Anonymous Bug Reporter
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 9 5900X | GPU: RTX 4070Ti | RAM: 32Gb Run into an issue where running ion engines during time warp drains xenon and EC like it would when running however no thrust is produced and the craft continues along the same trajectory. I tried a bunch of different engine configurations using single/multiple and attaching to different parts and they all produce 0 thrust under time warp. Was a pain to discover for an intercept burn with Moho which took over an hour. Also had an issue with the mab breaking after a quick load with the orbit lines disappearing. Included Attachments: 2023-12-1721-03-46.mkv .ipsImage { width: 900px !important; }
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Flight Craft Wobbles and then Shakes Itself Apart After Loading a Save File
Anonymous Bug Reporter replied to Stephensan's question in Flight
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB Sometimes when loading a save, the vessel will shudder until it breaks apart. I think it may have to do with clipped parts. When testing with the attached save, it occurred 3 out of 4 times (video shows 2 loads of the save, with an instance of the bug occurring on the second load). Included Attachments: KerbalSpaceProgram22023-12-1721-00-24.mp4 OrbitalRelay.json autosave_1.json -
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD FX-8370 Eight-Core Processor | GPU: NVIDIA GeForce GTX 1070 | RAM: 32 GB Severity: LOW Frequency: it happened once As described in title, I landed on Ike, very stable landing. My kerbal plants flag and I decide to take advantage of the RCS backpack on Ike and fly my kerbal around on their own. They are about 500 meters from the landing craft when I accidentally collide the kerbal with the side of a mountain at 120 mps (it happens). After the lone kerbal dies, i get the crash report and think nothing of it. A lone kerbal crashed. So i load to the tracking station and the Ike landing craft no longer exists. It's not in the list on the left. It's not on the map. So i reload the save to before my kerbal died, nbd. But now I am worried if i lose a kerbal then the whole mission dissapears.
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Pro 22H2 | CPU: 1x Intel Core i7-13700K (3.4 GHz / 5.4 GHz) | GPU: Gigabyte GeForce RTX 4080 EAGLE 16G | RAM: G.Skill Flare X5 Series Low Profile 32 Go (2x 16 Go) DDR5 6000 MHz CL30 Got the music and the interface sounds when I launch the game. When I launch a new campaign, after the first cinematic, I only have the interface sound and nothing else. Included Attachments: kspsoundbug.mp4 LocalLowInterceptgames.zip .ipsImage { width: 900px !important; }
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 9 5900X | GPU: AMD 6900XT | RAM: 32GB After flying and crashing a plane, I reverted to the VAB. After loading, the screen would only show the frozen VAB display, even while navigating to other places in the game: KSC, Training Center, etc... The game would recognize where you are (the pop-ups show up if you hover your mouse over different parts of the screen), but the background would remain the same. Screenshots: craftFiles.zip .ipsImage { width: 900px !important; }
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5 3600 | GPU: Nvidia RTX 2060 | RAM: 32gb A kerbal on EVA is still able to climb a ladder even though it is fully retracted. Extending the ladder does not change the kerbals position and they will act as if the ladder did not change. Included Attachments:
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows Home Single Language | CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz | GPU: RTX 2060 | RAM: 16 GB When I open the game and try to start a new game, it gets stuck on the loading screen. Some players say that the problem is solved when we change Windows to English. But I can't do this because my windows is only licensed in Turkish. Spicat Edit: Here the loading screen stuck when loading a campaign while Windows is set to Turkish (I tried on Windows 10): Workaround: Change Windows language to English if possible (not the case for the author): https://support.microsoft.com/en-us/windows/manage-display-language-settings-in-windows-219f28b0-9881-cd4c-75ca-dba919c52321
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 (Home) (Version: 22H2) | CPU: Intel Core i7-9700K @ 3.60 GHz | GPU: Nvidia RTX 3036 Ti | RAM: 16 GB The large fuel tank "RF-AD-XL 2500" is invisible if picked up from the part-picker in the VAB. The attatchment nodes are visible while placing the part but the part itself is invisible. For me it is allways the case even in different/new campaigns. It stays invisible when launched. Included Attachments: KerbalSpaceProgram22023_11.21-15_44_36_01.mp4 .ipsImage { width: 900px !important; }
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 7800X3D | GPU: RTX 4090 | RAM: Corsair Vengeance 64 GB (4x16) 6600MHz Activating the jetpack while submerged significantly increases the buoyant restoring force, overpowering any water drag. You can use this to build a lot of upward momentum using the water like a trampoline each time you resubmerge.
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Other Black visual artefacts when passing through cloud layer
Anonymous Bug Reporter replied to Some3906's topic in v0.1.5
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: RX 580 | GPU: i5-6500 3.2GHz | RAM: 16.0 GB Sizeable rocket with a seperate lander. When passing through Kerbin Clouds, some dark pixels appear and then, start invading (or multiplying) all over my screen. Included Attachments: Original.json .ipsImage { width: 900px !important; } -
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home | CPU: Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz 2.90 GHz | GPU: TI 1660 | RAM: 16GB I took off from Laythe with a small rocket, one kerbal was the pilot the other was hanging on the door during take off. After reaching orbit saving the game and reloading, the track of the spacecraft (Rescue Full) dissapeared, and the flight status read as landed on the tracking station. This is while the spacecraft was high over Laythe in space. Included Attachments: quicksave_34.zip .ipsImage { width: 900px !important; }
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: amd ryzen 7 3800x3d | GPU: AMD RX 7900XT | RAM: 64 GB DDR5 @6000MHz Parts inside of the mk2 cargo bay seem to experience drag. There are 2 craft files attached to this report, one with a cargo bay with a light payload, and one with the cargo bay replaced with a short fuel tank of greater mass. The craft with the payload bay has significantly greater drag than the craft without a payload bay, as evidenced by the fact that it cannot reach a speed greater than 370 m/s, where as the craft without the bay is easily able to push past that speed and reach orbit, despite being heavier with the same external geometry. Included Attachments: SateliteTest1.json TestVehiclenopayload.json
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Other Black visual artefacts when passing through cloud layer
Anonymous Bug Reporter replied to Some3906's topic in v0.1.5
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 64bit | CPU: ryzen 5900x | GPU: Radeon VII | RAM: 32GB Corsair vengence DDR4 I just tried the game out for the first time with V0.1.5 and I get a graphics glitch. I have no mods. Deleted and reinstalled the game to try and fix the problem. It started happening after about 10 mins of playing, now it is happening every time I leave the run way. Tried verifying the game, everything checked out. Never had a problem like this before. Included Attachments: .ipsImage { width: 900px !important; } -
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: Core i7 11700 | GPU: NVIDIA GeForce RTX 3060 | RAM: 32 GB In orbit of kerbin, the vessel still uses the cloud map to determine if it should be in shadow or not, causing flickering between light and dark while in orbit. Included Attachments:
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5600x | GPU: GTX 1650 | RAM: 16GB when loading to a vessil i had recently landed on the mum the interstage from the previus stage decopling reapared and caused the vesil to jump in the air then land on its side Severity: Medium kerbal now stuck on mun and not in a fun way Frequancy:Medium happens every time i load the saves from when i left the mun havent tried with diffrent craft. Included Attachments: NewWorkspace.json
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i5-13600K | GPU: NVIDIA GeForce RTX 3080 | RAM: 64 GB Specs: Severity: Medium Frequency: For now a one of Description: I was timewarping for quite a while to my maneuver plan which would get me a Moho encounter while in Kerbol Orbit. I started the burn with the last stage of my craft and noticed my craft started tumbling. Which was odd because I used the same exact craft to get me from Kerbin orbit to Kerbol Orbit. I tried to kill my thrust and start slowly. It immediately started tumbling again and once I took a look at it I saw that my engine was off to one side and clipped partly inside the tank. This wasn't where I'd left it of course. Note: Reloading the save seemed to have fixed the issue Included Attachments: AutoSaveDefault11_5_20237_52AM.json
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: WIN 11 HOME | CPU: CPU AMD Ryzen 7 5800H with Radeon Graphics Base speed: 3,20 GHz Sockets: 1 Cores: 8 Logical | GPU: GPU 0 NVIDIA GeForce RTX 3060 Laptop GPU Driver version: 31.0.15.4584 Driver date: 11/10/2023 | RAM: Memory 16,0 GB Speed: 3200 MHz Slots used: 2 of 2 Form factor: SODIMM Hardware reserved: 676 Description: When you have a vessel that don't have a crew module or one with no crew or a probe with no antenna or no probe nor crew module at all there is still a way i can control a module . It's through the part manager , I can access any vessel's part manager . But you will tell me that I can't control the engine's power , and that's true, the Z, X, Left Shift and Left Control are disabled , however I can still go in the part manger and activate independent throttle on some engines and throttle up from the part manager. And by disabling some engines i am able to steer the rocket where I want : to deorbit it for instance . And all this without spending mass on probe or antennas. Steps to Replicate: Build any vessel that has engines and fuel, but no control parts. Launch vessel Go into the parts action manager and find any of the engines. Enable independant throttle Increase throttle Video Evidence:
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Settings keybinds reset when starting game
Anonymous Bug Reporter replied to vonknorring09's topic in v0.1.5
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Professionnel | CPU: i9-13900KF | GPU: NVIDIA GeForce RTX 3070 | RAM: 64GB DDR5 5600MHz Specs: Severity: low (solution in this post) Frequency: high (allways) Description: The keybinds changes are saved in the options menu, but when you launch the game, it uses the default keys. The solution is simply to enter into the keybinds menu when launching the game without needing to modify anything. P.S : I posted this because I saw another post talking about key problems, so you can redirect any new post related to this problem to this post for the solution. -
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: Intel(R) Core(TM) i7-9700K CPU @ 3.6GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 31.94 GB severity: Med Frequency: High deployable parts housed within faring's are not deployable upon faring separation, specific examples directly observed include both versions of the new grid fin parts failing to deploy upon escaping a faring and both regular and drogue parachutes failing to deploy upon escaping a faring, all parts work as expected when never encased within a faring Included Attachments: heavydeliveryvehicle.json .ipsImage { width: 900px !important; }
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux/Proton | CPU: Ryzen 3800X | GPU: Radeon 6700XT | RAM: 64Gb Hello, I'm having trouble building the craft, with aerodynamic forces applied (or at least shown) incorrectly. At start, when a vessel is constructed for the first time, the aerodynamic forces are shown correctly. However, after a few iterations of attempted launch/modifications the aerodynamic forces as shown by "center of pressure" gimbals become skewed to one side, with no way to change that. This could be seen in the screenshot, with pressure force shown to be directed to the left, while the stabilizer is straight. Included Attachments:
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Other Black visual artefacts when passing through cloud layer
Anonymous Bug Reporter replied to Some3906's topic in v0.1.5
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5 5600g | GPU: Integrated Graphics Radeon 7 | RAM: 16 Today I updated and started to test the game after a long time. Using the latest version, I tried to launch a rocket. But I ran into a problem, between 1700 meters altitude up to 12700 meters, several of my pixels died in flight. I assume that the problem is due to the last patch of clouds, since the problem arose as soon as I entered the area. I'll leave some images for you to see how it was. Just in case, I tried them with different rockets, but they all gave the same result. Even one of them was not visible at all and only the host star, Kerbol, could be seen. https://ibb.co/album/fGZwh1 Included Attachments: .ipsImage { width: 900px !important; } -
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i7 13700kf 5.4 GHz | GPU: AMD Radeon RX 6900 XY | RAM: 64 GB DDR4 3600 I create a craft and place decouplers on the side of the rocket in 4 part symmetry. When I decide to move the decouplers with fuel tanks, it disconnects fine, but the struts remain attached (Symmetry Bug 1 image). Then to place the attachment only 3 of the attachments attach. The original attachment that was being manipulated will not attach to the root part (Symmetry Bug 2). I can release the attachment and it is a complete attachment but disconnected from the root rocket (Symmetry Bug 3). If the rocket can be properly assembled, it shakes itself apart on the launch pad. The more struts there are, the faster it shakes apart. Finally, when moving struts around, it maintains the symmetry but applies the symmetry too much. For example, placing a strut in 4 times symmetry on the side attachments will put 4 struts on each of the 4 attachments (Symmetry Bug 4), for a total of 16 struts (12 of them do nothing). Included Attachments: autosave_1.json .ipsImage { width: 900px !important; }
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 3600X | GPU: RTX 3060 | RAM: 16GB Good Day all, My Trajectorys are vanishing after i decouple anything in 1.5. I can't seem to fix it afterwards, only creating a new safe file helps (even after restarting, they are still gone). A bit frustrating as i'm not that good at the game (not new to the game, just never had the time) and that significantly hinders my learning process. To replicate (on my pc at least): Start a new save, turn of new player mode and normal difficulty. - go into the VAB and build a small rocket with solid fuel boosters and 2 stages of liquid fuel engines - launch it - as soon as i decouple the boosters a window pops up, that parts are now out of my control, and trajectorys are missing for the whole save file Included Attachments: .ipsImage { width: 900px !important; }