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  1. Reported Version: v0.2.1 (latest) | Mods: Community Fixes v0.13.0 for KSP2 v0.2.1 | Can replicate without mods? Yes OS: Windows 11 Professionnel 64-bit (10.0, Build 22631) (22621.ni_release.220506-1250) | CPU: AMD Ryzen 5 2600 Six-Core Processor (12 CPUs), ~3.4GHz | GPU: NVIDIA GeForce RTX 4060 | RAM: 32768MB Hello I noticed that for the second time Jeb has teleported himself from the list of available kerbal crew to an active rover. The first time Jeb teleport himsleft to a rover on Minmus, for the second time it's in a rover on Mun. Rovers are different and have different command parts. I noticed that the teleportation occured while I was returning a crew of 4 kerbals from a long mission. I have mod installed in my game, but the first occurence of the bug occured with any mod install in 0.2 version of KSP 2. The severity of this bug is quite low since I can return Jeb with teleportation in the cheat menu, but I first have to find him among all the craft with available space for crew in my game.
  2. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 | CPU: N/A | GPU: N/A | RAM: N/A The "Forward" control orientation of the Mk2 "Tuna Can" is incorrect. The orientation is rotated such that the ground appears to the left of the viewer, not below them, e.g. as with the Mk1 can. Included Attachments:
  3. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: ryzen 7700x | GPU: radeon 6750 xt | RAM: 32gb When switching the mode between afterburner and cruise for the panther engine, the thrust is locked in place. you can abuse this behavior by switching the mode constantly to allow the engine to function at full throttle even when you leave the atmosphere completely. This obviously can only be useful for leaving kerbin or laythe. I am not sure whether it uses fuel or not. there may be other engines that have mode switching features that take time and might have this problem too. I believe the RAPIER is fine since it's an instant switch. suggested fix: when the mode switch animation plays, set thrust to 0, when the animation is finished, reset thrust to the expected level I recorded a 3 minute video of me sending a plane on escape trajectory out of kerbin and posted it to reddit. https://www.reddit.com/r/KerbalSpaceProgram/comments/1bnzvlh/how_to_get_to_space_with_just_airbreathing_engines/ rapidsave.com_how_to_get_to_space_with_just_airbreathing_engines-pybjle3k2mqc1.mp4
  4. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i7 | GPU: Intel iRISxe | RAM: 32gb I had several engines explode on my craft for no reason. I had 4 rhino engines on detachable fuel tanks that surround a central core that had 1 tuba engine. All but 1 of the rhino engines randomly heated up and exploded, both while the central tuba was running and when it wasn't. Included Attachments: Spicat Edit: Video Evidence: 2024-03-18 22-07-38.mp4
  5. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5900HX | GPU: GeForce RTX3080 | RAM: 16gb Issue: When you have any type of wheel inside of a cargo bay, when decoupled the wheels do not seem to have physics collisions with the cargo bay. There is no friction for them to drive on or off and just stay stuck in place. After a bit of testing it seems like the steering parts of the wheel objects will collide with the interior of the cargo bay but the actual wheels (tires) do not see them as a valid physics object. Correct Behavior: The wheels should interact with the interior of the cargo bay to allow a rover to drive on and off via a cargo ramp. How To reproduce: Place a docking port and any wheeled rover vehicle inside a cargo bay, when undocked the rover will clip through the bottom of the cargo bay unable to move on its wheels. Tested these cargo bays: Mk3 CGR-LRG Mk3 CGR-R CBL500 Wheels Tested: LY-10 RoveMax S2 RoveMax M1 RoveMax TR-2L RoveMax TR4 Probably an issue with the other cargo bays as well. Included Attachments: KSP2WheelsW-Cargo.zip
  6. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 (64 bit) | CPU: AMD Ryzen 9 5900X 12-Core Processor | GPU: NVIDIA GeForce RTX 3070 | RAM: 65450 Mb Description: I believe (99.9%) that I caught the Starlab producing samples / data for the wrong biome during time warp. I had a Starlab in a low polar orbit of Kerbin (about 113km) I had done the experiment for Water, Ice and Desert biomes successfully I was doing the experiment for the Moutains biome ("Running requires Mountains") I was at 10x time warp The experiment timer reached zero when I was in a region where the biome changed rapidly Instead of getting data / samples for the Mountains biome I got data / samples for the Highlands biome I had not been running the experiment for the Highlands biome. I was able to repeat the experiment for the Mountains biome and complete it successfully. I suspect that there may be an issue with the Starlab producing data / samples for the biome that the vessel is currently over when the timer reaches zero, rather than the biome that it was running the experiment for and my vessel changed biome at the very last instant, giving me the erroneous science. This is likely to be very difficult to replicate, so I am submitting this in hope that a dev may have a quick inspection to see if there is anything obvious and if anybody else notices the issue they can add to this post.
  7. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Ubuntu 22.04.4 LTS | CPU: AMD® Ryzen 5 7600x 6-core processor | GPU: AMD® Radeon rx 6800 xt | RAM: 32GB After the Fairing got destroyed by heat, the Vessel had no Atmospheric drag. So it didnt slow down because of the missing drag. See Video. Included Attachments: No_Athmospheric_drag_bug.webm JoolsRoolz.json
  8. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5500 | GPU: RTX 2060 | RAM: 40GB Severity: Medium Frequency: 100% Issue: For some reason, firing any decoupler on the craft causes all jet engines to start draining from every fuel tank with methane in it, completely irrespective of crossfeed setup or fuel lines, this effect even persists through quicksaves and toggling the crossfeed option on and then off again. In the attached video I ran an experiment using a test craft with a variety of engines including methalox, nuclear and ion engines as well as one of every jet engine, the large mk3 fuel tank they're all attached to is completely drained of fuel and the only available fuel on the craft is attached via a decoupler with crossfeed disabled, firing the 1st stage causes every engine to flameout as expected (with the odd exception of the ion engine which seems to ignore crossfeed by default, I'm unsure if this is intended behaviour but figured I'd note it here), but then firing a random decoupler suddenly causes the jet engines to spring to life as they can now draw fuel from the fuel tanks, even through the decoupler they are attached by still has crossfeed disabled on it. Repro steps: Build a craft with a jet engine, a decoupler and a methane/methalox fuel tank behind said decoupler with crossfeed disabled, then attach a 2nd decoupler anywhere on the craft Launch the craft, fire the jet engine, note how it does not drain from the fuel tank behind the decoupler Fire the 2nd decoupler, note how suddenly the jet engine starts drawing from the fuel tank behind the decoupler despite its crossfeed still being disabled Video:
  9. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home Single Language 64-bit (10.0, Build 22621) | CPU: 13th Gen Intel(R) Core(TM) i7-13700HX (24 CPUs), ~2.1GHz | GPU: NVIDIA GeForce RTX 4060 Laptop GPU | RAM: 16 The solar panels seem to be too strong capable of holding the weight of a craft on their own. Here in the video attached I had to land horizontally (i totally didn't forget adding landing legs), so I was surprised when upon doing so the solar panels didn't break off. As shown in the end of the video the 'Unbreakable Joints' option is turned off. I don't know if this is a bug or an intended feature so I'm reporting it, sadly i don't have the craft file of this craft anymore as this was happened a while ago and I started a new campaign altogether a few days ago. Included Attachments: sol.mp4
  10. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 build 22631.3155 | CPU: AMD Ryzen 7 5800H | GPU: NVidia GeForce RTX 3060 Laptop GPU | RAM: 16Go What happened: The electricity of my spacecraft decreases while the Infinite Electricity button is switched on, when the ion engines are throttled. The electricity is however not consumed when the button Infinite Fuel is switched on. Expected behavior: When Infinite Electricity is switched on, the electricity should be infinite whatever the use case. The current behavior is misleading.
  11. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel Core i7-11800H | GPU: NVIDIA GeForce RTX 3070 Laptop GPU | RAM: 32 GB Merging two vehicles in the VAB to reuse command modules in a certain setup causes a bug where on reverting to the VAB any kerbals in the command module get teleported into the command module that was originally launched. Meaning that a Test1 vehicle with a command pod launched, in the VAB you merge that command pod into any other vehicle, launch that with a different kerbal and revert to VAB. After the revert your kerbal is now in the launched command pod. This goes for any case where the merged/copied parts have empty slots in the launched vehicle. If your second vehicle has kerbals in slots that are empty in the one already launched, they will teleport. Found the bug through Kerbals appearing in a mission far away, but works with any vehicle that is launched and in the game physically. Reproduction steps: 1. Create/have any vehicle with command module and save it. 2. Launch that vehicle and move/leave a crewspot empty. 3. Go to the VAB and merge your saved vehicle. 4. Put a kerbal in a crewspot that is empty on the launched vehicle. 5. Launch this second vehicle. 6. Revert to VAB. 7. Your kerbals have now teleported. Included Attachments: KerbalSpaceProgram22024-02-1312-31-46.mp4
  12. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb "Invalid research location" for no reason for RSCM-01 Sample grabber. Requirements were fulfilled according to part info, yet it was impossible to perform - therefore, impossible to test if the arm will work when it arrives several years later at its destination. Included Attachments:
  13. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Enterprise 22H2 | CPU: AMD Ryzen 9 3950X 16-Core Processor 3.49 GHz | GPU: RTX 3080 | RAM: 64.0 GB When decoupling the stage in orbit from a complex (multiple dockings) craft, the craft gets destroyed. Looks like deep space kraken strikes it out of the orbit. Included Attachments: Landers.json quicksave_16.json
  14. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Famille 64-bit (10.0, Build 19045) (19041.vb_release.191206-1406) | CPU: Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 CPUs), ~2.2GHz | GPU: Intel(R) UHD Graphics 630 | RAM: 16384MB Severity: low Frequency: high : I can always reproduce it. Description: I was just spinning really fast (by pressing Q or E) and the part where starting to detach from the vessel but when i stop it stop. It's not a big deal but it's a bug. I also had fps drop when doing this. Included Attachments: 2024-02-0715-12-50.mkv
  15. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home | CPU: AMD Ryzen 9 7900X | GPU: NVIDIA GeForce 3090 | RAM: 64 Severity: medium Frequency: high System Specs: Cpu: AMD Ryzen 9 7900X, Graphics: NVIDIA GeForce 3090, RAM: 64 Gb, OS: Windows 10 Home Description: Whenever decoupling a part from a rocket, every strut on the decoupled part will break regardless of whether it spanned the broken connection and needed to break for the decouple to take effect. This is especially frustrating with large, composite vehicles where multiple functioning subassemblies need to decouple from the core vehicle. The type of decoupler doesn't seem to matter, even docking ports have this issue. I have not tested the issue when breaking a connection that was not created by docking two craft together. The "Core" of the vehicle seems to be determined by whatever part was considered to be the assembly anchor when it launched. The issue only seems to happen ~90% of the time. It seems to be completely random, but occasionally struts will remain intact as they should. Larger vehicles with more struts seem more marginally likely to have this issue than smaller ones. Reproduction steps: Design and launch a simple craft with struts on an outer stage. Decouple the outer stage. All of the struts attached to that stage will likely break regardless of whether it makes sense for them to do so. ^If the struts did not break during step 2, revert to launch and repeat until they do. Included Attachments: KerbalSpaceProgram22024-02-0522-08-57.mp4 NewWorkspace.json
  16. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5500 | GPU: RTX 2060 | RAM: 40GB Severity: High Frequency: 100% Issue: While investigating a bug report from @snkizI managed to figure out why fairings seem so inconsistent at times when it comes to occluding wings, it seems that procedural wing's sizes are not properly factored into occlusion calculations and the game assumes procedural wings are always some fixed arbitrary size when checking if they should be occluded, this results in some rather daft behaviour at times: Logistically from looking at this image, you'd assume that the comically stretched large "Evolution" wing peeking absurdly far out of the fairing wouldn't be occluded, while the medium "Metamorph" wing would be, buuuut a peek at their lift/drag readouts reveals that nope, that giant large wing is perfectly snug inside the fairing according to the game, meanwhile the medium wing isn't occluded at all, despite obviously being inside the fairing: Through some rather unfun trial and error I managed roughly figure out the "true" size of the medium wing, I didn't do this for the other two wings but it should be noted that they are both smaller than this (yes the large wing is technically considered to be "smaller" than the medium wing according to the fairing occlusion system, presumably due to the medium wing being so long) If the fairing is any smaller than this width, the medium wing will not be occluded, completely irrespective of its actual size, this also works in reverse (as previously demonstrated by the large wing) whereas the medium wing can be comically oversized but still technically occluded:
  17. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: 6.7.2-arch1-2 | CPU: AMD Ryzen 5 5600X 6-Core Processor | GPU: AMD AMD Radeon RX 6600 | RAM: 32006 Mb The MEM-125 engine plate will visually jettison but will not physically decouple whatever you have attached below it. Start with a MK1 command pod. Attach a MEM-125 engine plate. Change the MEM-125 engine plate deploy type to ClamshellX2. Attach a HS-125 heat shield to the lower node of the MEM-125 engine plate. Launch. Right click the MEM-125 engine plate and click "Jettison". Expected: MEM-125 engine plate is visually jettisoned; HS-125 falls to the ground. Actual: MEM-125 engine plate is visually jettisoned; HS-125 remains physically attached to the craft floating. Included Attachments: Craft.json
  18. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: i7-8700 @3.2GHz | GPU: GeForce 1050Ti | RAM: 16GB Hammer engine shows TWR of 1.65, but when launched it does not leave pad.
  19. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb Guess some rounding didn't happen there. Included Attachments:
  20. Reported Version: v0.2.0 (latest) | Mods: Orbital Survey, Maneuver Node Controller, Science Arkive, Flight Plan, Commnet, and those that are required for these mods. | Can replicate without mods? Yes OS: Windows 11 | CPU: i7 12700H 12th Gen | GPU: Geforce RTX 3070 Ti Laptop | RAM: 16GB I landed on Tylo and got out of the vessel, went off and came back, now I can't get back into the lander. The menu says press F when near the ladder or the ladder rungs, and B to board if I manage to get near the hatch but neither of them work and now I can't get back inside. Included Attachments: quicksave_48.json
  21. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: WINDOWS | CPU: I7-12700KF | GPU: RTX4070 | RAM: 32G HST-L is 7t. But LST-L is only 0.480t. It's twice the size and 14 times heavier. This is unreasonable. Included Attachments:
  22. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i5-4690K | GPU: GTX 970 | RAM: 16.0 GB when I tried playing with the Mk3 Cockpit, I noticed that it would only have the agency colors when in the editor. there is black visible on the model in the part selector, but it won't show up when selected.
  23. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i9 9600K | GPU: 2060 super | RAM: 32GB My pol lander was unable to touch down on the surface. The bottom of the craft is a 2.5m engine plate that was sized with the lower node extending past the bottom of the landing legs. The screenshot shows what it looked like when trying to land vertically with the lander seeming to float above the surface. The landing legs are retracted here but if they weren't they would not be able to touch the ground. The lander was able to touch down and take on a "landed" state by pitching over the lander so that it rests on its side. My guess is that there was a collider associated with this lower node that was still active. The lower node was connected to a small docking port at launch and undocked earlier in the mission. The upper node was attached with an extra-small decoupler to the rover in the background of the screenshot. The engine plate's shroud was disabled in the VAB before launch. I have not tested this lander yet on any other planets/moons, but I can if that would help Thank you! Included Attachments: StaccatoI.json
  24. Reported Version: v0.2.0 (latest) | Mods: Maneuver Node Controller, Node Manager, Science Arkive, Commnet Utils, | Can replicate without mods? Yes OS: Windows 11 | CPU: i7 12700H 12th Gen | GPU: Geforce RTX 3070 Ti Laptop | RAM: 16GB I created a small unmanned rover, built a sky crane, attaching the rover using stack seperators and junctions. Fixed this to the nose of a rocket. On the surface of the mun, the rover has detached but will just roll over to nose first and won't move at all. Multiple reloads and the rover always gets stuck nose down. I have looked through the save file but can't see any references to any connected parts that shouldn't be there. I have attached 2 save files, the first has the landed rover with the skycrane still attached. The second has the rover next to the sky crane and it tips over straight away. Included Attachments: quicksave_262.json quicksave_264.json
  25. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb Seen in picture. Above it was only a small rover attached through a XS separator. Included Attachments:
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