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  1. I sent this to the devs through the support email but I think this is now the preferred communication channel for bugs? So I'm reposting for better visibility. Especially since I saw Matt Lowne hitting this exact bug. I was getting all my kerbals out of my ship in orbit for a group photo, and when I was ready to get them all back inside the ship, none of their EVA jetpacks were working. It's like they stopped accepting input. The fuel gauge showed them all in the 80-90% full range so they weren’t empty. I switched back to the space center and then used the tracking center to take control of them again, only to find they had somehow re-glued themselves to the ladder. Now wondering if they thought they were still on the ladder in some way? It appears to be related to getting additional Kerbals out of the ship Steps to Reproduce: -Have a pod in space with at least two kerbals in it -Have one kerbal get out. -Observe jetpack works fine, even if you switch back and forth between the kerbal and the vessel -Now have the second kerbal get out and fly around -Switch to the first kerbal -Observe, the first kerbal will now no longer accept input, but the second one will work fine -Return to space center -Use tracking center to take control of the broken kerbal -Observe, kerbal loads on the ladder of the vessel that was exited Note that if you go directly to the tracking center rather than going to the space center first, the kerbal will remain broken. Going all the way back to the space center then using the tracking center to take control of the broken kerbal seems to be the way to "fix" this broken state.
  2. Reported Version: v0.1.3 (latest) | Mods: micro engineer, custom flags, cheat menu | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB Mirror and 2x Radial symmetry do not apply along the legs of the Mk2 RD-AF-B 400 Bicoupler (from henceforth refered to as the "Trouser Bicoupler" to distinguish it from the regular one). Furthermore it seems to break mirror symmetry on regular bi-couplers placed vertically on it when you try to place things (although I'm not sure whether regular bi-couplers are supposed to allow mirror symmetry on their legs when placed vertically): Mirror-placed objects on the bi-coupler generate a floating mirrored part off to the side of the bi-coupler in line with the trouser bicoupler's other leg. Dragging this glitched bi-coupler to the other leg preserves the part's position relative to its bi-coupler but un-and-re-placing it will have it swap back to hovering over the other trouser leg like usual. Also, regular bi-couplers don't do this to each other. Included is a workspace of various configurations of this showing which ones I could find that were and weren't broken, and a screenshot showing off those beautiful creations. Included Attachments: weirdsymmetry.zip
  3. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 22H2 | CPU: AMD Ryzen 5 5600X 6-Core Processor 3.70 GHz | GPU: 3070 TI | RAM: 32 GB Title. Not just on craft, just picking up the landing gear alone shows the same jitteriness. Present in the VAB and in flight, even just the single landing gear. Should easily be able to reproduce. Included Attachments: KerbalSpaceProgram22023_06.27-22_15_08_05.mp4
  4. hard to show in a picture but when driving, and especially on turns the small, apollo buggy style mesh wheels will jump up and down and it really breaks immersion. so the devs know, it doesnt affect traction or where the hitbox of the wheels actually are. also, cars flip too easily. I know that the wheels clipping into the floor will be fixed, but you guys need to make it so when you turn in a rover, it rolls in the same direction, to avoid a rollover, or just make the parts heavier.
  5. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home | CPU: AMD Ryzen 5 2400G | GPU: AMD Radeon RX 6700 | RAM: 32GB See attached screenshot. I'm in orbit around Kerbin, and have set up a manouver node to the Mun. The blue line still shows my current trajectory, with the orange one showing where I'll be going post burn. If I click on the orange projected line, I'm offered the ability to "Time Warp to Point", despite the fact that (unless I execute the burn) I'm never going to get to that point. Clicking on that item seems to warp me to an equivalent time in the future such that I would have got to that point in the orbit had I executed the burn as projected. I don't think "Time Warp to Point" should be shown on projected post-burn lines. Included Attachments:
  6. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250) | CPU: AMD Ryzen 5 5600G with Radeon Graphics (12 CPUs), ~3.9GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 16384MB (16 GB) RAM Frequency: High (The bug occurs every time for me.) Severity: Med (Kerbal Manager doesn’t work as expected.) Description: I was building in different workspaces at the same time when I found a couple of them missing. When I switched to some workspaces I was working on, the missing kerbals were inside the vehicles! I expected the kerbals to “live” in the KSC, like in KSP 1. When I switch between workspaces (not clicking “New Workspace”), the kerbals “live” inside the old workspaces. I would prefer a system like KSP 1, where kerbals would stay in the KSC and saved crafts would remain uncrewed until opened, loading the topmost kerbal in, like Jeb, instead of the system in KSP 2. Steps to Recreate: 1. Build a craft in a workspace and remember the kerbal inside. 2. Click “New Workspace” and build a new craft. The kerbal should be inside it. 3. Switch to the first workspace. The kerbal should not be in there or the KSC list! 4. Switch back to the second one. The kerbal should be in that craft! It’s as if it “stayed” in that workspace. I hope this helps! TechieV. i.imgur.com/hcQWiv3.mp4 (Video of KSP 1's kerbal managing system.) i.imgur.com/q4GW9bM.mp4 (Video of KSP 2's kerbal managing system.)
  7. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-8700 | GPU: Geforce 1070Ti | RAM: 16GB The Mk1-3 Gumball can't slow itself down at 22km above Kerbin's surface with an apoapsis of 80km, even facing retrograde, like the in the screenshot. The command pod should be able to easily slow down enough in the atmosphere to make a capture. As you can see it is still at ~2200 m/s at that altitude. Included Attachments:
  8. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: i7 12700k | GPU: RTX 4080 | RAM: 32GB UI of Fairing Part is in incorrect place. https://imgur.com/a/VritCe3 https://imgur.com/a/bKlgwYC Included Attachments: .ipsImage { width: 900px !important; }
  9. 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:
  10. Game Information Steam Early Access (0.1.0.0.20892) Visual settings on HIGH System Information Windows 10 Home (10.019044) Intel i5-7400 CPU ASUS Phoenix RTX 3050 (8GB VRAM) 16GB (RAM) Description of the bug. Shadows from Kerbol appear/disappear depending on the camera angle. This occurs on the poles of a planet, in this case the North Pole of Kerbin. Steps to replicate. Go to the poles of a planet (e.g Kerbin North Pole) Turn the camera around, the lighting should flicker on and off. Attachments
  11. KSP: 0.1.0.0.20893 | Windows 11 | i7-12700 | RTX 2080 After deploying a fairing, it falls straight down shortly after deployment. Video below. https://i.imgur.com/AfmR7uo.mp4
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