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Everything posted by attosecond
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Different thread models, perhaps? The only commonality in the hardware described in this thread is AMD processors. Seems like a known processor issue that causes hiccups would be a good place to look... lowest hanging fruit and all.
- 23 replies
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- v0.1.3
- Regression
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Seems more like it's a CPU-bound problem than anything else.
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- v0.1.3
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There is a known issue with AMD Ryzen processors using their firmware trusted platform modules (fTPM): it causes stuttering. See this article: https://www.tomshardware.com/news/amd-issues-fix-and-workaround-for-ftpm-stuttering-issues
- 23 replies
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- v0.1.3
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From the link that @Wylegposted, words about EA directly from Steam: "Early Access is a place for games that are in a playable alpha or beta state, are worth the current value of the playable build, and that you plan to continue to develop for release." Is KSP2 worth $50 in its current state? Debatable. Is KSP2 in a playable alpha or beta state? Yes.
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@Nate Simpsonthank you for the transparency - those of us who have participated in beta programs before understand that there are processes in place to turn feedback into action, and that it takes variable amounts of person-hours to root out and squash each bug found. Perhaps this has been requested before, but I'm far too lazy to read through every post, so I'll make the following suggestion/request: Please consider providing a community update on current activities on a set cadence - once per week, for example. Here's the part I'd like to stress: publish your intent to update weekly (or bi-weekly, or whatever) and stick to that schedule. Make the post with your intended schedule sticky at the top of a sub-forum. Much of the angst expressed in the forums would be alleviated, I think (or hope), with regular updates on what's currently on your big blackboard of stuff to do. Details with timelines are obviously a mistake, but a running list of current tasks with no timelines seems appropriate. The important piece is keeping the communications flowing.
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This actually bugs me.... a lot. Steam lets me choose the installation directory for the game, which in my case is on a separate physical drive from my OS drive. I want control over where the game saves are going, also. Burying them deep inside a hidden folder (AppData) on my primary drive with no option for changing the location feels wrong. What was wrong with the way KSP1 did things? Each copy of KSP1 had its own saves folder structure, so there was never a need to worry about my RSS install overwriting my crazy no-holds-barred FTL install saves.
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Kerbal Alarm Clock was a must-have for many years in KSP1. 100% on board for KAC2!
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I had this also... circularized at 30km and saved. When I returned and loaded the craft, the PE was negative. Re-circularized and changed focus to another craft, and looking at the misbehaving one in map view it didn't have a trajectory line. Switched back, and the PE was negative again.
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UFO near launch site
attosecond replied to Ambious's topic in KSP2 Technical Support (PC, unmodded installs)
I had this happen, too. Restart of the game got rid of it. -
Decouplers Fuel transfers through decoupler with crossfeed disabled
attosecond replied to FuelX's topic in v0.1.0
Same just happened to me... critical bug that makes the game unplayable when it happens. All that time spent in VAB and the only solution seems to be to start fresh with a new vehicle. Ugh. -
I am excited for interstellar travel and all the challenges it will offer. I'm also looking forward to a new look and feel and the promise of better, more consistent resource utilization for unloaded crafts.
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
attosecond replied to Gotmachine's topic in KSP1 Mod Releases
No change to the wobbling behavior, unfortunately. That seems to have fixed it, thanks! Unsure why the jump from 1.18.3 to 1.19.1 would have exposed this issue. Scatterer has been part of my modkit for a long time and hasn't been updated in a while. *shrug* -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
attosecond replied to Gotmachine's topic in KSP1 Mod Releases
1.19.1 made all the planetary bodies wobble in both flight and map scenes for me. Didn't notice any FPS improvements that would make the wobble worth it, so reverting to 1.18.3 for now. Playing RSS/RO with Parallax and PRVE. -
Follow-up: stock game + Explodium Breathing Engines + HyperEdit, same result. Doesn't appear this mod is working on 1.12.3 Added even more harvesters, and the engine fired up! Just didn't have enough, apparently...
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- explodium
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Edit: SOLVED (see next post) Could use some ideas about how to troubleshoot using this mod... been trying for a few days and just can't get a working spaceplane on Eve. It seems like maybe there's something up with ModuleResourceHarvester in 1.12.3 - I'm just not getting any Explodium vapor into my engines. I created a test plane and used Hyperedit to place it on Eve... Here's what's on the plane: non-Explodium Breathing parts: mk2 cockpit, control surfaces, mk2 engine adaptor, landing gear parts from this mod: mk2 oxidizer fuselage, big Ox delta wings, a J-X5 "Beelzebub" ramjet, and four XV-G51 harvesters for ExV (overkill, just to be sure) I landed the jet in the Eve Midlands biome, pointed it downhill and let it roll until it hit > 20 m/s ground speed, and then fired the engine.... instant flameout! The harvester part says it has a vapor rate > 2/sec, but the ExV filter has the note "nothing to harvest" Advice on how to get past this problem? **Edit: I should note that I went into the resource definition config file and upped the ExV concentration by a factor of 10, thinking it would help. It didn't, but it did result in really high vapor rates
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Found and fixed the issue. Pull request added on Github... only ElectricCharge and StoredCharge are drained on a jump now, while all other resources are left alone. Looking at the code it looks like the mod author deliberately drained all EC on a jump, so I've left this behavior in place.
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@linuxgurugamer just want to make sure you saw the testing results, above. Sure seems like there's something odd with resource consumption on jump execution. Should there be any resource consumption at all? I vote no... the spin-up process takes care of this, imo
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[Most 1.12.x] Near Future Technologies (August 26)
attosecond replied to Nertea's topic in KSP1 Mod Releases
Testing completed... I ran 3 configurations and have concluded that I don't know what's causing the issue, but it's widespread: Stock + FTL Drive Continued: all EC is removed from a craft after jump execution, even when there's plenty of reserve left after drive spin-up Stock + FTL Drive Continued + Mk2 Stockalike expansion: all EC is removed, and all Enriched Uranium is removed from the craft, as well. Stock + FTL Drive Continued + Near Future Electrical: all EC is removed, and all Enriched Uranium is removed from the craft, as well. I'm leaning towards this being a problem in FTL Drive Continued, so I posted all my screen grabs and videos in that forum thread: -
Testing completed... it's either a problem with Community Resource Pack or FTL Drive Continued, I can't be certain. However, FTL Drive Con't is removing all EC during a jump even when it's the only mod on top of the stock game. That seems wrong to me--I already paid for the cost of the jump during spin-up, and don't think all parts with EC should have the charge completely drained when jumping. I ran three tests: Stock + Hyperedit + FTL Drive Continued Stock + Hyperedit + FTL Drive Continued + Mk2 Stockalike Expansion Stock + Hyperedit + FTL Drive Continued + Near Future Electrical I only accepted required dependencies when installing mods (except test #3, when Community Tech Tree accidentally snuck in there). Hyperedit used to get things into position without having to actually do the work. Edit: don't know if this is important... I have Making History and Breaking Ground as part of my stock install. Test 1 - Stock + FTL Drive Continued shows that all EC is drained from the craft after a jump is completed, even though the jump drive is already spun up to 100% success probability and there's still plenty of EC left in the batteries before the jump executes. Test 2 - Stock + FTL Drive Continued + Mk2 Stockalike Expansion shows the same EC behavior, and with an onboard fission reactor all Enriched Uranium that was present before the jump is removed from the craft after jump execution. For this test I also tossed in a tank of LH2 just to see if all non-stock resources had the problem (LH2 comes from Community Resources Pack, as does EnrU). The LH2 tank came through the jump completely full - it seems that only resources related to electricity are affected. Test 3 - Stock + FTL Drive Continued + Near Future Electrical shows the same EC behavior, and with an onboard fission reactor all Enriched Uranium that was present before the jump is removed from the craft after jump execution. Here's a screen capture of CKAN for test #1, stock + FTL Drive Continued, along with a video showing all EC being removed on jump execution: Here's a screen capture of CKAN for test #2, stock + FTL Drive Continued + Mk2 Stockalike Expansion, along with a video showing all EC and all Enriched Uranium being removed on jump execution: Here's a screen capture of CKAN for test #3, stock + FTL Drive Continued + Near Future Electrical, along with a video showing all EC and all Enriched Uranium being removed on jump execution: Click here for a copy of the ModuleManager.ConfigCache for test #3.
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[Most 1.12.x] Near Future Technologies (August 26)
attosecond replied to Nertea's topic in KSP1 Mod Releases
Running into an issue with NFE and FTL Drive Continued: when I make an FTL jump using a craft with a fission reactor, all of the EnrichedUranium is drained from the reactor when I emerge from the jump. @linuxgurugamersuggested uninstalling NFE to see if the problem persists, but if I do that I'll lose the reactor parts and won't be able to test at all. Suggestions? From the FTL Drive Continued thread: -
I'm not aware of anything that changes the resource requirements / behavior... I certainly didn't tweak FTL Continued on my own, even though it's occasionally tempting to increase the force multiplier so I can tote more mass to distant planets. Do you know of any mods that do this? There are a couple of extra config files that were dropped into the FTL Drive Continued folder, but looking through those files there's nothing there that should have this sort of impact. TweakScale does this: Community Tech Tree does this: There's also an RSS config that got in there somehow, but nothing in that file should do anything, since I don't have RSS installed
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It's part of Near Future Electrical, which uses RoverDude's Community Resource Pack. Lots of fission reactors, nuclear engines, etc available from the Near Future line of mods...