Jump to content

Search the Community

Showing results for tags 'bug'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. KSP Version: v0.1.1.0.21572 Operating System: Windows 11 CPU and GPU models: AMD 5900X - NVIDIA RTX 3090 Description of the bug: As the title goes, once I've docked two or more ships in orbit, I cannot use any decoupler at all because that invokes the Kracken for an instant ritual destruction of the ship. I've found this after taking this ship to Duna's low orbit (200km): Everything worked well during all the trip. Every decoupler (SRBs and previous stages) worked as intended. But there I want to decouple both auxiliary ships (a lander and a returner) to dock them to the main ship's docking ports. And their TD-25 decouplers work. Once I've decoupled any of those ships and docked with the main ship, any other decoupler from any of the individual ships now combined won't work. Trying to separate the mid-stage (TD-37) or the side stages (AD-25) destroys the ship. With the main vehicle, I can continue activating every single decoupler if no other ship until when any other ship is docked. In another try, I decoupled both ships before docking them to the main one Then I can undock again the ships (via part's manager docking port's "decouple" action) and everything's fine. But every single time I have a "combined ship", if I try to activate any decoupler via staging or via part's manager this happens: And then the ship and the undocked parts start to sink down like lead into the planet, as if they suddenly had zero orbital velocity. But if you look close to the falling wreck, it seems like the decoupling happened. I mean, decouplers work, but they just destroy every single part (coupled or decoupled) after doing their job. Fixes / Workarounds: None (as far as I know) A list of ALL mods: None. Other Notes / Screenshots : Included in the description. Iguess the Kracken wants his toll. But that results in missions that require on-orbit redocking may be unfeasible.
  2. I've noticed that when you timewarp and then go back to normal x1 speed when near another vessel, to dock for instance, the other vessel 'pops' away in the distance, as if the position is actually incorrect? I've had this happen numerous of times and its made me waste fuel and time to correct this sudden change in position
  3. You can see the flare of Kerbol in the ground of Minus, usually in the hilly areas
  4. KSP Version v0.1.1.0 Operating System and version (Windows 10, Windows 11) Windows 11 CPU and GPU models, any other system information which could be relevant i7 12700F with RTX 3060 Ti Description of the bug. Expected Behavior Apoapsis and Periapsis values should not change when orbiting Minmun with all engines deactivated. Observed Behavior Apoapsis and Periapsis values are changing when orbiting Minmun with all engines deactivated. Steps to Replicate - Happens when try to orbit Minmun Fixes / Workarounds (if known..) - Unknown 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..) - Video of the bug happening - Save file and log file directory
  5. KSP2 version 0.1.1.0.21572 Windows 10 AMD Ryzen 5 5600X RTX 3070 Vehicles will fall apart either immediately or when time warping, making a launch with this bug impossible. The parts hubs are immediately attached to will float in place. Works with all hub sizes/types. An image of the bug for reference:
  6. KSP2 Version Info: 0.1.1.0.21572 OS: Windows 11 (10.0.22621) 64bit CPU: AMD Ryzen 9 5950X 16-Core Processor (32) RAM: 130992 GPU: NVIDIA GeForce RTX 3090 (24340MB) SM: 50 (Direct3D 11.0 [level 11.1]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGB64, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8, ARGBInt, RGInt, RInt, BGRA32, RGB111110Float, RG32, RGBAUShort, RG16, BGRA10101010_XR, BGR101010_XR, R16 Description of the bug. Expected Behavior - When pressing the Solar Panel Action Button on upper left menu, all solar panels on vessel are deployed or retracted (if able to be retracted). Observed Behavior - The action button does not do anything. Does not deploy panels or change color state when pressed. Steps to Replicate - Built a vessel, attached deployable solar panels to it, launch and while in orbit, press the action button. Fixes / Workarounds (if known..) - Select the Solar Panel part directly or via the parts manager and deploy.
  7. My idea to use my transfer stage as a probe failed as the Communotron 16-S doesn't even connect to the Commnet
  8. Description of Bug: Kerbols flare detaching from Kerbol in tracking station Steps to Replicate: hate to submit a bug without detailed replication steps but all I know is that it occurred while switching focus of planets in the tracking station. Fixes / Workarounds: unknown KSP Version: 0.1.1.0 OS: Windows 10 Home edition CPU: Intel i7-9700 GPU: NVIDIA GeForce GTX 1660 Ti RAM: 16 GB Mods: none
  9. Video below shows engineless probe with crazy orbit changes. Timewarp seems to also have an effect
  10. KSP Version: 0.1.1.0.21572 Operating System: Windows 11 CPU and GPU models: AMD Ryzen 7 3700X 8-Core Processor, NVIDIA GeForce GTX 1070 Description of the bug: While in VAB and constructing a spacecraft I found a bug that causes the docking ports to randomly rotate or completely detach when a part is attached. It appears to be happening everytime you intentionally rotate the whole spacecraft a few times, and attach a part/attach the spacecraft to another one using workspace "Merge" button. Expected Behavior: Docking ports stay attached correctly after rotation of the whole spacecraft Observed Behavior: Docking ports rotate (e.g. 180*) or detach completely when a new part is attached or the spacecraft is attached to another one via workspace merging. Steps to Replicate: 1. Build a simple rocket 2. Save it as a workspace 3. Start a new spacecraft with a docking port 4. Save it as a workspace 5. Merge the two worspaces 6. Intentionally rotate the spacecraft using WSAD 7. Attach it to the rocket 8. Bam! The docking ports are now inverted. Fixes / Workarounds (if known..): Rotate the docking port for the own need (is annoying with multiple docking ports)
  11. KSP Version 0.1.1.0 Windows 11 (22H2 - 10.0. 22621) I7-12700k, 3080Ti, 32GB DDR4-3200, 2TB M.2 SSD. Expected Behavior - stranded ship on Mun (10-15km away from arch) to remain in position whilst rescue ship is launched and brought to same location. Observed Behaviour - Stranded vehicle is stable and landed, able to EVA fine on the Mun. Return to KSC to launch new rocket to rescue stranded. Switch control via map or tracking station, to stranded vehicle or even get within a certain distance to said stranded ship and it is suddenly under the surface of the Mun, falling. Occasionally able to EVA Kerbal and use jet pack to reach surface level again but then unable to locate Kerbal after switching back to rescue rocket. Replication - As above, every time I load save file this will happen, never able to complete successfully. Fixes / Workarounds (if known..) none known. Mods - none, vanilla game. Any files are available on request.
  12. I have landed a craft on the surface of minmus with a Mk1-3 command pod. I brought out all three kerbals on EVA, planted a flag, and then I jetpack back up to the top, press B when prompted, and nothing happens... Edit: After coming back a few IRL days later and reloading, I was able to get back in and get back to kerbin!
  13. KSP2 Version Info: 0.1.1.0.21572 OS: Windows 11 (10.0.22621) 64bit CPU: AMD Ryzen 9 5950X 16-Core Processor (32) RAM: 130992 GPU: NVIDIA GeForce RTX 3090 (24340MB) SM: 50 (Direct3D 11.0 [level 11.1]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGB64, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8, ARGBInt, RGInt, RInt, BGRA32, RGB111110Float, RG32, RGBAUShort, RG16, BGRA10101010_XR, BGR101010_XR, R16 Description of the bug. Expected Behavior - When in the Tracking Station View, and one selects an item (vessel or debris) from the left hand menu, the Information panel opens, and provide 2-4 colored buttons a the top (Focus, Control, Destroy, ??) Observed Behavior - the Destroy and 4th button are clipped by the horizontal divider bar. (see image, upper right hand corner of image, you can barely make out the red destroy button) UPDATE: Restarted the game, and at the main menu screen, I reset the Scale UI mod back to 100%, via main game settings, entered the game, and the clipped button was still there in the tracking station view. While in the game I went to main game settings, and changes the UI scale there, and the Destroy button became visible. I could now set any scale and the Destroy button remained visible. Steps to Replicate - Select an item from the tracking station (vessel preferably) to open its information panel. See if its clipped. Might need the Scale UI mod and set to 60%. My screen resolution is 3840x2160 - 4K, on a 65" monitor. Fixes / Workarounds (if known..) - might be related to Scale UI mod. I have it set at 60%. Will try 100% and see if it gets un-clipped. A list of ALL mods. If the list is long, please consider using a spoiler window. Other Notes / Screenshots / Log Files (if possible..)
  14. KSP2 Version Info: 0.1.1.0.21572 OS: Windows 11 (10.0.22621) 64bit CPU: AMD Ryzen 9 5950X 16-Core Processor (32) RAM: 130992 GPU: NVIDIA GeForce RTX 3090 (24340MB) SM: 50 (Direct3D 11.0 [level 11.1]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGB64, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8, ARGBInt, RGInt, RInt, BGRA32, RGB111110Float, RG32, RGBAUShort, RG16, BGRA10101010_XR, BGR101010_XR, R16 Description of the bug. Expected Behavior - When looking down through a deployed parachute, that has a gap, you'd want to see what is directly below the parachute (ground, water, capsule, kerbin) Observed Behavior - When over water the view shows ground and parachute shadow, instead of water (see image below). Even over land, its not showing the correct land that is directly underneath. Steps to Replicate - Deploy a parachute 1000m from ground, view from top down. Look through the gaps in the parachute. I did this with a non-radial chute. Not sure if the same thing happens on all types of parachutes. Fixes / Workarounds (if known..) - unknown A list of ALL mods. If the list is long, please consider using a spoiler window. Other Notes / Screenshots / Log Files (if possible..)
  15. KSP2 Version Info: 0.1.1.0.21572 OS: Windows 11 (10.0.22621) 64bit CPU: AMD Ryzen 9 5950X 16-Core Processor (32) RAM: 130992 GPU: NVIDIA GeForce RTX 3090 (24340MB) SM: 50 (Direct3D 11.0 [level 11.1]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGB64, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8, ARGBInt, RGInt, RInt, BGRA32, RGB111110Float, RG32, RGBAUShort, RG16, BGRA10101010_XR, BGR101010_XR, R16 Description of the bug. Expected Behavior - Though a glow on the horizon as you approach the terminator of the night into day is to be expected. The Solar flare should only be seen once Kerbol has risen over the crest of the surface horizon, from orbit. Observed Behavior - The solar flare is being project through the celestial body, while Kerbol is still well below the horizon Steps to Replicate - Occurred while in Low Orbit over Minmus. Screen capture included. It was just before Kerbol crested but I could see the sun flare through the ground of Minmus well before this screenshot was taken. Fixes / Workarounds (if known..) - Don't look directly at Kerbol? A list of ALL mods. If the list is long, please consider using a spoiler window. Other Notes / Screenshots / Log Files (if possible..)
  16. KSP Version 0.1.1.0. Operating System Windows 10 CPU Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz 16 GB RAM GPU Nvidia GeForce RTX 4070 Ti Description of the bug. Expected Behavior Normal take-off from Kerbin with a rover with a landing can as cocpit Observed Behavior At about 22km there is a physical impulse downwards. You can see this in the condensation trails. The wheels of the rover are torn off. The rocket is destroyed. Steps to Replicate: Build a Rover with landing can Whether MK1 or Mk2. Connect it with a stacking operator, underneath a smaller stacking operator. Put the lander construction in a cargo cover. Fixes / Workarounds (if known..) No Rover to take with you A list of ALL mods. None, all Stoke Other Notes / Screenshots / Log Files (if possible..) https://imgbox.io/ib/OTz9Qg1zDB https://imgbox.io/ib/kzF8dx0gLl https://imgbox.io/ib/xZw6xdX6eP
  17. I've noticed that the mk2 fuel tanks seem extremely under capacity. Assuming the relative sizes between parts has carried over from KSP1, which looks to be the case, then a mk2 tank has slightly more than double the internal volume of a 1.25m tank of the same length. However, the current mk2 fuselage tanks have the same fuel capacity (and dry mass) as the same length 1.25m tank. And the mk2 to 1.25m adapters have 3/4 the capacity of the same length 1.25m tank despite having much more volume, comfortably above 50% more volume than the 1.25m tank. For comparison, the 1.25m tank has 2T of fuel, the .625m to 1.25m adapter has 1.2T of fuel (which is spot-on according to my math), but the1.25 to mk2 adapter has only 1.5T of fuel, barely more than the next size down in adapters. Then there's the mk2 to 2.5m adapter, which is a bit harder to calculate, but clipping 1.25m tanks into it suggests it may also be at half capacity. I'm not quite sure what to make of the mk2 to mk3 adapter yet, since it is even trickier to measure and that might belong in a discussion on how underfilled the mk3 tanks are, but the mk2 to mk3 adapter definitely seems more underfilled than the rest of the mk3 tanks. This is why this looks like a bug to me, because it looks like being at half capacity afflicts the whole mk2 parts family. This has the effect of making mk2 stuff behave really draggy because they have more surface area and volume, but less fuel and mass than the same length of 1.25m tanks, and more drag, less fuel, and less mass are a perfect combo for a poorly performing plane that must be built larger than it has any right to be. This was a problem in KSP1, but players lived with it because the adapters wasn't quite as bad as in KSP2 is at the moment, mk2 stuff looks cool, 1.25m tanks could be added to make up the bulk of the functionality of the craft, and because mk2 parts had no competition in KSP1. But in KSP2, the drag and fuel capacity of the mk2 parts is a big deal, since mk2 stuff now has to compete with 2.5m planes due to the new 2.5m cargo bays. I could understand if the devs decided that the mk2 parts shouldn't be filled to their full geometric volume because they are a more complicated shape for a fuel tank, will have higher heat tolerance, and have some body lift, luckily 1.8x or 1.6x the current values for dry mass and fuel would result in nice round numbers. I'd like to see at least 1.8x, but the parts will still be semi-usable with 1.6x their current values. Side note: mk2 parts were really draggy in ksp1 yet had less than 1/3 the body lift that their horizontal area suggested when measured, seems like it had something to do with both the large but lightweight mk2 fuel tanks creating lots of drag and generating extra drag from the lifting surface they had to simulate body lift, I'm not sure if that's been changed for KSP2, but in the end, the aerodynamics will need to be fair for these parts to compete against planes made from cylindrical tanks and cargo bays. Anyway, devs, please fix the mk2 part fuel levels (and dry mass), I think it's important this be done soon, before players get too used to building with the bugged fuel tanks.
  18. The previous bug where you could not name ships with the letter M is now when you name workshop items. I've seen this happen to me twice, so it is replicable. Its the bug where pressing M takes you to the map
  19. Patch one broke my game. One of two things happen: 1) The game fails to load to main menu and a secondary window with the ksp2 logo opens then crashes game. 2) The game gets to main menu but crashes when I attempt to load a campaign file or create a new campaign. Secondary ksp2 window with logo also appears here before the crash. Attempts at solution: I have attempted to verify integrity of files via Steam, uninstalled/reinstalled ksp2, updated steam. None have worked so far. I do not have any mods installed, nor have I altered any files.
  20. v0.1.1.0 I lost control of all my ships. I cannot steer new or current vessels and I don't know why. I can control the throttle, SAS and RCS. But not the actual movement of ships (including planes) The only thing I can think of is typing a ship name with the letter "M" which took me to the map (shocked this hasn't been fixed yet honestly) Edit: Wrong category but don't know how to fix
  21. v0.1.1.0 bug You can still adjust and control ships in the tracking station by pressing Z and X to set the throttle See video:
  22. After re-entry the rapier engines did not relight in either air or closed cycle mode. Intakes were reading that there was intake air. The fuel readout showed burning fuel in closed cycle but no thrust animation or actual thrust.
  23. As pictured below, I thought that this would have been patched out. I was streaming this mission on my twitch channel, where I have the whole vod of numerous bugs still present after the update yesterday. https://imgur.com/B1R6oyO Here's the link to the image. Sorry about that.
  24. KSP Version: 0.1.1.0 Operating System and version (Windows 10, Windows 11): Windws 10 CPU and GPU models, any other system information which could be relevant: CPU, Intel i7 @3,6Ghz, GPU, Nvidia RTX 4070 Ti, 16 GB RAM Description of the bug. I have the bug that since the patch the radial decouplers no longer hold on the main body of the rocket. I use 6 XL decouplers in the asparagus system. Even with struts the whole thing does not hold and the structure fails. A list of ALL mods. If the list is long, please consider using a spoiler window. I don't use MODS, and the joint strength is on stock.
  25. Whenever an autosave is loaded, the game freezes when the tooltip: "Never leaving Eve" Appears.
×
×
  • Create New...