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  1. The notification keeps popping up that my lander is out of electricity. Evidently, the landing gear has blocked the solar panels. No matter how many times I close it, it comes back on. I cannot turn them off. I'm going to have to destroy the lander just to get it to stop.
  2. I set my throttle to number pad keys, plus and minus. It resets everytime back to left Shift and Ctrl. So every time you have to open the settings, close the settings then it works.
  3. Jason_25

    Engine Bug

    The parts manager toggles and the on/off action group toggles for jet engines no longer function correctly. In order for jets to turn off they have to "spin down" and the throttle must be set to zero. This is terrible but there is a workaround. Use the independent throttle action group toggles to achieve nearly the same thing. This almost ruins VTOLs if not for the workaround. This bug only applies to jets and not rockets. If someone was going for realism they would know that the turbopumps in a rocket have a similar spool up spool down time like a jet engine but they probably were not going for realism and this is just a bug.
  4. KSP Version : 0.1.0.0.20892 Operating System and version : Windows 10 PRO 22H2 Build 19045.2604 CPU and GPU : AMD R9 5900X and RTX 3080 Description of the bug. Expected Behavior : craft loads with the stored custom wheel friction level value Observed Behavior : craft loads with default value 1.0 Steps to Replicate : in VAB, select a wheel / landing gear, disable auto friction control, customize the friction level (e.g. 0.5), save craft, launch it, check the value : 1.0. Fixes / Workarounds : change the value manually after craft has loaded A list of ALL mods : none Other Notes / Screenshots / Log Files : the custom value is correctly saved in the JSON. Tested with landing gears and rover wheels.
  5. More often that not the result of clicking the pause button is nothing or an immediate pause and unpause. Get somebody that knows what they are doing and run the game UI on another thread entirely.
  6. If the user corrupts the save name in the save dialog it is not refreshed with the current name when the dialog is closed and reopened. It is easy to lose track of ship version numbers with this bug.
  7. This is going to need more testing. Was in the middle of trying to circularize my LKO, had a sustainer burning and the Burn Timer showed I would need to do a stage change in the burn. Forgot what engine I had on there - so while it was burning and I was watching the timer, I RtClicked on the engine. Game did a major stutter. Massive lag which seemed to slow performance of the whole system. Closed out and looking at my vessel in Flight View showed me burning away from the planet (should have been relatively parallel to the surface). I just let the whole thing run out - and when the timer said to quit burning, I quit. Switch to Map... and the orbit - which had started out with an AP of 100 now had an AP of 80km and a PE of 65. (Like, how does an AP burn drop both AP and PE? ... Something wasn't right). But the game was still working. So I cleared the node - went to PE and raised AP back to 100 and repeated the process at AP to raise my new 80km PE up to 100. Time Warp to Burn. Getting close - the timer/warp is limited to 3x for some reason, and thinking all was well and the game had just hiccupped... Ship disappears; with my least favorite 'feature' taking up half the screen telling me it was destroyed. Moral? Don't hit PM while burning in Map View. At least until they fixit.
  8. Have a probe vessel that exited kerbin SOI into kerbol SOI. I set up a maneuver to intercept Duna. When I time warped towards the SOI event it glitched out and took away the intercept. Reloaded to before the SOI intercept and noticed more bizarre things. In looking at the AP & PE, it looks correct on the map, but beneath the Navball they are both zero. If I swap to another satellite or station it brings the zero'd out AP & PE is carried with it to the new object making it frozen in orbit or other strange behaviours. Tried full exit and reloading, and still there. Was able to fix other objects by going through VAb and launching a jet. That reset the AP & PE but if I go back to the mars probe in Kerbol orbit it goes strange again. If I time warp past the intercept glitch the AP goes negative on the navball UI despite not changing the actual orbit. If I bounce away to control another craft the same strange behavior with the AP & PE is carried to different objects and then it just entirely goes strange with objects being considered the KSC or even being told there is nothing to control there. Edit: also tried to load an earlier version before the burn towards Duna. The zeroe'd out AP & PE issue is already there as soon as I left Kerbin SOI. My first game stopping bug for me, I have been lucky until this point. I am stuck within the Kerbin SOI!
  9. Version: 0.1.2.0 Windows 11 Pro 12th Gen Intel(R) Core(TM) i5-12600K 3.70 GHz NVIDEA GeForce RTX 3070 You cannot set the Communotron to toggle in the Action Group Manager. You can set it to extend and you can set it to retract, but not toggle.
  10. When dragging sliders and pressing buttons the VAB Parts Manager, mouse events are still being sent to the vehicle assembly screen behind. If a Slider in the PM window happens to be over a rocket part in the window behind, that part can be dragged around as the slider is adjusted. Many of the windows in KSP2 seem to exhibit this issue. Please have the uppermost window mouse event handlers consume the event rather than pass it on to all other windows in the Z stack.
  11. I've searched the forums and couldn't find anything under KSP2 'VAB Night and Day saves'. It's been a small problem since release and one that can be overcome by just saving your project in Day time over Night time. KSP Version - 0.1.2.0 Operating System and version (Windows 10, Windows 11) - Windows 10 CPU and GPU models, any other system information which could be relevant - Intel i7 4930K, 32GB Ram, 980 Ti GFX. Description of the bug. - As title suggests but basically when saving your project in the VAB during the day cycle, displays the thumb image perfectly. When saving it during the night cycle it saves the thumb in a dark shadow tone over your project. Expected Behavior - Given the VAB is under lights, I'd expect ones project thumb save to remain lit up like a xmas tree, not appear as if a Kerbal took spy photos of a secret project during the night. Observed Behavior - Saving the project during the night darkens the saved thumb. Steps to Replicate - Pretty easy to replicate. Save during the day and see the saved projects thumb, as you save during the night cycle will determine how much darker the saved thumb will become. Fixes / Workarounds (if known..) - Only workaround for a player would be to save their projects during the day. It's not a show stopper however it's easier to see different coloured projects when you can see them clearly. A list of ALL mods. If the list is long, please consider using a spoiler window. - No mods installed, totally vanilla. Other Notes / Screenshots / Log Files (if possible..) - Screenshot below.
  12. KSP Version: 0.1.2.0 22258 Windows 11 Home CPU: AMD Ryzen 7 5800H GPU: NVIDIA GeForce RTX 3070 Laptop The calculation of delta v is wrong in case you put small fuel tank (HFT-S-250 or HFT-S-375 or HFT-S-250) below big fuel tank (HFT-T-250 or HFT-T-375 or HFT-T-250) and you are using engine LV-N "Nerv". The same thing is true for engine Mk55 "Thud" and fuel tanks: FL-T800 and FL-T100. If you put small fuel tank above big fuel tank the calculation is right. I have no mods installed.
  13. Apologies if this has been posted before. I was using an ion engine for my first time in KSP2, and I noticed that the Delta V reading increases with time warp. At about 50x it stabilises at what I think is the correct value. For some reason, at 1x it is much lower (and wrong). KSP Version patch 2 Operating System and version windows 11 pro CPU and GPU models, any other system information which could be relevant Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz, NVIDIA Quadro P620 Description of the bug. The available Delta V reading for an ion engine seems to change with time warp. Expected Behavior Available Delta V should be independent of time warp Observed Behavior Delta V changes with time warp even though all other factors are constant (e.g. the craft is always in vacuum) A list of ALL mods. If the list is long, please consider using a spoiler window. No mods Other Notes / Screenshots / Log Files (if possible..) At 50x: And at 1x:
  14. KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None What the new Burn Timer Buttons should look like all of the time: On Loading from a Scene the buttons are white: To Replicate: For Comparison of scene to scene vs KSC screen to scene: When in scene load the attached save file (will end up white) When at the KSC screen load the attached save file (will be the correct colours) Save File: https://www.dropbox.com/s/9fr50tp4bph31so/BurnTimerWhiteButtonBugSave.zip?dl=0 Video Evidence: Scene to Scene Loading Causing White Buttons: https://youtu.be/CJCh2rBSw0Y (14 Seconds) Scene to Scene Loading and Maneuver Node Creation Causing White Buttons: https://youtu.be/dBSTA9lRX4Q (14 Seconds) KSC to Scene Loading Appropriately: https://youtu.be/Pd9-E4Ct6_8 (16 Seconds) Additional Information: Moving the mouse pointer over the buttons will change them to having colour.
  15. Hello! I made a space plane with 3 Rapier engines. When i take off in air breathing mode the Delta V is all over the place GIF for example: This is what the craft looks like for ref:
  16. Loaded a game on the surface on Mun. After planting a flag with Bob WASD controls do not work until I use jetpack. F and B on the ladder und for bording do not work, too. KSP Version 0.1.2.0.22258 Win 10 Ryzen 7 5800X, RTX 3070ti, 32GB
  17. I have attempted to build an S.S.T.O. After completion I save and launch. After one attempt at a launch i get off the ground and explode (this is horizontal take off from a run way). So I revert to the VAB and ever since, I have not been able to launch due to structural linkage failure from fuel tanks to wings. I No longer load into the runway, I just get this crash report and then i can no longer leave the VAB. I can go to training or tracking station but the VAB is always in the background with the plane i am building and if i save and go to menu and try to reload my game it will freeze on load. I have to quit the game every time i attempt to launch my plane to try to fix or change anything. It doesnt matter what I do, I cant get my plane to load on the runway because it crashes before it loads and then i have to quit the game to be able to make changes and try again. Intel 12th gen I7 12 core 3.5Ghz unlocked Corsair Dominator 64Ghz DDRAM 4th gen 5200Mhz Radeon Sapphire XT6700 12GB DDRAM TUF Gaming Mother Board Corsair H110i Liquid cooled PCIE SSD 7000MB read 6850 write NVME Dual Samsung 27" curved 1080 monitors as a single 4K ultra wide (KSP 2 runs 1080 centered with black bars on each side)
  18. Hello, I found a new bug where if I were press numpad 1 and numpad 2, the sound/music would toggle on or off. However, other number keys (keys on numpad that are 3 and up to 9 and all of the top row number keys) do not demonstrate this behaviour KSP Version 0.1.2 Operating System and version Windows 10 CPU and GPU models, any other system information which could be relevant AMD Ryzen 5 5600X, Nvidia 1080Ti, 16GB RAM @3600MHz. Game installed on M.2 SSD Description of the bug. Numpad 1 and Numapd 2 buttons toggle between sound on and off Expected Behavior Sound should not toggle when you press the numpad 1 and numpad 2 buttons Observed Behavior Sound does toggle when pressing those two buttons Steps to Replicate Press numpad 1 and numpad 2 Fixes / Workarounds (if known..) Don't know any workaround yet... A list of ALL mods. If the list is long, please consider using a spoiler window. No mods, game is stock. Other Notes / Screenshots / Log Files (if possible..) Video 1
  19. I'm having multiple issues with the payload fairings in the VAB: The wrench icon sometimes sticks after the fairing is deleted When removing a fairing, the wrench icon follows the cursor, and clicking in the air or in the item catalog opens the fairing construction menu instead of dropping the fairing The constructed fairing does not match what is displayed in the fairing build menu The fairing build menu frequently reports collisions when there are none Tangentially related, discoverability of the TOOBs is poor. Nothing about them makes it obvious they are parametric or that they will change diameters.
  20. So how can I deactivate engine that is already off ? This looks like a tiny thing to fix. Also, it would be a QOL feature if deactivated engines are greyed-out in staging.
  21. All of the parts in the part picker seem to have a default orientation. When starting a new craft from a blank VAB, the VAB orientation will be overridden based on the initially selected part. I think the idea here might be to try to keep new players from ending up confused when building their first crafts. That makes sense to me, and I want new players to have a good experience. But, I think this will always end up conflicting with the players intentions once they get to the point where they specifically want to build something horizontally or vertically. I find myself regularly having to work around this behavior. There should be a way for the player to enforce their selected orientation. Perhaps a simple checkbox next to the orientation selector. Or perhaps it could be in settings. Here's an example to try to illustrate the issue. Note: Clicking the "New File" icon does not change the VAB orientation. It remains in the state it was previously in. Example 1: "Bulldog" Rocket Start with a blank VAB Select vertical VAB orientation Click the "Bulldog" rover part from the part picker Observe that the VAB orientation has changed to horizontal and the "Bulldog" rover part was inserted into the VAB horizontally. Example 2: "Gumball" Space Plane Start with a blank VAB Select horizontal VAB orientation Click the "Gumball" pod part from the part picker Observe that the VAB orientation has changed to vertical and the "Gumball" pod part was inserted into the VAB vertically. I know of ways to workaround this, but I think it shouldn't be necessary to have to work around it.
  22. I ran in an issue where the space bar didn't stage anymore. I still could stage with the onscreen button
  23. What the title says, the icons to edit the fairing persist even after said fairing base is deleted.
  24. Delta V calculations seem dramatically inaccurate, and or stated requirements to go somewhere appear to be drastically overexaggerated. I don't know if this is intended to provide a buffer for less experienced players or in error.
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