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Anonymous Bug Reporter

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Everything posted by Anonymous Bug Reporter

  1. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: Intel i9 | GPU: NVIDIA 3060 | RAM: 32 GB I have had this bug show up twice now since the new science update, basically, a part's location will move some arbitrary distance away from the vehicle/ship- while still being "rigidly attached" to the vehicle, despite not touching it or even being within 30 meters of it. I had a lander leg which appears to be 50 meters from the vehicle. When I landed on the mun, it acted like a rigid lander leg that was attached to the vehicle - despite being far away. It was supporting the ship's weight, too. Included Attachments: .ipsImage { width: 900px !important; }
  2. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 pro | CPU: Amd 3950x | GPU: Amd 5700xt | RAM: 32gb Happens seemingly randomly after entering a new soi. Solar panels in full sun, batteries fully charged. Throttle doesn’t seem to make any difference. Thrust animation and sound appear, but 0 thrust while time warped. Thrust stops above 1x and returns at time warp 1x. Fresh ksp2 install with no mods. Save/restart makes no difference. Sometimes fixed by exiting vessel to vab, tracking station, etc but not always. Included Attachments: .ipsImage { width: 900px !important; }
  3. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: Ryzen 5900x 12 core 24 thread 4.2 Ghz | GPU: radeon 6600xt | RAM: 32gb ddr4 i landed my lander near the duna monument and saved the game. when i came back val was still on the surface, i got her in the lander can and throttled the engines. the craft didnt move. when i retracted the landing legs, it did not fall to the ground. Included Attachments: main.json .ipsImage { width: 900px !important; }
  4. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: I5-6600K @ 3.5 GHz | GPU: GeForce GTX 1070 | RAM: 15.96 I've attached the save file. The craft in question is "(Combined)-13". It is 3 craft docked together orbiting Mun. When I undock the Lander Mk1 craft, everything seems fine for a few seconds. After a few seconds, the camera seems to disassociate from the craft, it drifts away slightly. Then after a bit longer (after a time warp) I no longer have attitude control of the vessel. I can see the torque indicators on the HUD driving to full in an attempt to move it, but the craft doesn't move. At this point I also lose all ability to move the craft via the engines. I can fire the engines and they animate as if firing, delta-v drops for the stage, and fuel burns down. However, in neither the map nor the HUD do my orbit parameters change. Save file: quicksave_22.json Spicat Edit: Here a video 2024-01-14 18-13-13.mp4
  5. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel core i7 | GPU: Rtx2080 | RAM: 16GB +8GB dedicated When landed, I have had an issue where a kerbal is able to leave on EVA but when pressing B to board after planting flag/taking samples, the kerbal will not enter the pod. Instead either nothing happens or it makes the kerbal let go (ie does the same as the spacebar does). I have had this reoccur on Duna, Gilly, and Minimus and quick save/quickloading has not resolved the issue. Included Attachments: .ipsImage { width: 900px !important; }
  6. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 7 2700X | GPU: NVIDIA GeForce RTX 3070 | RAM: 16GB Severity: Med Frequency: Med I've encontered an issue with some parts that are covered by fairing overheating and exploding on ascent thru the Kerbin atmosphere while the fairing is still intact. I've seen it only on some on my crafts and the issue is replicable on these crafts every time even after reverting to VAB/launch and upon reloading the game. On the attached screenshot: docking port on top of the nander capsule overheated and exploded while being covered by the fairing Attaching the craft used when I've encontered the issue Included Attachments: minilander.json DxDiag.txt .ipsImage { width: 900px !important; }
  7. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: not relevant | CPU: not relevant | GPU: not relevant | RAM: not relevant take note of the last text bubble in the mission briefing: wait what is the purpose again of establishing communications with jool before i make a mun flyby? it's probably a switched up message ID or something. reproduction method: open the mun or bust briefing Included Attachments: .ipsImage { width: 900px !important; }
  8. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 11 home 64bit | CPU: AMD ryzen 7800x3d | GPU: RTX 4070 | RAM: 32gb ddr5 6000 mhtz I was in a flight when I achieved a completed mission so i paused the flight as I was on a crash trajectory to go to mission control to get the science points when i tried to open mission control through the menu that looks in my eyes like a burger in the top left it showed a loading screen and the game crashed to my pc's home screen i have the version of the game brought directly from private division Included Attachments: .ipsImage { width: 900px !important; }
  9. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: AMD Ryzen 5 5600X | GPU: 3080 TI | RAM: 32GB Issue: Placing Landing Legs on Trusses Causes Camera Disconnect and Drops The Legs after triggering a stage. Severity: med/low, apparently there is some way to "reconnect" the camera, but it is very tedious Frequency: high, reproducible 100% Description: When placing landing legs on trusses, once triggering a stage after the initial launch, will cause the legs to fall off the trusses and "disconnect" the camera from the craft, meaning the craft will start to distance itself ever so slightly from the camera location until it is entirely out of view. Furthermore, the landing legs will simply drop off the craft when the stage is triggered. I have attached a rocket that will achieve this effect 100% of the time. The reason I know the landing legs on the trusses are to blame is that I modified the rocket until the bug no longer occured, which happened once the landing legs were placed directly on the methalox tank. If required I can upload a video, but as said you should be able to reproduce this 100% of the time. Included Attachments: BUGGED_VEHICLE.json
  10. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD 7700 | GPU: AMD RX7900XT | RAM: Corsair 32 GB The mission "Minmus Monument" debrief text repeats the same first text five times, then reads the final text before ending. .ipsImage { width: 900px !important; }
  11. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home | CPU: i5-9600K | GPU: RTX 2070 Super | RAM: 32MB Incorrect circumferences listed under physical characteristics in the tracking station. For example, 22 ly for Kerbal, 10AU for Eve, or 7AU for Kerbin. Included Attachments: .ipsImage { width: 900px !important; }
  12. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: i7-9700F 3GHz | GPU: rtx 2060 | RAM: 16gb For some reason (sorry i don't understand why) but one of my crafts that i sent into orbit has no predictive orbit lines. I am unable to create a manoeuvre node, and the game allows me to recover the vessel? Detaching segments from it via decoupling creates orbital lines for the debris but the main craft still has no way to make nodes and stays recoverable. Saving/reloading, switching to other crafts, and launching a new craft does not fix it. Included Attachments: .ipsImage { width: 900px !important; }
  13. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 64-bit | CPU: AAMD Ryzen 7 5700X 8-Core Processor | GPU: AMD Radeon RX 6800 XT | RAM: 32GB on my vessel there are 6 parachutes, of which 3 properly deploy when i give the command. the other 3 do not react and cant be deployed. saving and loading does not fix the problem, quitting the game and loading also doesnt. the parachutes can be repacked afterwards. i didnt do anything to them beforehand so i dont know what might have caused it. Included Attachments: KerbalSpaceProgram22024-01-0123-56-38.mp4
  14. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: i7-12700K | GPU: RTX 3080 | RAM: 32GB I completed the 2nd Kerbwide tour at Kapy Rock and collected the science for it. When I recovered the vessel used to complete mission after it reset the mission and took back the 400 science points. I completed the mission a second time and the mission reset again and took back the points. The mission remains incompleted. .ipsImage { width: 900px !important; }
  15. Reported Version: v0.2.0 (latest) | Mods: luxs flames and omaments | Can replicate without mods? Yes OS: windows 11 | CPU: ryzen 7 5800x3d | GPU: rx 6800 gaming x trio | RAM: 32gb When i am trying to extend or retract landing gear/legs when in timewarp they cant be extended or retracted anymore, even when i switch to normal time. I have to quicksave and quickload to make it work again Included Attachments: .ipsImage { width: 900px !important; }
  16. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: 12700K | GPU: 3090FE | RAM: 64GB DDR5 When entering Eeloo SOI ion engine was throttled up. It was observed that the orbit periapsis changed slightly whilst thrusting under 1x time, ie thrust was being produced. The periapsis does not change when time is accelerated, ie it stops producing thrust. Resources are still used as though the engine is thrusting. As soon as time warp was reset to 1x the thrust returned and the periapsis began to change again. Loading old saves sometimes temporarily resolved the issue, but it always returned. Only when within the planets SOI. .ipsImage { width: 900px !important; }
  17. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: 5800x3d | GPU: 3080 | RAM: 64gb Landed a lander on the Mun. Lander consisted of an landing stage and an ascent stage. On decoupling the ascent stage it doesn't show any orbital lines in map view, making it next to impossible to rendezvous with my orbiter. Included Attachments: AutoSave1stPlayThrough12_31_202300_17.json .ipsImage { width: 900px !important; }
  18. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5800x | GPU: AMD 6800xt | RAM: 64GB The screenshot shows the first attempt and I believe the craft file is from the second attempt. I got to Duna both times and both times the wheels would spin but not move the craft. As though it's stuck in the texture of the planet. Included Attachments: MarsRover.json .ipsImage { width: 900px !important; }
  19. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 7 2700X Eight-Core | GPU: AMD Radeon RX 6700 XT | RAM: 32.0 GB I completed the Minmus Monument mission and wanted to return to the same location. After getting into orbit and pushing myself towards Minmus i realized that the (marker) for the site had disappeared. I cannot find it in the tracking station either. Please store POI locations in the tracking station after exploring. Thank you for the consideration. Fly Safe Included Attachments: .ipsImage { width: 900px !important; }
  20. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 11 | CPU: 3950x | GPU: 2080 super | RAM: 128 in an obit of Korbin at 1,000km and the stage delta-V changes every second and cases the burn timer to go nuts in that it dose not know when to stop or how much Delta-V is left Included Attachments: .ipsImage { width: 900px !important; }
  21. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 Home 22H2 | CPU: AMD Ryzen 7 5700 3.70GHz | GPU: AMD Radeon RX 6700 XT | RAM: 16GB Used similar lander to land on both Mun and Minimus. JSON file attached. When departing landing, staged early after takeoff, when vehicle was sub-orbital. Switching to map view the orbital track of this vehicle no longer visible making planning impossible. Other notes: - Other controls and indications still worked (AP and PE indicator in lower left, marker where leaving Mun or Minimus SOI, orbital velocity and altitude, SAS controls still oriented vehicle correctly) Screencaps from Mun takeoff shown - Switching in and out of map view, into tracking station then back to vehicle, even saving and restarting did not restore the track -At one point in map view, took control of Minimus lander and pressed "M" to go to auto view of vehicle. Vehicle appeared to be on surface of Mun, but I was still half way between Minimus and Kerbin. Orbital speed indicator correct for orbit in free space. Weird rendering glitch. Screen cap attached. (Render glitch and Render glitch2) Screen caps enclosed showing issues. Maybe related, I have been switching between vehicles in the map view using right click and "CONTROL" button. Included Attachments: Minimusfirst.json .ipsImage { width: 900px !important; }
  22. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 11 | CPU: 3950x | GPU: 2080 super | RAM: 128 the VAB thinks my craft has a delta V of zero when it should be in the thousands. Included Attachments: .ipsImage { width: 900px !important; }
  23. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: W10 | CPU: i7 7700k | GPU: RTX2070S | RAM: 32Go DDR4 while launching a rocket and wanted to see my trajectory from pressing "m" Included Attachments: .ipsImage { width: 900px !important; }
  24. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: i9 | GPU: RTX 3080 | RAM: 32 GO DDR 4 Unable to configure the E key in the Command menu. For example, to put the Yaw on A and E on an azerty keyboard, this does not work. The E key is not reconized and non assigned. I tried with an other key like R ans t works Included Attachments: .ipsImage { width: 900px !important; }
  25. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 7 5800H | GPU: RTX 3060 Laptop GPU | RAM: 48GB There is some debris floating above the space center. It is not in orbit and it does not fall. See video. Included Attachments: KerbalSpaceProgram22023-12-3011-29-07.mp4
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