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centaurli

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  1. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: AMD Ryzen 5600x | GPU: AMD RX7600 | RAM: 16GB I just realised that after 20-something in-game-years the time has reset. It's not some GUI bug as it's in the save file (UniverseTime). Can't pinpoint when that happened exactly. Now older crafts have a negative MET as the launch time is after the current universe time. (please don't introduce time traveling to KSP! ) Could not recreate it with an older savefile from before that event. When timewarping the time progresses to 30y and beyond without issues. So unfortunately I can't really find out what lead to this issue. Included Attachments:
  2. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: AMD Ryzen 5600x | GPU: AMD RX7600 | RAM: 16GB Severity: Low Steps to reproduce: Have two vessels docked (Mothership and lander for this example). Landers engine is deactivated. Undock the vessels and active the landers engine. Expected behavior: Fuel/deltav status should be shown in staging column. Observed behavior: Stage is still shown as not active. But tanks are full and the engine works and applies thrust. Workaround: Activate vessels engine before undocking. I compared the save files. When undocking with the deactivated engine, the StageID is -1, even after activating the engine. When activating the engine before undocking, the StageID is 2. Happens every time, with different vessels. Included Attachments:
  3. I agree to that. I was a little dissapointed after my landing on Moho after Dres. In ksp1 Moho has a higher sciene multiplikator then Dres. But now Moho isn't really worth the effort other then for the side missions. (and of course for the satisfaction to have done it) Here are the sience returns from high and low orbit plus two landing sites on either planets, without the fancier science equipment:
  4. I'm currently suffering the same issue (unfortunately around Dres with a ton of science in the lander......). Initally launched as seperate crafts and docked in Kerbin orbit. It's also strange that the other craft keeps pointing at the target as the controlled vessel moves. Didn't do that during the first docking maneuver, had to switch between the crafts like in ksp1. Update: Just tried sending the Kerbals back to the ship via EVA -> they have the same issue as soon as I switched on RCS. I tried to make sense of the movements but it's just weird. At least the Kerbals moved somelike towarts the ship when not firing the thrusters. So with a combination of the random RCS movements an coasting I could nudge them to the hatch. But why are the Kerbals on EVA affected as well?
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