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talon jasra

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Posts posted by talon jasra

  1. KSP Version : 0.1.1.0.21572

    OS: Windows 10

    CPU: Intel 10700kf @ 4.8 GHz, GPU: RTX3080

    Description of the bug: Attempting to connect multiple docking ports together at once, or multi port docking, results in a crash to desktop. Now while this isn't a 100% result, it does happen most of the time. Any docking port combination seems to trigger this.

    Expected Behavior: For two craft to dock, being joined by more than one docking port.

    Steps to Replicate: Get any two craft near each other with more than one set of ports capable of alignment and docking at the same time. Get the ports close enough to dock, and proceed to most probably crash to desktop.

    Fixes / Workarounds: None, other than quicksaving before docking and retrying. Hoping that the low chance it works, actually happens.

  2. Noticed something strange with the lander cans. Did some comparisons and discovered the problem.
    Both the MK1 and MK2 lander cans have their default control point rotated 180 degrees. This results in the right side of the craft to correspond to the left side of the Navball instead of the right side like every other command pod/capsule.

    Also, when the MK2 is selected to have control be forward instead of default, the nav ball will be rotated as if the can is on its side.


    MK 1 Can, windows of the cockpit are pointed south. This would mean the "right" side of the pilot would be 180 West, but the nav ball says 90 East.
    i4BX8BH.png

     

    MK 2 Can, windows of the cockpit are pointed south. This would mean the "right" side of the pilot would be 180 West, but the nav ball says 90 East.

    l2gI2cr.png

     

    Comparison to the MK3, which is correct. To the right of the cockpit from the pilots POV is 180 West, same as the Nav Ball.

    I5jO8zH.png

     

    Finally, a shot of the MK2 Can's incorrect nav ball angle for forward control.
    fu6GpNh.png

     

     

    KSP 2  v 0.1.0.0.20892

    Win10

    i7-10700KF @ 4.8, RTX 3080

  3. I'm going to guess its a button to track which vessels are currently under force or thrust. We're in for some very very long burns for interplanetary travel.
    I sent a craft with infinite fuel and accelerated to 1132 km/s and it took 900 years to reach the edge of Kerbol's SOI

  4. A cause has been found for your fist issue.

    Quote
    • Seems to be barrier at 21Km altitude where almost all (but not all) rockets start to experience phantom forces either spinning them violently in a in recoverable manner or outright exploding them like hitting a brick wall.

     

    Staying clear of these parts, or at least not attaching anything to them seems to solve it. There is a list on the KSP 1 wiki of all of them, though all of them weren't transferred over and some have different names.

    <https://wiki.kerbalspaceprogram.com/wiki/Physicsless_part>

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