and will actually result in loss of power on crafts. This issue might also happen in orbit of Duna with Ike eclipses, Solar panels do still produce power during these eclipses, but I could not find a situation where solar panels wrongly thought the sun was in eclipse of Ike so I'm unsure on this one. Included Attachments: IkeSolarBug.mkv .ipsImage { width: 900px !important; }
  4. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 7 5700X | GPU: Radeon 6700XT | RAM: 32GB 3600MHz I built a rocket with 217 engines just to see if the game would collapse in on itself or not, and while that didn't happen, it did produce some strange performance data (Images and craft files attached). Performance was around 1fps as expected, however using task manager to check system performance showed that the GPU was only at around 16% utilization, and CPU at 15%, with only some momentary spikes hitting 2 of the cores. So that leaves either RAM or Storage as the performance bottleneck, and I don't think Included Attachments: BIG.json
  5. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 7 5700X | GPU: Radeon 6700XT | RAM: 32GB If you preform a surface survey with an EVA kerbal while the flag planting animation is playing, the animation for the sample collection will play on top of the one for planting the flag, quite hilariously leading to the flag floating through the air. However when both animations are finished, the player will soon realize that the kerbal is unable to be controlled by any means. If you f5+f9 from this point then control is granted back to the player, but the kerbal will be unable to interact with any objects such as ladders or command pods. So the kerbal is now stranded outside, unable to reenter the capsule . Loading a save from before the glitch was performed will bring things back to normal however, so it isn't the end of the world. Steps to Reproduce: Get a kerbal out on EVA and onto the surface of any celestial body Right click the kerbal and click "Plant Flag" While the Flag planting animation is playing, click the "Run Surface Survey" button The animations should be overlapping and all the previously mentioned effects will occur. Additional Notes: If you reverse the order, and do the Surface Survey before the Flag Planting, the animations will still overlap, but control will be given back to the player as normal. This issue doesn't seem to happen with the crew observation This issue seems like it would be rather common for players to stumble across, wanting to speed up their time of EVA by collecting science while planting their flag, especially as this was common practice in KSP1. Personally I encountered this issue on my first ever mission. My guess for what causes the bug is that there is a line of code that returns controls to the player after the Flag-planting animation is complete, but it doesn't run, or is overridden, for some reason due to some conflict with the Sample Collection animation/script. Movement controls are likely returned to the player automatically after every quickload, but doesn't give the ability to interact with objects such as ladders. Included Attachments: FlagAnimationOverrideBug.mkv .ipsImage { width: 900px !important; }
  6. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 7 5700X | GPU: Radeon 6700XT | RAM: 32GB Due to kerbals not having collision while on ladders, they are able to clip through the ground if the ladder they are on falls onto the ground. If the player presses "Let go" from this position, the kerbal will exit the ladder below the terrain and will begin to fall towards the center of the body. They can still clip back in-bounds if gravity is low enough that the EVA jetpack can allow them to fly, but on heavier bodies, the kerbal is doomed to fall down to the center of the planet, and be ejected from the kerbolar system at 0.05% the speed of light due to physics issues that occur at the center of a body. I originally encountered this issue trying to flip my lander on Minmus and was able to replicate the issue on Minmus again and on Tylo (Image of this attached). I'd say it's safe to assume it happens on all planets and possibly other objects as well. Included Attachments: .ipsImage { width: 900px !important; }
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