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Some3906

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Everything posted by Some3906

  1. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Pro 64 bit | CPU: AMD Ryzen 5 5600 X 6-Core Processor | GPU: Radeon RX 5500 XT | RAM: 32GB Installed Severity: Med ( though you can workaround by adding crafts individually ) Craft Dependent: no, issue has been experienced in some form on multiple different crafts, but through the same process Frequency: High, consistently reproduced through the same process Expected Experience: Expected subassemblies to act as a solitary part when attaching to other crafts ( i.e. freedom of radial symmetry and consistent effect on vessel ) After merging a plane from its own workspace into the workspace of a rocket, then radially attaching the plane to the rocket, launching rocket, and reverting to VAB, plane or other subassembly is buried into the ground of the VAB, occasionally fully disconnected from its own parts or remaining attached to the main craft via struts despite being on the other side of the VAB issue seems to only be effecting the symmetry craft, instead of the subassembly that was directly attached to rocket Included Attachments: KerbalSpaceProgram22023-10-2617-48-14.mp4 .ipsImage { width: 900px !important; }
  2. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10, Pro 64bit | CPU: AMD Ryzen 5 5600X 6-Core Processor | GPU: Radeon RX 5500 XT | RAM: 32GB installed Severity: Med Frequency: High ( or at least, consistently reproduceable ) Expected Experience: Similar to ksp 1, or: while docking reaction wheels would have no effect on relative velocity to target craft, except for rotating to better position rcs for translation. Craft dependent: No, bug is able to be triggered from multiple different crafts in fully different instances This issue is very noticeable while docking due to the precise nature of requiring the same ( or very low relative ) velocity as the target craft, but may be in effect in other situations. in target velocity mode, rotation introduces instability to local craft velocity, which then skews the navball, which can result in a runaway effect of repositioning to compensate continuing to move nodes and effect velocity. thanks Spicat for digging it out of the archive, apparently this is an old bug: Included Attachments: KerbalSpaceProgram22023-10-2617-11-48.mp4 .ipsImage { width: 900px !important; }
  3. Absolutely loving the performance improvements!~ hoping that the few new ( to me ) bugs ive encountered will be ironed out quickly I cant wait for science to come out so i can really start to invest hundreds of hours of my life into the game ( and hundreds more with colonies and the modding community )
  4. Please do link me the lore if you make some, im sure there are plenty of cool ideas for potential causes ( like airborne nanobots ripping apart sensors as you pass through them or radioactive / industrial waste covering the vessel )
  5. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Pro 64-bit | CPU: AMD Ryzen 5 5600X 6-Core Processor, 3701 Mhz, 6 Core(s), 12 Logical Processor(s) | GPU: Radeon RX 5500 XT ( Trigger 6 External Graphics | RAM: 32GB installed Severity: low ( Workaround of simply setting cloud quality to low, i think user supertiefighter was the first to realize ) Frequency: High, can consistently reproduce the issue Expected Experience: Flying into cloud will obfuscate the gamescreen with white particles that will disappear or thin upon exiting the cloud. Craft dependant: No, bug can be triggered by multiple craft files Upon Flying into a cloud, Artefacts begin appearing, seemingly over anything that is not the cloud or the aircraft ( further testing shows that if the camera is sufficiently zoomed out, the space showing the craft is also subject to artefacting ). these artefacts are black and continue to obscure everything ( including the cloud and craft, if the camera is moved such that the artefact would obscure them ) until disappearing upon reaching some variable distance around 12,000 meters above sea level See screenshots below for severity of the issue and testing results Included Attachments:
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