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  1. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: AMD 5600X | GPU: NVidia 3060ti | RAM: 32GB (8x4) DDR4 (MK3 to Large Fuel tank) Fresh launch after 1.5.0 update, new game. Uninstalled mods after update, should not affect anything. There's one between the cockpit and Hydrogen, and one in hand just below the cockpit. Included Attachments: .ipsImage { width: 900px !important; }
  2. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB Steps to Replicate: Load JoolDistortionTestSave.json Move between 10,000 timewarp and 100,000 timewarp to show its extremes. Screenshot: Video Evidence: JoolDistortion.mp4 Save File: JoolDistortionTestSave.json Additional Information: I haven't tested it for any of the other moons.
  3. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB Issue: When the solar orbit has a certain level of being elliptical timewarp under acceleration acts in the following ways: At the AP it will work. At the PE it won't. There is a point between going from the PE to the AP where timewarp under acceleration will start working again but it ranges depending on how elliptical the orbit is. Steps to Replicate at the PE End: Load SolarOrbitSkipperTestSave.json Go to 100% Thrust Engage Timewarp. Note: Engines still visibly working but orbit not changing. Steps to Replicate it Working Correctly at the AP End: Load SolarOrbitSkipperTestSave.json Move the craft to the AP Go to 100% Thrust Engage Timewarp Note: Works as intended. Additional Information: I used a skipper for the test to eliminate it being related to low thrust engines. It will still be using the fuel even though there's no change in the orbit. Credit: @Turtle6 Showed this happening when in low solar orbit which was different to the following:
  4. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7 5820k | GPU: 6700XT | RAM: 32GB Coming down to land on the Mun, and using time warp to speed up is fine. But as soon as i set the time to "normal", either using the hotkey or clicking on the bar to slow time back down, the landing legs fall off my craft. .ipsImage { width: 900px !important; }
  5. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i9 9900K | GPU: 3070ti | RAM: 32GB Video Evidence: https://youtu.be/bFnH9DvnEKA (9 Seconds) Steps to Replicate: From VAB Launch 0120MunRounder.json Press Space Bar At 18000m reduce throttle Note: Throttle goes to maximum at approximately 21300m Additional Information: Doesn't happen after Reverting to Launch.
  6. In map view: object markers (KSC, landed vessel / debris) clip into celestial body _______________________________________________________________ game version: 0.1.1.0.21572 OS: Windows 11 GPU: NVIDIA Geforce RTX 3090 CPU: Intel(R) Core(TM) i9-12900K 3.20 GHz
  7. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: 11th Gen Intel(R) Core(TM) i7-11700F @ 2.5GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 31.68 GB Airbrakes sometimes deploy in the wrong direction. I found two different ways this can happen. If you launch a craft, return to VAB, and try to launch again some airbrakes will deploy the wrong way. Two workarounds to this are to 1) take the airbrakes off and put them back on, or 2) when in the VAB save and reload the craft. Another time the airbrakes deploy the wrong is when they are in a place where they act as control surfaces. If you take the attached craft and roll, one of the airbrakes will deploy the wrong way going through the craft. Included Attachments: whyworkspacesexist_____.json
  8. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i9-10850k | GPU: RTX 2060 Super | RAM: 24GB 3200MHz System Specs: Severity: Low Frequency: High, consistently reproducable The nozzle was extended and firing. After reloading, the nozzle is retracted and the plume appears where it normally would. The screenshot was taken after reloading a different save than the attached one because I overwrote it on accident, but the bug persists in both of them. Included Attachments: quicksave_1.meta
  9. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux Ubuntu 20.04.6 | CPU: AMD Ryzen 5 3400G | GPU: NVIDIA GeForce GTX 1080 Ti | RAM: 16GB System Specs: Description: The extra info provided for parts seems to be displaying incorrectly. The size of the text seems extremely large causing nearly all of the text to be rendered off screen. Often the text area where the text would get displayed is blank as well. Included Attachments:
  10. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB Two scenarios: When craft's engine bells are sitting on the ground moving 2400m away from the craft it falls into the Mun When craft's tank is sitting on the ground moving 2400m away from the craft it falls onto its solar panels (SP-4L) 1. Craft's Engine Bells are on the Ground: 2. Craft's Tank is on the Ground:
  11. Reported Version: v0.1.4 (latest) | Mods: SW, BepInEx, Fancy Fuel Tanks, Toggle Notifications, Flight Plan, MNC, Custom Flags, Kesa Solar, UITK for KSP 2, Micro Engineer, Lazy Orbit Boosted, Node Manager, Resonant Orbit Calculator, Community | Can replicate without mods? Yes OS: WIN11 | CPU: i9-13900k | GPU: MSI Suprim RTX 4090 | RAM: 64 GB DDR5 @ 5200 mhz During flight, if you're using a separator when you activate it, it will successfully separate the two stages. However, the separator debris becomes the active vessel. The only fix I've found is to go into the flight tracker, delete the debris, then select the vessel you want to control. This occurs with and without mods installed. How to replicate: 1. Attach a separator to your rocket (any size) 2. Launch 3. Separate the stages by activating with spacebar 4. You're now controlling the separator debris. It is only separators that are bugging out. The decouplers are working as intended.
  12. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: 19045.3448 | CPU: 10900X | GPU: 2070 | RAM: 128 Any input of force while on EVA or in craft of Dres, upon finishing the input manifests a phantom force that doesn't seem to be related to the input of the force. When the player applies force the phantom force is removed. As in the video, jumping reproduces it, upon finishing any RCS input reproduces, walking doesn't seem to be affected. Craft also manifests the same behaviour. Fully stock game. Included Attachments: KerbalSpaceProgram22023-10-0719-49-36.mp4
  13. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Edition Windows 10 Home Version 22H2 Installed on ‎29/‎06/‎2022 OS build 19045.3448 Experience Windows Feature Experience Pack 1000.19044.1000.0 | CPU: CPU Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz Base speed: 3.40 GHz Sockets: 1 Cores: 4 Logical | GPU: GPU 0 NVIDIA GeForce RTX 3060 Ti Driver version: 31.0.15.3713 Driver date: 14/08/2023 DirectX | RAM: Memory 32.0 GB DDR3 Speed: 1600 MHz Slots used: 4 of 4 Form factor: DIMM Hardware reserved: 4 What happened: If you are in orbit, go EVA with a Kerbal then move up and down the ladder of the pod (I used the 3 seats Pod), the Kerbal will drift away from the craft. Then, moving again, a few seconds later, will teleport back to its supposed position: on the capsule's ladder. Expected behaviour: The Kerbals should be able to go up and down a ladder on a craft, without drifting away in space. What I suspect happened: The new fix that (successfully) reduces orbital decay may have created a new bug related to other bodies (crafts or kerbals) that are supposed to stick to another craft. It seems that this fix forces objects (crafts or kerbals) that are in orbit to forcibly freeze on their position, based on their motion (a kerbal moving up a ladder would create a "new orbit" since he created a force upward to go up the ladder, and maybe the game thinks that the kerbal is not attached to the ladder of the craft and therefore should not be sticking to it, ergo, should drift away). Might want to replicate this bug with DOCKING other vessels to one another. Video recording of my test: timestamp: 28 minutes 39 seconds Included Attachments: bugtest1.json Anth12 Edit: Adding Video of it working Correctly in 0.1.4.0 confirming issue is caused by 0.1.4.1
  14. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i9 9900K | GPU: 3070ti | RAM: 32GB Video Evidence: https://youtu.be/prRcNgWcgcg (17 Seconds) Steps to Replicate: Load RetroGradeLegKickTestSave2.json Wait for after the sea level altitude hits 23316m (Local Space or when orbital decay starts) Press F5 Press F9 Results: Craft's orbit with no landing legs is about the same as it was before saving Craft's orbit with landing legs is suddenly in a suborbital trajectory
  15. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i9 9900K | GPU: 3070ti | RAM: 32GB Video Evidence: https://youtu.be/m7LKcxhzLZo (17 Seconds) Steps to Replicate: Load RetroGradeLegKickTestSave.json Wait for after the Sea level altitude hits 23316 (Local Space or when orbital decay starts) Decouple the craft with no landing legs Note Orbit of craft with no landing legs Change to craft with landing legs Note Orbit of craft with landing legs. Results: Craft's orbit with no landing legs is about the same as it was before undocking Craft's orbit with landing legs is suddenly in a suborbital trajectory
  16. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5800X | GPU: GTX 1060 6GB | RAM: 16GB Despite using 2x symmetry, only one engine appears in the situation below: Included Attachments:
  17. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB Screenshot:
  18. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: i7-10700K | GPU: RTX2060 | RAM: 32GB They're at low distance above the ground instead of touching it. Tested so far on Mun and Minmus. See attachment. It's fine on Kerbin. Included Attachments:
  19. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i7-10700 CPU @ 2.90GHz | GPU: NVIDIA GeForce RTX 2070 | RAM: 16GB Severity: Very low, just a text change Frequency: High, always happening but still very minor Description: There is a confirmation box when you destroy a craft now (very nice change). But, it's missing a question mark, because it's a question, see below: Included Attachments:
  20. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz | GPU: NVIDIA GeForce GTX 1660 TI | RAM: 16 gb So... I found out that if I undock vehicles while on pause, when you unpause the vehicle disintegrate. Video for reference. Sorry the quality is a bit bad.
  21. [Anth12 Edit: Look to second comment for more information] Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 5500 | GPU: Nvidia GeForce RTX 2060 | RAM: 16gb With any craft that I have, time warp while thrusting continues to work while in the atmosphere but once I leave(at 70k meters) it continues to show the flames and sound effects on the craft but does not change my trajectory or speed while in time warp. When I end time warp it continues to show particle effects and sound effects and starts to change trajectory/speed. This happens to any craft I try it with. I have a video attached to explain a bit better. I'm not sure if this is intentional or if it is a bug. I think its a bug because i used to be able to warp while in space in the previous updates. Ether way I genuinely hope this helps, you guys have done some AMAZING work over the past few months and this game is already improved a TON with just 3 patches. I can't wait for more, but please take your time and make sure its a good as possible. I would rather have a good game later than a crappy game now and I'm pretty sure you guys feel the same. Thanks! Included Attachments: Fordadevs.mp4
  22. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: windows | CPU: ryzen 7 | GPU: Nvidia Geforce GTX 1660 | RAM: idk This has happened to me sporadically but seemingly randomly, unfortunately I can't tell what causes this glitch. When going for a spacewalk, my kerbal will sometimes be flung away from the craft at high speeds as soon as they exit the vehicle.
  23. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 | CPU: Intel Core i7-6700K | GPU: 2 x NVIDIA 1080 | RAM: 32 GB Scenario: Having no engine on a craft but consumers of EC will have no effect on EC level. The level of EC remains at max no matter how long you use anything that is supposed to consume EC. Test vehicle: MK1-3 pod with 150 EC internal storage capacity, 2 medium sized reaction wheels right underneath it, a medium decoupler underneath them, a tank and an engine (mainsail, but that does not matter at all). Test: Launch vehicle to some point where it can fly for a bit, decouple the engine and tank bit so that only the command pod and the 2 reaction wheels remain. While flying keep pressed any key that performs an action that requires the reaction wheels, e.g. keep q depressed to roll faster and faster. The wheels are supposed to consume 2.xx EC per second (according to tooltip in VAB) so it should drain the 150 EC from the command pod fairly quickly. Result: The EC level remains at 150 EC without any change at all no matter how long I use the EC consumers. Either the EC consumption is 0 or the EC production is constantly at a very high level without any engine or solar panel. Both of these conditions are wrong and should be classed as a bug.
  24. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro 10.0.22621 64-Bit | CPU: AMD Ryzen 9 3900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM: 65459 Attach an AIRBRAKE to any part. Launch the vehicle. Press Q/E for rolling. Result: AIRBRAKES will deploy with the roll input and even exceed their angle limit doing so. See video and bug package file for more details. Included Attachments: BUG124.mp4 BUG124_logs.zip
  25. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5 3600 | GPU: Radeon RX 5600 XT | RAM: 32GB After picking up a strut from the parts menu, the symmetry icon appears greyed out and cannot be changed until I put the strut down. This is not an issue with other radially attached parts. The workaround is to change symmetry before picking up the strut. Severity: Low Frequency: High
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