Anonymous Bug Reporter
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Reported Version: v0.2.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: Ryzen 7950x3d | GPU: EVGA RTX 3080 12GB | RAM: 32 GB While building ships containing boosters mounted radially using the multiplier function (x6 in this instance), I would try to launch. When I revert to vab, only the original booster stack is still mounted radially with parts of the others missing completely. At other times, reverting to VAB would cause the ship to appear below the floor of the VAB in an unassembled state.
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Flight Launch Countdown Only Plays For A Fraction Of A Second
Anonymous Bug Reporter replied to The Space Peacock's question in Flight
Reported Version: v0.2.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 2.4 GHz | GPU: AMD Radeon Pro 5600M | RAM: 32 GB Regardless of whether the countdown option is enabled or not, it’s always skipped. Included Attachments: .ipsImage { width: 900px !important; } -
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Version 22H2 OS Build 19045.4412 | CPU: Intel Core i3 10100f | GPU: Intel Arc A770 16GB Limited Edition | RAM: 16GB 2667MHz generic DDR4 Creating a save in either mode and then leaving and reopening the game will causes saves to disappear - by disappear, I mean that opening the single player tab will show all your games except the last one played on which will still show the rectangle where all the information typically is but it will be empty. Then attempting to select one of your previous games will cause that save to just disappear. Navigating to the save folder shows that it is still there, but KSP2 will not show it to me. This is not a new bug as of the current version, but I am not sure as to which version I first encountered it. Please note: in the attached screenshots, the one a sandbox campaign called 'default' comes chronologically first. The second screenshot was the immediate result of clicking onto the empty rectangle. Included Attachments:
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Reported Version: v0.2.1 (latest) | Mods: Alarm Clock | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5000 Series | GPU: Nvidia RTX3050 | RAM: 16 Started air sniffer at 200,000 meters. Dipped to 170,000 meters. Test completed but unable to transmit. DTS-M1 antenna, plenty of battery and solar. HECS2 pod. Science results show in Research Inventory screen, but No Connection. Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: ms10 | CPU: ryzen 2700x | GPU: 3070ti | RAM: 32gb I bound staging control button to 'enter' but it seemed to revert to 'space' - the menu still shows it as 'enter' and when I rebound, it briefly worked as 'enter' but then again reverted to 'space' Included Attachments: .ipsImage { width: 900px !important; }
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Environmental & Terrain Planets collide after switching vessels
Anonymous Bug Reporter replied to Dukerex12's question in Environmental & Terrain
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: idk | CPU: idk | GPU: idk | RAM: idk i was going to drive around on tylo then from the tracking station 38.6 km from the tylo monument (i was doing the mission) then i lagged then all the sudden DUNA was there but i could go thru it i say its a visual bug Included Attachments: .ipsImage { width: 900px !important; } -
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 5600X | GPU: NIVDIA GeForce RTX 3060 | RAM: 16GB I couldn't get a screenshot since going to the VAB de-spawned the flag and it was the correct flag upon replacing it, I use the Kerbin flag and it placed the default flag Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win11 | CPU: amd ryzen 5 7600 | GPU: amd rx 7700xt | RAM: 16gm ram ddr5 5200mhz I time wrap with ship landed on Ike after I stop time wrap my ship just went trought the terrein. Included Attachments: wtf.mp4 .ipsImage { width: 900px !important; }
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 home | CPU: Ryzen 7 7800X3D | GPU: RTX 4070 | RAM: 32 GB DDR5 @ 6000 MHz Upon completing the ‘Tertiary Dibs: Platinum’ mission (plant a flag in the eye of Dres), the ‘Plant a flag on Pol’ mission is also completed. Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: I7, unsure of exact model, it is a couple years old though | GPU: GTX 1080 Ti | RAM: 16GB Im unsure if this happens on other celestial bodies but i recently sent a rover to Eve, it was a very small rover and its wheels were tilted because it looked better, made it smaller and worked the same as normal when testing on Kerbin, when this rover got to Eve for whatever reason it would start making the wheels rapidly bounce and flip the rover sometimes completely obliterating it when it had the brakes on, it also would randomly destroy or flip itself quite often without any warning signs when driving, it happened to me multiple times causing me to keep having to go to a previous quicksave due to the game saving after each time the rover crashes. Some of the times it happened i managed to catch the speed i was going, one time it was around 7m/s and the other around 2m/s i have inserted a picture of the rover down below, i havent had this issue ever in ksp 1, although eve did still tend to make crafts a bit janky in my experience, hope this helps tho, Thank you Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: Intel core i7 | GPU: Rtx 3070 | RAM: 8go Spicat Edit: "Keostationary orbit" mission description is: "Using a vehicle with a probe with a probe core, orbit Kerbin at an altitude of 2863km and an orbital speed of 1010m/s" However it seems (like the original author problem was) to not be the only requirement. My assumption is that it does need to have an AP and PE of 2863km. Author original screenshot:
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Processor 13th Gen Intel(R) Core(TM) i7-13700KF, 3400 Mhz, 16 Core(s), 24 Logical Processor(s) | GPU: NVIDIA RTX 4070 | RAM: 16 GB DDR6 3200MHz at random whenever I'm trying to explore space, my trajectory lines just go missing. i cant find a way to get them back so I'm always forced to restart game, and sometimes fully remake the vessel. before the trajectory lines reappear. i also cannot access the maneuvering options as there is no line to click on first. *note that it seems to happen whenever I perform a stage separation. *side note, i have a brand new, stock Alienware Aurora R15, and this game is MAXING out my ram during most launches (on minimum graphics settings) Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Pro Build: 19045.3448 | CPU: Intel(R) Pentium(R) Gold G5420 CPU @ 3.80GHz | GPU: AMD Radeon 5500XT | RAM: 16GB I just made my first aircraft and the ocean looks like the texture might be missing? Included Attachments:
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: AMD 5900HX | GPU: RTX 3080 | RAM: 32GB DeltaV for initial stages is calculated correctly Once we get to the third stage (Hydrogen engines) it reads out zero (0) dV and zero thereafter despite setting it as "vacuum" - this gives an incorrect reading of only ~4400 dV despite the craft having 10k dV in orbit Included Attachments: 12kmohofinalalmost.json .ipsImage { width: 900px !important; }
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel 13th Generation Core i5 | GPU: NVIDIA GeForce RTX 3050 | RAM: 512GB While reloading several quicksaves, I noticed that the orbital lines kept disappearing. This only seemed to occur with quicksaves done in Flight view, quicksaves in Map view were unaffected. Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: 3700X | GPU: RTX 3070 | RAM: 32 GB On a 2560x1080 screen, the UI for research and development cuts off, shown in the attached image. I feel this could be easily fixed with a UI scaling script but then again, what do I know about game development. Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.2.1 (latest) | Mods: commnext | Can replicate without mods? Yes OS: windows 11 family | CPU: Intel 14700k | GPU: 4080 super | RAM: 32go Hello, the French text says you need a "conserve d'atterrissage". The French translation for the Small pod is "conserve", while the medium one is "boîte de sardines". you need the medium one, the "boîte de sardines", please correct it. (I learned it the hard way after 3 successfully Small pods land-on and more than 15 hours of gameplay... I decided to watch a YT guide and immediately notice that the French text for the missions was mismatching) Spicat Edit: I am also French so I can get my view on this. "Tin Can" can be confused by "Landing Can" even in English (both are "Can" but both are different for the mission). But it's even worse in French: The "Tin Can" is translated to just "Conserve" instead of "Boite de conserve" (Like it is with the translation of "Tun Can" which is "Boite de sardine"), it's not really incorrect per se, but it adds to the confusion so consider changing it to "Boite de conserve". It's like if in English, it was "Can" Mk1 instead of "Tin Can" Mk1 It's maybe the same in other languages but I can't confirm. This problem is also relevant for English though.
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 7 5700X | GPU: MSI RTX 3060 | RAM: GSkill 32GB When deselecting fuel tanks in the fuel transfer window the tank doesnt get deselected in the transfer window and the fuel tank is added to the fuel tank list, causing multiple instances of the fuel tank in the list. -Grusio Included Attachments: 2024-03-2714-05-53.mp4 .ipsImage { width: 900px !important; }
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: ryzen 7700x | GPU: radeon 6750 xt | RAM: 32gb When switching the mode between afterburner and cruise for the panther engine, the thrust is locked in place. you can abuse this behavior by switching the mode constantly to allow the engine to function at full throttle even when you leave the atmosphere completely. This obviously can only be useful for leaving kerbin or laythe. I am not sure whether it uses fuel or not. there may be other engines that have mode switching features that take time and might have this problem too. I believe the RAPIER is fine since it's an instant switch. suggested fix: when the mode switch animation plays, set thrust to 0, when the animation is finished, reset thrust to the expected level I recorded a 3 minute video of me sending a plane on escape trajectory out of kerbin and posted it to reddit. https://www.reddit.com/r/KerbalSpaceProgram/comments/1bnzvlh/how_to_get_to_space_with_just_airbreathing_engines/ rapidsave.com_how_to_get_to_space_with_just_airbreathing_engines-pybjle3k2mqc1.mp4
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: ntel(R) Core(TM) i5-8600 CPU @ 3.10GHz 3.10 GHz | GPU: Geforce rtx 2070 | RAM: 32.0 GB So, I was building a f16 I tried it out and then the gear clipped into the runway. Included Attachments: Desktop2024_03.26-13_55_52_01.mp4 .ipsImage { width: 900px !important; }
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: I7 9700 | GPU: RTX 2060 | RAM: 32GB Discord tag - aski0m I was able to play normally this whole time, until I logged off yesterday. After trying several times to load into my save (see file below) it got stuck at the "creating Vessel" part of loading. I came, along with others who helped, to the conclusion that my file somehow corrupted. Ive heard that this might have to do with the 70 years of ingame time though Im not so sure about that being true. Included Attachments: autosave_1.json
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Although I think the UI in Ksp 2 has great potential, with its art style and revised components(in comparison to Ksp 1), it suffers from being difficult to use and as a functional downgrade from its legacy counterpart. I understand some elements of the maneuver node are forthcoming such as the precise maneuver tool featured in the first game, but it is still incredibly difficult to carry out a long form mission with the current tool. The hud element displayed after creating a maneuver node, although charming in design, lacks information that was present in the first game---This should not be the case. Interacting with the map in Ksp 2 is in a word, frustrating, as trying to click on what you wish is hard. Interacting with your conic line in another sphere of influence is not an option which whether a bug or not should be altered. One specific frustration when interacting with the map is the various iconography that can appear such as: Ap and Pe markers, An Dn nodes, names of bodies/ships, etc. It simply never works as a fluid and cohesive experience. That's not to say these icons don't look good but rather it is difficult when they are not where they are supposed to be (literally appearing separate from my orbit line) or unrequested(I had the ap and pe indicators show up for a ship I wasn't controlling. If you click on a body its name will pin; I don't think this should be a feature. There have been countless times where I've accidentally clicked on a body and its nametag has cluttered my screen. There are just a lot of UI quirks and bugs and the UI needs to be revised functionally. My final point of feedback is the parts manager. As much as I think I understand its intent, it is just inferior to the system found in Ksp 1. The parts manager is, for whatever reason, slow and clunky and I would feel much better with individual tabs for parts I pick. One possible solution would be to have tabs more similar to the ones in Ksp 1 but have it additionally offer other parts in the same category in drop down menus like the current parts manager. I feel like the parts manager created more issues than solutions as it necessitates the kerbal manager and the resource manager which are just bulk. The resource manager is actually a great concept and it should absolutely remain in the game but I wonder if it could be integrated into the parts manager system or whatever it becomes. I went down this rabbit hole of thought become I had fuel tanks I needed to monitor the fuel level of and I went to the parts manager which had no information. Why have parts that offer no information or options in the parts manager? I want apologize if any of these seems harsh. None of my criticism is directed at the dev team, whom I know are absolutely passionate about this project. I think this project is a behemoth of an undertaking and I admire all of the hard work done so far. I look forward to the future of Ksp 2 because I know it's bright. Thank you to whoever read this!!!
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Flight Flew below terrain instead of exploding from colision
Anonymous Bug Reporter replied to Aevitas's question in Flight
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5 7600x | GPU: Nvidia 4070 | RAM: 32gb I expected to land but i phased through the ground. To replicate try to land on the top the cliff on the location shown. I was going at low speed with aerobreaks on and wheels extended Included Attachments: Untitledvideo-MadewithClipchamp(3).mp4 .ipsImage { width: 900px !important; } -
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 11 | CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz | GPU: nvidia gforce gtx 1060 max-q | RAM: crucial DDR4 CL19 16GB×2 Bottle Rocket does not work even if you operate the keys set in the action group. Other parts set to the same key (such as separators) will work normally. Bottle rockets work normally on stage. Included Attachments: .ipsImage { width: 900px !important; }
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Parts & Vessels Parachutes didn't deploy
Anonymous Bug Reporter replied to Jeq's question in Parts & Vessels
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: AMD Ryzen 5 6800H | GPU: Nvidia Geforce RTX 3060 | RAM: 16 GO 4800 MHz DDR5 when i come back on Kerbin, my parachute disappear suddenly, whereas everything's well. And my vessel crashes everytime. It's begun during a mission in the science part, when I came back from the Mun. Included Attachments: KerbalSpaceProgram22024-03-1923-53-08.mp4 .ipsImage { width: 900px !important; }