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  1. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: I7-12700 | GPU: RTX3070 | RAM: 32G I found that some of the air intakes near the cargo bay would be occluded. I tested the occlusion range of the cargo bay and found that air intakes need to be 8 blocks away from the cargo bay. This is unreasonable. Hope this problem can be fixed in the next version.
  2. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i9 9900K | GPU: 3070ti | RAM: 32GB Credit: @Vl3d For their bug report that had me find additional issues after investigating: Issues: Front and Rear chassis/wheels don't appear to be connected to anything significant other than physical struts: 1 Solar panel extends into the ground and both are clipped in wrong (from @Vl3d's bug report): Antennas are in a bugged mirrored symmetry: RCS are in a bugged mirrored symmetry (look at the ones on the left): The fuel tanks have an uneven amount of fuel and aren't full, giving a total of 72 deltav: Physical Struts aren't connected correctly:
  3. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 3600 | GPU: AMD Radeon RX 5600 XT | RAM: 32GB In multiple vehicles, I've noticed that telescopic ladders cannot be extended or retracted, instead displaying "blocked" if they pass over a closed cargo bay when extended, even if the ladder itself is connected to a separate part from the cargo bay, even if the extended ladder is visually separated from the cargo bay, and even if the ladders pass over the back of the cargo bay (opposite the doors). The workaround is to open the cargo bay first, and then retract/extend your ladders. Severity: Low Frequency: Medium A screenshot of an example craft with this issue is attached. This craft has two cargo bays; one small and light blue and one large and white. Notice that all ladders that would pass over either cargo bay are blocked and un-extended. Included Attachments: .ipsImage { width: 900px !important; }
  4. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: i710700K | GPU: RTX2060 | RAM: 32GB They simply aren't. They're mentioned in keybinds on the forum: but hitting the buton doesn't do anything. Why do they even have lights if they aren't functional? .ipsImage { width: 900px !important; }
  5. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB kerbals can stick their head through the ground by sitting on a command seat oriented into the floor. Included Attachments:
  6. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB vessels and kerbals on EVA do not physically interact with flags, and in fact can phase right through them. Although sometimes there is an insignificant but noticiable resistance to entering the same space as a flag, it only happens once. This makes them not particularly useful for stopping things from rolling down hills, as is of course the intended purpose of a flag.
  7. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz 3.19 GHz | GPU: NVIDIA GeForce GTX 1650 SUPER | RAM: 16.0 GB When deploying the wallaby landing gear as soon as the animation finishes the craft experiences a jolt that can cause the landing gear or other parts to fall of if the craft is going to fast.
  8. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: AMD ryzen 7 3800X 8-core processor | GPU: NVIDIA GeForce GTX 1050 Ti | RAM: 32 GB Severity: med Frequency: high Description: when you put wings on a vehicle and rotate the vehicle the wings will not produce lift, but they will if they get separated into separate crafts that are contained in a kind of cage like structure (though this is not very useful since they often glitch through it after a while anyway). look at the craft at 4:30 in the video in the post, or in the video in the attachment to get an idea of what i mean (video in the post made in the first ksp 2 version but still works the same way in 1.0.5). they only fly after separating the wings (this is not because of the wings pointing down on this specific craft before separating, it also happens on other crafts with wings in the same place before and after detaching), though logically this should not be needed and it works without needing separate crafts as wings in ksp 1 (robotics propellors also work there). I included a version of the craft as an attachment (though the same issue happened on multiple independently designed crafts). it was meant for jool but can also work on kerbin, just give it enough time to spin up. the same issue will happen on any craft trying to use rotating wings as a source of lift. Included Attachments: KerbalSpaceProgram22023-12-0322-06-38.mp4 JAVprototype.json .ipsImage { width: 900px !important; }
  9. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: R7 5800X | GPU: RTX 3080 Ti | RAM: 32gb im making an ssto (space plane) doig galot of testing ( lauch and go back to VAB). after some time of messing doing test on the craft (lauching/going back to VAB many times for tweaking), and eventually when i go back to launch, my surface control dont to respond, so i cant take off , go up and down, sometime working at the start then stop responding in flight and cant control my craft anymore. my fix is to restart KSP2 completly, then may happen again if i do too much launch/return to VAB. i dont think its related to this specific craft because it did happen to me before 1.5.0 with a diferent one Included Attachments: good.json .ipsImage { width: 900px !important; }
  10. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5 3600 | GPU: Nvidia RTX 2060 | RAM: 32gb A kerbal on EVA is still able to climb a ladder even though it is fully retracted. Extending the ladder does not change the kerbals position and they will act as if the ladder did not change. Included Attachments:
  11. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: Ryzen 5 3600 | GPU: 3080 | RAM: 32 The fairing generated by the large engine plate has returned after loading a save. It should be gone, since that stage and engines have already been initiated through the staging process. Included Attachments: LargeEnginePlateFairingRespawnsonload_logs.zip
  12. 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: Frequency: High* (seems to happen every time; I put an asterisk because I've really only tried this in one scenario so far) Description: During long periods of timewarp the SWERV seems to separate from itself. There seems to be two sections of the SWERV, a plate that is typically attached to a fuel tank. And the main engine section. It's the main engine section that seems to become skewed apart from the plate during timewarp. This skewing seems to depend on the direction the craft is pointed in while timewarp is happening. The center of thrust of the SWERV seems to move with the skewing causing it to come out of alignment with the center of mass making the craft completely unstable. A year of timewarp seems to be generally the right amount of time to get this to happen. Video Evidence: swerv_skew_bug.mkv Save File: SkewedSWERV.json Included Attachments:
  13. 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; }
  14. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 7800X3D | GPU: RTX 4090 | RAM: Corsair Vengeance 64 GB (4x16) 6600MHz Activating the jetpack while submerged significantly increases the buoyant restoring force, overpowering any water drag. You can use this to build a lot of upward momentum using the water like a trampoline each time you resubmerge.
  15. 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 Note: Link at the bottom of this bug report shows that the thrust collider I am talking about is the one that should belong to Cruise Mode. Currently it is working for Afterburner mode. Screenshot Below Indicates the following: Panels shows nearly full blockage to engine thrust so the craft barely moves (0.1m/s increase per 1/2 second approximately) That the thrust collider is most likely flush with the main housing of the Panther That the Thrust Collider should be inside the nozzle Additional Information:
  16. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: i7-12700k | GPU: RTX 3070Ti | RAM: 32GB I launched a 3 part rocket (capsule, fuel, engine) at 10,000m, I eva'd the Kerbal. Using the rocket pack I got him on a trajectory to land in water offshore of KSC. Using UP thruster on the jetpack he was stable at 186m/s on contact with the water. He lived! Seems kinda sus to me.
  17. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 3600 | GPU: NVIDIA GeForce GTX 1070 | RAM: 16GB System Specs: Severity: Medium Frequency: High Description: I built a plane with wing-mounted engines, took off from KSC, pointed East and started time-warping. When I was over the desert I noticed my engines had displaced (translated) upward relative to their original position. I disengaged time warp and noticed my craft pulling nose-down. I reverted to VAB to make sure I hadn't accidentally launched with them like that, but the craft was correct in the VAB. I launched again with the same conditions and was able to repeat the phenomenon. Steps I took building the rocket.: I started with the Mk1 Raven command pod, followed by two JF-200 fuel tanks and a Tail Connector A. From there I placed an MPW-500 Metamorph (in mirrored symmetry mode) attached to the second fuel tank. I transformed the Metamorphs to: Wing Span: 0.11 Wing Angle: 0.33 Root Length: 0.31 Root Thickness: 0.04 Tip Length: 0.01 All other variables were left unchanged. About 1/3rd the way down the wing I placed an Engine Pre-cooler (with translation to center it on the same plane as the fuselage), with a Mk3A Nose Cone on the prograde side of it. On the retrograde side I placed a Mk1 Diverterless Supersonic Intake (rotated so the intake is on the underside of the wing) then a J-33 Wheesley, all in mirrored symmetry mode. On top of the Mk1 Intakes I placed LPS-250 Transforms, and left them unchanged. Then I placed LY-10 landing gear on the Pre-coolers and disabled their steering, and finally I placed a single LY-10 on the underside of the Mk1 Raven. Craft File: Plane2.json Screenshot: .ipsImage { width: 900px !important; }
  18. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Processor 13th Gen Intel(R) Core(TM) i7-13700, 2100 Mhz, 16 Core(s), 24 Logical Processor(s) | GPU: Name NVIDIA GeForce RTX 4090 | RAM: 32GB Specs: Image Here (provided in form from but submittal) Severity: Medium Bit of a nuisance to have an unpredictable load behavior Frequency: High When docking it was fine but once you load the save game and load it will attach fuel lines incorrectly Description: I launched two vessels from the same save file. Once docked everything was fine. I saved the game then reloaded and when loaded one of the vessels fuel lines will connect to the other but not vice-versa. Only one vessels fuel lines go rogue. A quick peak into the save file vessel JSON and it looks like to me the GUIDs are duplicate. So it must be attaching to the first tank of that GUID it finds. Included Attachments: Dragoon.json Save2023-11-05.json
  19. Reported Version: v0.1.5 (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 Spec Description Running the Dawn Engines seems to cause incorrect electric charge drain. This effect seems to be magnified exponentially when time warping. In the video I'm attaching you can see that at 1X time warp the EC drops slightly when I turn the engines on. From 507.5 to 506.7. It holds at this slightly lower level. When I increase the time warp. The amount by which it drops seems to increase exponentially. This prevents time warping above 100X. I would argue that it's incorrect for the EC to drop even slightly when the engines are turned on at 1X time warp. Because the amount of charge consumed is less than the amount generated. Included Attachments: dawn_ec_bug-2023-11-06_18_14.45.mp4
  20. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: intel i7 6700k | GPU: rtx 4060ti | RAM: 32 gb jet engines can fire under water how to reproduce crash jet into water and cotinue firing the engine use stock aeris. Included Attachments:
  21. 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; }
  22. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB Found that when switching to map view while the animation for deploying the LT-2 "Wombat" landing legs is playing messes up the model positioning - with the feet seemingly in the right place, but the state of the parts of the legs are in the stowed orientation (see image). Might also be the case for other landing legs - will test and find out Included Attachments:
  23. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 10 Pro 10.0.19045 64-bit | CPU: Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz (8) | GPU: NVIDIA GeForce RTX 2060 SUPER (8019MB) | RAM: 32683 I've set the 'chutes (both para and drogue) on this rover to deploy when safe. However, they consistently deploy immediately on arming and so are destroyed. When I list this as "always" happening I mean on this car, On a normal deployment on an incoming capsule they work as you would expect. Steps to reproduce: 1) Get the rover up to an "unsafe speed" - 450 to 500 m/s should work. 2) Stage the 'chutes, watch 'em shred... Might this be happening in this instance because of the higher atmospheric pressure at sea level? Included Attachments: Chutesonroverdeployatunsafespeedaredestroyed_logs.zip
  24. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: WIN 11 HOME | CPU: CPU AMD Ryzen 7 5800H with Radeon Graphics Base speed: 3,20 GHz Sockets: 1 Cores: 8 Logical | GPU: GPU 0 NVIDIA GeForce RTX 3060 Laptop GPU Driver version: 31.0.15.4584 Driver date: 11/10/2023 | RAM: Memory 16,0 GB Speed: 3200 MHz Slots used: 2 of 2 Form factor: SODIMM Hardware reserved: 676 try to build any rocket then send it to space , then turn off SAS and start pitching the rocket (you could use an engine that is not centered or slightly rotated to help the pitch). When you have a certain amount off rotation speed the parts of your spacecraft will slowly move away from each other. Steps To Replicate: Have a craft in orbit that has control turn of SAS spin up the craft along any axis except the Z axis continue this until the parts of the craft start pulling appart Video: spinbug.mp4
  25. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 RoveMax XL3 wheels can accelerate continuously by holding W key and alternatively pressing A and D. I reached 55 m/s before suddenly the rover flips. Included Attachments:
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