

Anonymous Bug Reporter
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Settings Unable to bind E to anything
Anonymous Bug Reporter replied to Anasyn's question in Settings
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; }- 17 replies
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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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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i7 - 1260P | GPU: Intel iRISxe | RAM: 32gb Trying to push a 200ton minmus lander to minmus and the delta V goes up while burning, burn doesn't happen how it is planned, orbit line is weird, and the delta V doesn't match the the final velocity Included Attachments: 20231230_095853.mp4
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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 Steps to reproduce: - Scroll down to bottom of VAB. - Pivot camera up and down through the floor. - Observe camera locks up until you zoom in or out. Included Attachments: KerbalSpaceProgram22023-12-3011-01-46 (1).mp4
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 7 7840 HS | GPU: AMD Radeon RX 6550M | RAM: 32 GB DDR4 5600 MHz I had eight or so unrecovered vehicles from failed launches laying around the KSC. I went into the flight tracker to recover them. After five or so recoveries the 'recover button' became unresponsive on the three vehicles remaining. I tried clicking 'control' on one of the vehicles that couldn't be recovered, which booted me into the "loading" screen, but there was no progress bar and the application became unresponsive.
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 10 pro | CPU: i9-10920x | GPU: rtx 2070 super | RAM: 64gb Title: Creating Maneuver plan doesn't work if it exceeds fuel Specs: N/A Severity: (high/med/low). Med Frequency: (high/med/low). high / Constantly Description: When trying to createa a Maneuver plan it will only allow the plan to include the amount of fuel that the ship has. There are three reasons that this should be addressed. 1. This happens even when infinite propellant is selected. 2. I want to know how much delta v is left in the maneuver even if i have to use RCS to get it there or get out and push 3. Making plans that end in failure seems to be the Kerbol way. Included Attachments:
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 3700X | GPU: RTX2070 SUPER | RAM: 32GB DDR4 When clicking the 'x' to close the part window in the Resources Manager (if for example transferring fuel between tanks) the part becomes copied in the menu and does not leave the transfer screen. e.g. 2 Fuel Tanks (as in video) You open Resource Manager, find the two tanks in the list, click the arrow on each to place both of them into the right pane below the Transfer button, assign in/out and tx fuel etc. When trying to remove these tanks from the transfer pane on the right, clicking the 'x' duplicates the tank in the resources list and fails to remove it from the transfer pane. Clicking the 'x' on any tank in in the left pane will just duplicate it as many times as you click it. The impact of this is the list becomes impossible to navigate and the transfer pane cannot be used. I have been able to resolve this by reloading from the main menu, but I can see this being a pain when trying to do more complex fuel transfer actions This error is repeatable 100% of the time under all circumstances I have tried to replicated it. Included Attachments: KSPBugReport.mp4 .ipsImage { width: 900px !important; }
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: intel 12700K | GPU: NV 4070ti | RAM: 32 GB I landed a rover on Tylo, when I first landed I have data transmission connection, but when I drove to the monument I lost the connection. I have 2 RA-15 relay in the Jool system. One orbiting Jool and one orbiting Tylo. Both also don’t have data connection but controllable. Craft on kerbin orbit has data connection. sorry for not uploading game files. Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 7 3700x | GPU: RTX 3080 | RAM: 32GB DDR4 In mission Kerbwide Tour: Kapy Rock, there is requirement to have lander can on your vehicle. However in polish translation, in game "lander can" is named "Kapsuła lądownika" but in mission it is named "Puszka lądownika" which is similar to polish name for MK1 "Puszka" , which obviously causes confusion why you cannot get the mission done. Included Attachments:
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Settings Unable to bind E to anything
Anonymous Bug Reporter replied to Anasyn's question in Settings
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5 5600x | GPU: GeForce RTX 3060TI | RAM: 16 I used to play KSP 1 with the following settings: A / D: Roll Q / E: Yaw KSP 2 default settings are: A / D: Yaw Q / E: Roll So I tried to change that by following the next steps: Load KSP2 via Steam Click "settings" on the main menu. Click "input" from the side options. Click Yaw binding button displaying "A D" Get the overwrite warning asking to proceed. Click "proceed" Prompted for Yaw Left key. Press key 'Q' on my keyboard. Prompted for Yaw Right key. Press 'E' on my keyboard. Expected outcome: The Yaw input is now set to 'Q / E' Actual scenario The Yaw input is now set to 'Q / D' 'E' input is ignored. I think the problem is that pressing 'E', causes the "key binding wizard" to exit, because I also tried to set the yaw to "E / Q" but the "key binding wizard" closes before asking for the second key. Included Attachments: .ipsImage { width: 900px !important; }- 17 replies
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i7 8700 | GPU: rtx 3060 ti | RAM: 32 gb ddr4 This happened to me when walking with a kerbal on moho a few km away from the mohole. When I pressed the w key, instead of walking forward, the kerbal would rapidly walk in circles. And when i say rapidly, i mean it looked like i was rotating my screen with a maxed out dpi on my mouse. Reloading an earlier save fixed this, but it was a very strange issue. Included Attachments: 20231229_001430.mp4 .ipsImage { width: 900px !important; }
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: AMD Ryzen 7700 | GPU: Nvidia GForce GTX 1080 | RAM: 16GB When attempting to ascend from any celestial body excluding kerbin's launch pad, the IsLanded tag is not removed by the game and subsequently the map does not display orbital information, allow creation of maneuver nodes, and other map functions reliant on the game knowing the craft is in flight. Currently, manually editing save file code is only way to remove the IsLanded tag and return map to desired state. Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 (64 bit) | CPU: AMD Ryzen 7 5800X 8-Core Processor | GPU: NVIDIA GeForce RTX 3080 | RAM: RAM: 32650 Mb ok well it was stuck in a loop for a while where she kept repeating the first statement, but then somehow fixed itself when i left the game tabbed out to write this report. Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home Build 22621.2861 | CPU: 3.6 GHz, 1 Socket, 8 cores | GPU: NVIDIA GeForce RTX 3070 | RAM: 31.9 GB After a mission to land a vessel on the Mun was completed, I went about doing other stuff. After a while I wanted to check in on this craft, so I went to the Tracking Station and controlled the vessel from there. It is worth noting that I deactivated the engine right after landing. Right after the vessel is loaded, it takes off for a fraction of a second or so. The result is that the craft is falling over, so pretty annoying. Save game in attachments: 'Cereal Space Race'. Included Attachments: CerealSpaceRace.zip
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: Intel I7 | GPU: GTX 1070 ti | RAM: 16GB Im not entirely sure if this has been reported already but ive noticed when on a celestial body or close enough to its surface the skybox will re-render and stay static for some reason. It looks as if the body isnt moving and can make timewarping on a planet or moon a bit of a pain due to not having any sense of rotation. Hopefully itll get fixed eventually, thank you. Included Attachments: .ipsImage { width: 900px !important; }
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Flight Cannot Grab or board a command pod/ladder
Anonymous Bug Reporter replied to Prisonedchair41's question in Flight
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: i5 10th Gen | GPU: rtx 2030 | RAM: 16gb I'm on Duna and can't get back onto my ship. the ladders are not working Included Attachments: Duna.json .ipsImage { width: 900px !important; } -
Parts & Vessels Parachutes didn't deploy
Anonymous Bug Reporter replied to Jeq's question in Parts & Vessels
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: i7 - 13700KF | GPU: NVIDIA GeForce RTX 4070 | RAM: 63.84 GB I was trying to achieve a precision landing as part of the tour mission, so I was dialing in the deorbit maneuver to try and get as close as possible. I made some successive saves and at some point the parachutes would no longer deploy when tried. There was one reentry where I got 2 of 4 drogues and 1 of 2 mains to deploy (after I first started noticing the issue) by manually toggling under parts (staging did not work). Thereafter nothing. I could have actually walked away from that landing, but because only one of the 2 mains deployed I ended up on my side and of course that was the side with the hatch. It now won't work at all in any of the saves I have regardless of what I do. I did not have time warp enabled at the time. Attached I have a copy of the craft and the save right where I would like to deploy chutes. Included Attachments: TestWorkspace.json Save2023-12-274.json .ipsImage { width: 900px !important; } -
Parts & Vessels Parachutes didn't deploy
Anonymous Bug Reporter replied to Jeq's question in Parts & Vessels
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i7 | GPU: RTX 3050 | RAM: 16gb Parachute consistently failing during physics warp despite conditions being safe to deploy (as if the parachute thinks you're going to fast and it cuts on deploy). Landing in water during physics warp at terminal velocity (I found this out because my parachute broke) does not seem to destroy the vessel and instead I ended up deep in water and floated back to the surface. Though I'm grateful this saved Valentina I'm pretty sure this is unintended behavior. Included Attachments: .ipsImage { width: 900px !important; } -
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) 17-4690 CPU @ 3.60GHz | GPU: Intel(R) HD Graphics 4600 | RAM: 16.0 GB i am returning to mun orbit with a lander, and my apoapsis and periapsis are positive and i am orbiting the mun, however my state is landed it doesnt show my orbit trajectory. Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home Edition | CPU: 12th Gen Intel Core it-12400 | GPU: RTX 3060 | RAM: 48 GB After a while during a ongoing mission, engines of the vessel stop to work producing Thrust in Timewarp. This particular bug happend to me only so far, when Ion Drives have been involved. But the bug itself will kill all thrust in timewarp, even with a Nuclear Backupengine, thrust won´t be generated in timewarp (But fuel will be used up, as will electrical charge). It has happen in differnt orbits, inclung Kerbin orbits, Duna Orbits, Jool Orbits and in this case, a Eve Orbit. Technicly the craft is composed out of 2 seperate launches/ships, but I include the Interplanetary stage here with the Iondrive and Nuclear Backup Drive. I included the savegame (thrust issues) not sure if you can even work with that or use anything meaningfull with that, its the save from the moment the thrust issues appeared (the start from the video file) Thinks I tryed to workaround: - Shutting Down Engines and Active again - Don´t work - Quicksave/load - Don´t work - Restart Game and Load - Don´t work - Teleport Ship into another Orbit and try it there - Don´t work - Undocking the second ship and try it again - Don´t work Funfact: The Lander Engines still work when I undock them from the Interplanetary Stage and activate them (in regular and timewarp mode), so the bug itself seems only be situation and vessel specific. Included Attachments: KerbalSpaceProgram22023-12-2719-45-16.mp4 StarwayI.json ThrustIssues.json .ipsImage { width: 900px !important; }
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Flight KSP 2 didn't load the ground textures/collidiers
Anonymous Bug Reporter replied to linuxgurugamer's topic in v0.2.0
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 5600X | GPU: GTX3080 | RAM: 32GB I'm still descending as I'm writing this post, -3km now Included Attachments: .ipsImage { width: 900px !important; } -
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i7-12700K | GPU: AMD Radeon RX 6800 XT | RAM: 32GB I built a rocket with a set of 4 RCS (RV-105) and for some reason 2 of those RCS parts on one half of the vessel are permanently disabled. Did some testing and it only happens when the parts are installed on the 45 degree points along the longitudinal axis. If I install them on the 90 degree points they work fine.
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Reported Version: v0.2.0 (latest) | Mods: K2-D2, UITK for KSP2, Configuration Manager, Space Warp, Docking Alignment Display, Micro Engineer, Node Manager, Maneuver Node Controller, Flight Plan | Can replicate without mods? Yes OS: Windows 11 Pro 22H2 | CPU: 12th Gen Intel(R) Core(TM) i9-12950HX 2.30 GHz | GPU: NVIDIA GeForce 3080 Ti laptop | RAM: 64 GB When I edit the name of the vessel, the colors are very low contrast, and the text is very hard to read. Included Attachments: