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  1. I cant get out of crew hatches, or any hatch at all. I"ve tested every single hatch/cabin, re-installed game, verified integrity of game files, used literally only one single part, the hatch to see, it didn't work, hatches aren't obstructed, any idea what bug this is? EVA worked fine on first day, but ever since 2nd day, EVA doesn't work at all. CPU: IntelR XeonR, 4 logical processors, 4 physical processors Windows 7 Professional 64 Bit Video Card: NVIDIA GeForce GTX 1050 Ti One Monitor, One logical video card RAM: 32GB KSP2 Mods: SpaceWarp, LazyOrbit and ManeuverNodeController Im getting a new PC soon, i'll update this and tell yall if my problem is fixed on there. It was because of persistent debris being set to 0.
  2. This is a pretty simple one. Give me a way to tell KSP2 to "stay in its lane" and keep its save data in the game's install folder, where it (at least in my personal opinion) belongs. I have 1 save game, with just a couple dozen vehicle (attempts, with little success due to bugs) and I have nearly 250MB of data in my %appdata% now. I can easily see this growing since the breakdown so far is about 50% crash data, and 50% game saves a 1 vehicle workspace is about 4MB of JSON data and a save file seems to contain a primary file between a couple KB and 6ish MB and then a set of four autosaves at 4MB each for a total of about 25MB of save data for a game with no active missions and just some junk I cant delete so I expect this to significantly grow in size with active missions, as it appears to be keeping the entire vehicle hierarchy in the main save in addition to any individual workspace files. (I'll update this if I manage to get multiple things into space and save without crashing so I can tell if the file size increases correspondingly) Crash data for this game is at a little over 3MB per crash, and the KSP crash reporting currently has 39 crash report files. Which feels pretty close to the number of times the game has crashed to desktop on me. So I expect this folder is just growing without any limit, which I have no issue with in normal circumstances, but given how many crashes I have in 27hrs, thats less than 1hr per crash, this will likely grow to a significant size and cause issues with my main user "windows" drive. My C drive is not my biggest drive, never has been, its often my smallest. Ive got media files on HDDs, project and asset file asset dirs on larger SSDs I can easily drop into a new machine if anything happens to this one, and a more expensive M2 PCIe NVME drive for the stuff that needs high IO like my development environments so the compiler can pull all the small files together, etc... and spread out across all of these are steam libraries with the location chosen based on how I feel... tiny 30MB game, chuck them all on the spinning rust, they arent big enough i care, large game I rarely play and dont mind the load time, sure HDD again, game I like and want to be able to open quickly, maybe on the SSD, game I want to load as fast as possible or hate any interruption while playing, maybe that gets a place on the expensive high IO NVME... I gave KSP2 a spot on that NVME drive, but it seems to want to put its data on my slower windows drive... and fill it up with crash reports. This is silly. I dont want yet more junk in %appdata% If I delete KSP2, I want to delete KSP2, that means all the data gone, not taking up extra space somewhere else. Having a hard coded one true directory where every version of KSP2 puts save files, feels like it will cause issues with conflicting files between different versions of KSP2 once we have updates and start having to deal with things like Mod compatibility between versions of KSP2 Early access = lots of bugs, lots of bugs means lots of crash reports, lots of crash reports mean filling up my windows drive, don't fill up my windows drive. %appdata% isn't %tmp% (not that windows is particularly good at keeping %tmp% clean) don't fill it up. Just give me a place in the global config or something like that, where I can say "data files live in the game directory"... or better yet, make that the default behavior, because the current one doesn't make sense for a game that expects to have a modding community in the future. The current default will either need workarounds to avoid conflicting save file versions between multiple copies of KSP, or its going to cause problems... or a different save directory can just avoid the issue entirely.
  3. Hey guys, seems like my save got corrupted after ~2 hours of playtime. I did load save a game before attempting a mun landing and as you can see there is no fuel in the craft anymore. Not sure what exactly caused this. I will try to provide the log and search for the save on my disc. Logfile: https://drive.google.com/file/d/1jYBR57PhnV29TFTCokdSKSmN8I_LTQpk/view?usp=sharing Save: https://drive.google.com/file/d/1YlMgeTaxP_YWkv1lsEFG49sEW7jcV2gp/view?usp=share_link Hope this report does help for improving the game. I think there should be a "Report a bug" feature inside the game which will take a screenshot, collect the log and send the save with it. Each additional file select or unselectable via checkbox. Anyone searching the savefile location just take a look at "%appdata%\..\LocalLow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer".
  4. I've seen a lot of people complain about wobbly rockets, and parts from videos seem to be a lot more wobbly and fall off far easier then in KSP1, when personally I feel like ksp2 should have improved on the whole "wobbly rockets" thing - when you just want to play the game, it gets annoying to have your rocket just flop. Ignoring autostrut, which I'm aware isn't in and fixes that problem, I do think that by default rockets should be far less wobbly. I'm also aware it's a changeable value in the game files, but it should, again, be far higher on default, ideally having less wobble then ksp1. Another input I have is that if autostrut is included, it should really be something that isn't embedded in some option somewhere (I only found out about it by the very end of me playing ksp1), and instead some option in the VAB. Alongside this, it could even be worthwhile to have it be turned on by default, and it being able to be toggled off if you want for whatever reason a floppier rocket.
  5. A list of bugs I noted when building and flying around in my first built airliners, jet aircraft. Control Surfaces on Angled Wings rotate off-axis in flight How to reproduce: Attach any Wing to a craft, e.g. HPW-1000 "Evolution" Rotate the wing using the translation tool, for example upwards as seen on this image Launch craft and play with the controls Wings don't change mass when adjusting its size I mean...seriously? This was a feature in KSP 1 with the procedural fairings, so it shouldn't bee to hard to implement to make a wings mass depend on its span, thickness, width etc. How to reproduce: Build any wing and watch the vessels total mass when changing its dimensions Reverse thrust animation is broken when using action groups When Action Group is toggled, the reverse animation of the J-90 "Goliath" Jet engine plays, then goes back to its base state (showing that the engine is not reversing), while the engines deliver reverse thrust. I'd need to check if this happens with the other jet engines too. When using the right-click menu to toggle the reverse thrust, everything works. How to reproduce: Attach J-90 "Goliath" Jet engine to aircraft Assign an action group to the action "Cycle Mode" Launch craft, activate engines, throttle up Enable the assigned action group and watch the animation play, then go backto its first frame Another bug, related to this: While the reverse animation is playing, the thrust produced by the jet engine is not updated. Check right-click menu to see the thrust value.
  6. System Info KSP Version: KSP2 Build ID 10624168 Operating System and version: Windows 11 / Version 22H2 CPU and GPU models: AMD 5800X / NVIDIA RTX 3700 / 32GB RAM Mods Installed: None Description of the Bug Expected Behavior: After crashing vehicle, reverting to the VAB or Launch will get rid of the crashed vehicle window. Observed Behavior: After I crashed one of my planes, neither revering to launch or reverting to VAB would get rid of the crashed vehicle state. Instead my vehicle would appear on the runway perfectly intact, then the same crash window would show, and I would lose control of my vehicle because the game thought it had crashed. Being not actually crashed, the plane would slowly roll down the runway as per usual. Steps to Replicate: I reproduced this crashing the same plane again on takeoff after restarting my game. Here is a copy of the workspace: https://drive.google.com/file/d/1CGyZ2T4Y-bNiDsGNJ3czSQR0n01TTkI8/view?usp=share_link Fixes / Workarounds: Restarting the game Recording of behavior: https://imgur.com/a/PMy2c45 This recording shows revert to launch and revert to VAB reproducing this issue
  7. Every time you quick load, EVA, reboard, switch crafts, etc. an extra game paused/unpaused message will appear. The number of messages seems to correlate with the number of scene changes per play session. For example after doing an EVA on Minmus two scene changes occurred (leaving the craft and reboarding) which lead to three messages appearing.
  8. I experiment with the equivalent of orange tanks to find out.
  9. Here's what it looks like: copying 2 parts rotate once Rotate once more
  10. Version: 0.1.0.0.20892 System description: OS: Windows 10 (10.0.19045) 64bit CPU: AMD Ryzen 5 2600X Six-Core Processor (12) RAM: 16334 GPU: NVIDIA GeForce GTX 1070 (8081MB) SM: 50 (Direct3D 11.0 [level 11.1]) Description: Expected Behaviour: That the entire manoeuvre node GUI is displayed at any angle of view when close to a planet. Observed Behaviour: That the Radial Out arrow disappears at some view angles (seemingly when it is close to overlapping the center circle of the node GUI), when close to Kerbin. Steps to replicate: Put a vehicle into orbit of Kerbin (365km was used in my example images) Go into the Map view. Create a manoeuvre node on your vehicle’s trajectory. Click on the node so that the 6 arrows adjustment GUI is displayed. Rotate the camera, so that the angle of view to the node is approximately the same as that in the angle in the image below. 6. While holding the right mouse button move the mouse up and left, so that the angle is similar to that in the image below. Notice that the blue Radial Out arrow has disappeared. Other Notes: The issue only seems to occur when the node is close to a planet. I burned so that the vehicle was on an escape trajectory of Kerbin and placed a node on its trajectory, at about 2000km, which was not affected by this issue.
  11. Under the effects of time warp (anything higher than 1x speed) while in orbit the orbit (as denoted by readout of the apoapsis and periapsis) will not be affected while the ship is accelerating even though fuel will drain from the craft at the accelerated time rate. The orbit will instead remain 'on rails' regardless of the the vessel supposedly accelerating. If the vessel is not under time warp (time at 1x speed) acceleration functions as normal.
  12. Currently, all you can select is runway 1 and 2. If you look on the runway lettering in game though, the runways show 09R/27L and 09L/27R. It would make more since to have a selection from both ends, since if you want to fly west, you have to make a long 180 turn. In real life, planes take off from both ends of the runway, and they are named accordingly.
  13. I was landing a craft from the Mun and it ended up going through the ground and landing at 0ft sea level. I did exit the game several times during the mission after switching off to another ship or to the KSC/VAB while the original craft in orbit. https://imgur.com/a/ZBbmYgg
  14. I successfuly attempted a space shuttle mission and I drove my slightly mad. Overall a success. Except when a launch support decided to join us mid flight... Taking the wing with it...
  15. 1) Bug with removed trace when loading a quicksafe in flight progress 2) No thuist limiter in VAB (cannot limit the power of solid fuel boosters) 3) Center of mass marker in VAB doesn't adjust when I change amount of fuel 4) Create mainour doesn't work while game is paused 5) A rotating-around-a-cockpit guy randomly spans nearby to the launching vessel 6) Kerbal space center respawns close to the rocket after the launch (see https://ibb.co/vhM9cWK)
  16. Oh man, am I going to have fun! I've got the game installed and played it for a few hours, but most of my rockets (like a space shuttle that didnt work) blew up! (epic explosions, good job!) Now I'm starting new. Currently finishing off my Mun rocket. Heres how it looks so far. Mission will be posted within a few minutes or so.
  17. The #Artemis mission inspired our team to fly our own recreation in KSP2. We’d be lying if we said we made it to orbit on our first try. From all of us at #KSP2 to all of our friends NASA Artemis there is no shame is reverting to VAB artemis_hires_220902b.mp4
  18. Is there going to be an option to buy a "family pack" (pack of 4 or another number of game downloads) for the game? I have two other family members who will want to play it with me when the multiplayer feature comes out. And on that note, how will multiplayer work regarding accounts? Will it use a private division account, a steam account, no account, a discord account or something else? @Nate Simpson @Intercept Games
  19. This week we added rocks to our terrains. We're living out our Apollo 11 fantasies as we spend precious delta-v flying sideways to avoid boulder fields! Seen here, a few shots of Gilly, Mun, and Pol.
  20. In my opinion, KSP2 was indeed overly optimistic with the hardware requirements. But remember: This is the first public version of the game - if a game is released in early access, people should lower their expectations to avoid what happened in the last few days. KSP2 Early Access was very overhyped, but the true launch will hopefully be not. People expect early access like it's the full game... but it's not even close. Early Access exists to find bugs and give feedback to the devs, the whole community having access to the game is not really the goal right now. Maybe in the next updates the game will have the minimum requirements lowered to the minimum. By the way, KSP2 for now has less content than KSP1 (remember there are no robotic parts) and it actually fries your PC so I don't recommend buying until at least the third update (Interstellar Travel) based on the roadmap. Summary: If you expected Early Access to be an amazing, fully-featured game, you are wrong. kthxbye
  21. Hi KSP2 Teams ! Congratulations for the Early Release of Kerbal Space Program 2 ! We are Kerbal Space Challenge, our association represents most of the French Players, and we organized a big survey in August 2019, after the official announcement and the truly amazing Trailer, a piece of art. Our survey took places in 2 phasis, one being the collect of all the features that the community had in mind (3), and the other one to rephrase and regroup all theses features in a new form (4) : everyone was then able to rank the top10 of the most awaited features and we had a whopping 121 participants and more than 1000 features ranked, among about 50 possibilities ! We are glad to share this with you with a proper translation of the original article that was published on our website and in which you will find the results (1), as well as the original data in an excel file (2). We hope that you will find some trends to make the game grow in the best direction possible, and we are already planning on a new survey to see how that evolves now that the game is in our hands ! Don’t hesitate to jump to the synthesis table at the end of the article, but the rest might still interest you I give it right now, embedded in this post, but there is far more to explore in the results ! Do not hesitate if you have any questions, of course. We look forward to organize and collect from another survey based on the first feedback from the players on this EA ! Regards, Kerbal Space Challenge Team Sources : Translation of the Original Results Article gathering all the conclusions, by the time of August 2019 : https://docs.google.com/document/d/1ta8gRoK-BL8wIi62ueHt5JwOzHUxzzuRKuA72jwZScY/edit?usp=share_link Translation of the Excel File gathering all the data extracted from the two forms and some formatting for the article as illustration : https://docs.google.com/spreadsheets/d/1dYtbz6gNaS9FQZ65lFxonhIplUWATWLr/edit?usp=share_link&ouid=101705157396145708729&rtpof=true&sd=true Original First Form to collect the features ideas : https://kerbalspacechallenge.fr/2019/08/24/quelles-sont-vos-attentes-pour-ksp2-donnez-votre-avis/ Original Second Form to rank the features : https://kerbalspacechallenge.fr/2019/08/26/ksp2-votez-pour-les-features-que-vous-desirez-le-plus/ Original French Results Article gathering all the conclusion, by the time of August 2019 : KSP2 : résultats de vos votes, les features les plus attendues de la communauté KSC ! – KerbalSpaceChallenge
  22. Just finished Matt Lowne's newest video premiere and he ran into the classic, "hatch obstructed," message while flying his SSTO, a KSP 1 classic! Good thing we have a place to leave suggestions! Please consider adding an error message while constructing vehicles in the VBA to let players know when their hatch is obstructed. Perhaps you can highlight the part(s) blocking the hatch in red when this happens so that players can make adjustments. For the record, I think that players SHOULD be able to block the hatch if they so please, but they need to be aware of this just in case they are planning on placing parts precariously close to the hatches. Thanks!
  23. Mr. TumblingPidgeon seen in the images has a very long truss section. It should also have radiators instead of structural panels, but never mind. The interesting thing is that the circular shield is separate from the nuclear generator. Also considering past remarks about the dangers of radiation coming from fusion engines... it seems that there will be a new (maybe harmful for kerbals) radiation mechanic in the game. How do you think it will work? Will it be similar to Kerbalism LS radiation system.. with kerbals having a limit before getting sick or worse?
  24. KSP2's atmospheres have been getting some much-needed love from our environment team and graphics engineers, and there are still more improvements on the way. We're especially proud of Murshed Choudhury's work on the new atmospheric scattering system!
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