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KSP2 Release Notes
Everything posted by testunde
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I have it that sometimes only one parachute deploys from a symmetry group, kinda annoying had no docking done with this craft, only rendezvous
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The problem is, that the game takes its time until it actually reaches back to 1x time warp. It seems to try doing the change in time factors (any direction) in a continuous manner instead of directly setting the factor you are setting. And this takes some time (seconds even, it feels like). Now we don't really have an indicator when the game is finished doing so and thus we are trying to stage when the game is not ready yet
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 64bit | CPU: i7-12700K | GPU: GTX 1660 Super | RAM: 32GB Struts, which are placed on symmetry-parts, disappear when replacing these parts, see video. TWR proves that they are indeed deleted and not just visually not shown. Expected behaviour: This is more coming from the KSP1 direction, as there the replacement of symmetry parts would respect struct placement and at least try to redo them, even when increasing the symmetry. But: maybe the devs want to do something different? The problem is only, that one has to re-strut everything. Happens not if both ends of the strut are placed on the symmetry-part-group itself though. Included Attachments: 2023-12-25_20-17-23.mkv
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 64bit | CPU: i7-12700K | GPU: GTX 1660 Super | RAM: 32GB When using the slider in the dV tool, in this craft configuration, the dV shows a higher number than in its "passive" state. I used this craft later and it seems the higher value is the correct one. See the video and craft file. EDIT: This also happens when you only add an empty stage after the current one with different atmosphere settings, see screenshot! Expected behaviour: Have it so that the stages represent one specific state in unison with the prior and following stages and show the same when the slider is updated, not a different configuration. Included Attachments: 2023-12-25_20-01-47.mkv RescueOPMk2.json
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Maybe related to: (me personally having the trouble of double-staging too)
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@The Space Peacock short question: is this information "enough" or are there specific details the Devs would want to better hunt issues? Just for me to improve potential future reports thanks so far for Your work and happy holidays!
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 64bit | CPU: i7-12700K | GPU: GTX 1660 Super | RAM: 32GB Had it happen to a splashed-down craft from orbit, really freaking out in roll when SAS was enabled. Could not reproduce with the same magnitude of the problem again, but the video still shows something is not right there. Steps to reproduce: Go to VAB Add 1-crew pod optionally: add reaction wheel (like in Video) -> does not seem to increase the SAS oscillations Launch in Boat Launch Pad make sure SAS is active tilt to one side and leave be to start oscillations Expected behaviour: SAS should stabilise the vessel, even when splashed in water. Included Attachments: KSP2_buoyancy_bug.mkv
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 64bit | CPU: i7-12700K | GPU: GTX 1660 Super | RAM: 32GB I sometimes get this bug when building in Exploration mode. I could not really reproduce it with exact steps from a fresh save file. But I managed to get one craft file into sandbox mode and reproduce it as shown in the video. Has to be something with loading into the VAB directly from the KSC view. Steps to reproduce: see the attached video using the uploaded craft file Expected behaviour: Center of Thrust should be correctly centered as shown on the first time Included Attachments: Ksp2 Cot Bug.mp4 AutoSaveDefault12_22_202321_15.json
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 64bit | CPU: i7-12700K | GPU: GTX 1660 Super | RAM: 32GB Steps to reproduce: place some long tank activate center of pressure (=CoP) indicator (blue) take a wing (the smaller, the stronger the effect) activate some symmetry (best 2-point-symmetry) place one set of wings on tank observe CoP being off-center toggle indicator off-on observe CoP being on-center Expected behaviour: CoP should be on-center already when wings are placed Included Attachments: Ksp2 Cop Bug.mp4
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 64bit | CPU: i7-12700K | GPU: GTX 1660 Super | RAM: 32GB Steps to reproduce: Enter VAB add a part which can be modified open Part Manager utilize slider of Part setting perhaps you need some time to find a spot using the slider which shows a state as shown in the screenshot Expected behaviour: Values besides the slider should show rounded values only and not smth like 0.60001 or 0.59999 (which I guess are precision errors). Included Attachments:
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 64bit | CPU: i7-12700K | GPU: GTX 1660 Super | RAM: 32GB Steps to reproduce: have a vessel with low-Kerbin Orbit go to Map view add maneuver node near Kerbin select node and right-click it to enter menu where you could delete it from Map view rotate so that maneuver node is below Kerbin and that you look on-top of the Orbit plane see screenshot and look for the "move" icon above maneuver node Expected behaviour: have the gizmo icons draw ABOVE any celestial bodies Included Attachments: