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  1. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i5-12600K | GPU: RTX 3060 | RAM: 32GB When I launch the attached plane, it starts speeding up backwards. Seems to top out at 11.8 m/s before friction stops it. Included Attachments: AirShow.json
  2. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i5-12600K | GPU: RTX 3060 | RAM: 32GB What I was doing: I closed the methalox tanks group in the part selector (I was building a plane and didn't want to scroll past the methalox tanks every time, which I assume is what that feature is for). I went to pick out a structural part and noticed that the struts group was closed. Curious now, I looked at other categories and the corresponding group was closed (the first group). This happens for all part groups, and it's always the part groups in the same place. For example, if I close monopropellant tanks, then engine mounts, radial decouplers, cockpits, etc will all be closed.
  3. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i7 | GPU: NVIDIA 1080Ti | RAM: 64GB The LT-5 Bandicoot landing leg collapses once fully extended. During deployment the landing leg appears to be able to lift the craft that it is attached to, however, once it reaches full extension it collapses and provides no support. Included Attachments: LandingLegCollapse.zip
  4. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel Core I7-1065G7 CPU @ 1.30GHz | GPU: Intel Iris Plus Graphics | RAM: 15.75GB Crashes every time I attempt to load. Never had a loading problem with KSP (original version), ad I loaded up beta 0.1.2.0 and it loaded seamlessly. Included Attachments:
  5. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win 10 | CPU: i5 | GPU: nvidia 1660 ti | RAM: 16 gb the struts do not work with the duplicate symetry mode Included Attachments: Desktop2023_07.01-18_08_25.01_Trim.mp4
  6. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: R7 3700X | GPU: RTX 2070S | RAM: 16GB Sometimes when I start a mission, the blue trajectory line just don't show up, as you can see in the video. Included Attachments: Desktop2023_07_02-01_37_32_02_DVR.mp4
  7. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB 0.1.1.0 Using aeroGUI: 0.1.3.1: Conclusion: Probably been in the game since initial release. Credit: I was trying to figure out what was going on here when after I showed @The Space Peacock a video of it, he said something about it probably being related to body lift (not drag as I first thought) Once I pitched up it was obvious that he was right. I then used 0.1.1.0's aeroGUI to confirm it.
  8. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5950X | GPU: 3080 Ti | RAM: 64 GB Severity: (low). Frequency: (high). Reproducable by following instructions below. Description: Uncontrolled vessels can still be made to turn on their engines using the parts manager. By setting the individual throttles first to a percentage. Then clicking the activate/deactivate engine button. I guess it is not terribly important to fix now in sandbox, but probably should be fixed for career/science mode. Video demonstrating the exploit/issue here:
  9. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 3400G | GPU: NVIDIA GeForce GTX 1650 4GB VRAM | RAM: 32GB 2133 MHz So I was just launching a rocket. I was orbiting around Kerbin, then I wanted to retrograde my orbit so I did that. I did time warp when doing the burn, but my rocket was spinning a few seconds after the burn started, so I tried to stop the time warp, didn't work, I pressed X to stop throttling, but didn't work, because it thought the time warp was still over 1x, even though it wasn't. Included Attachments:
  10. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel(R) Core(TM) i7-10700F @2.90GHz | GPU: NVIDIA GeForce GTX 1660 SUPER | RAM: 31.87 GB Specs: Severity: Low. It doesn't really affect gameplay too much . Frequency: Medium. It has happened several times. Description: During several missions when I was testing aircraft, I would have my throttle cut to bleed speed and it would at random go to 100% throttle at random without me inputting a throttle command (shift, ctrl, Z, X). I believe that in all instances of this happening I was coming out of both physics and non-physics time warp. This doesn't seem to affect my ability to control the throttle because as soon as this happens, I can throttle down.
  11. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-9750H | GPU: RTX 2070 Max-Q | RAM: 64GB DDR4 Severity: (high/med/low): Low Frequency: (high/med/low): High Description: The ADP-ML-C Structural 2.5m to 3.75m adapter does not smoothly mesh with other parts. Instead, it is either too big (2.5m side) or too small (3.75m side). Note that this issue is NOT found on the fuel tank 2.5m to 3.75m adapter. Included Attachments:
  12. Reported Version: v0.1.3.1 (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: 16,0 GB So I wanted to see if I could use the new airbreaks as "grid fins" stand in on a old rocket. I retrofitted it quick - also found the rocket to be more wobbly now and that I need to figure out drag again.. Its gone from very stable to very unstable. Swapped most of my wings for Airbreaks. Any way.. thats a different talk. When I got into space and seperated 1st and 2nd stage - the navball seemed to follow 1st stage, and the craft could not find Retrograde. I tried to see if I could "force" the game to give Navball date for the 1st stage by quick save / quick load - but that turned the 1st stage into a immovable object. Video for reference:
  13. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home 64-bit | CPU: i7-12700KF | GPU: GeForce RTX 3060 12GB | RAM: 64GB In the VAB Place a part. I used the Mk3-5. In the lower right corner click the parts manager button to open then click the engineer's report button. Observed - engineer's report opens under the parts manager. Expected - Last windows opened opens on top of previously opened windows. Of the four window buttons - only the Engineer's report seam's to have this behavior.
  14. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 3600 6-Core Processor | GPU: NVIDIA GeFore RTX 3060 | RAM: 15.93 GB When quicksaving before quickloading in the tracking station, the focus vessel will become controlled. When you are not focusing any vessel, it will return you to the KSC screen. This only happens if you were previously piloting a craft. It happens even if you load from a different craft. The severity of this is absolutely minor. There is the work around of going to the KSC screen and then going to the tracking station, but I don't think anyone will need that. The need to quick save and load from the tracking screen is really small in the first place.
  15. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 3600 6-Core Processor | GPU: NVIDIA GeFore RTX 3060 | RAM: 15.93 GB The orbital parameters of every craft I have tried with change when I quicksave and reload. The apoapsis seems to increase by about a 100 meters, altho never exact, and the periapse decreases by a similar amount. This does not happen when taking a normal save and loading that. This only appears to happen when the craft is focused and actively being piloted. This has happened with every craft I have actively looked for it on, and many crafts where I was only barely paying attention. The impact of this bug is minor, there does exist a work around, using normal saves, but, as I'm sure you can tell, that presents a massive problem for quicksaving in the atmosphere and is simply harder than saving.
  16. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel(R) Core(TM) i5-10600K CPU @ 4.10GHz 4.30 GHz | GPU: Nvidia RTX 3060 12GB | RAM: 32GB After decoupling, the part that was decoupled disassembled into each pieces. They seemed to be movement synced (Might've had the same speed) *Watch the screenshots, it's hard to explain* Thank you! Included Attachments:
  17. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Pro | CPU: AMD Ryzen 9 3900X | GPU: AMD Radeon 7900 XTX | RAM: 32GB DDR4 Severity: Low Frequency: High Description: When in the VAB, loading in the Stock Mk2 Crater-Crusher, it contains much less fuel in the RF-AD-B 400 methalox tank than it can hold. It loads with 0.176t of methane and 0.225t of oxidizer, while its capacity is 0.4t of methane and 1.6t of oxidizer. This is easily worked around by opening the part in the Part Mangler and increasing the amount of fuel and oxidizer in the tank. Note: My screenshot looks over-exposed because I'm playing in HDR Included Attachments:
  18. Reported Version: v0.1.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: nvidia 3070ti | RAM: 32GB Construction: I would still like to have the option to surface attach to them but other than the texture being changed I am not sure what can be done here. Included Attachments:
  19. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5 5600x 6 Core | GPU: MSI RTX 3060 | RAM: Corsair LPX 32gb Game will not launch when using the launcher but loads when using the .exe in steamapps/common/Kerbal Space Program 2 Included Attachments: 2023-06-2213-13-45.mp4 Ksp2.log .ipsImage { width: 900px !important; }
  20. Reported Version: v0.1.3.1 (latest) | Mods: Flight Plan, Maneuver Node Controller, Speedy Startup | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz 4.20 GHz | GPU: RTX 3070 | RAM: 32 GB After the new 0.1.3.1 hotfix I'm unable to start the game directly. I have to go through steam, the PD launcher and then I can finally start KSP2. I really hope this is unintended and will be fixed. I just want to start KSP2 like I did with KSP1 for years, without steam and without a launcher. Included Attachments:
  21. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: AMD Ryzen 3 3200G | GPU: AMD Radeon | RAM: 12gb As it says it when i load into ksp2 and i load try to start a campaign in load and when it says (loading ksp2 missions) it just closes off. I already checked a lot of solutions but nothing works. I play through steam. Now i do have 12gb of ram but only normally use 6 for games and 6 for other processes but even when i closed all programs and used all 12gb for ksp2 it still crashed. This is also built on top of a AMD APU build
  22. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: 10750h | GPU: RTX 2060 | RAM: 32GB Like literally. After i loaded my save atmosphere was gone. Included Attachments:
  23. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel(R) Core(TM) i5-10600K CPU @ 4.10GHz 4.30 GHz | GPU: Nvidia RTX 3060 12GB | RAM: 32GB Severity: High (Cannot continue gameplay and no workarounds found) Frequency: Seems to be inconsistent, happened 2 times Description: I was doing a Rendez-Vous with my return vessel form the Munar surface and when I started the docking procedure, the two vessels wouldn't dock. I docked and undocked them before the Munar landing and it worked fine, don't understand why it stopped working. Included Attachments: KerbalSpaceProgram22023-06-3007-52-20.mp4
  24. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 3600 6-Core Processor | GPU: NVIDIA GeFore RTX 3060 | RAM: 15.93 GB Just as the title says. This is highly repeatable and has happened every time I have tried.
  25. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 | CPU: Intel Core i7-6700K | GPU: 2 x NVIDIA 1080 | RAM: 32 GB Synopsis: A craft landing in water sinks down a few meters and then stops moving completely as if stuck in a giant "blob of gel". Switching altitude modes shows incorrect values. Reproducible: Yes, tried several times, always the same result. Test scenario: Simple craft: Mk1 pod, small heat shield, small stack separator (yes, for fun I used this instead of a decoupler), Hammer solid rocket motor Flight path: Launch from pad, turn towards the ocean, angle does not matter After Hammer engine runs out stage via space and let the pod fly on its own Switch SAS to retrograde, when velocity is reasonably low stage parachute via space bar Parachute opens and pod glides down slowly as expected Touchdown on water with about 6 - 7 m/s velocity (no timewarp enabled) Pod sinks about 9 - 10 meters deep into the water and then does not move anymore, no buoyancy at all 2 Screenshots: Craft landed and under water (it does not move or bobble, it is stuck in position), Altitude above Sea level = -9 meters so it sank down a bit before being stuck Same scene, click on the altitude mode button to switch to AGL (Altitude above ground level) -> Expectation: the same as sea level -> Result: It displays 327 meters AGL which can't be correct. The AGL was correct while flying, it slowly descended to 0 while I was on parachute, just after landing it shows 327 meters all of a sudden Edit: It seems only one picture got uploaded, the first one is missing, it is exactly the same but the altitude reads -9 meters and it is with mode "above sea level". Edit 2: After some more testing I can say with high confidence that the "327 meters" bug only happens with the MK1 pod (100% of the time with that). Larger pods do NOT show this problem and display 0 meters in both AGL and ASL after landing. But they also feel like "stuck in gel" as they are not moving around and stand upright in the water. Included Attachments:
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