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  1. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Core i7-8750H | GPU: GeForce RTX 2070 | RAM: 16 What I expected to happen: In low Ike orbit, at high game time, solar panels on vessel in sunlight collect EC What actually happened: Solar panels are "Blocked by Ike" below 120km altitude Steps to replicate: Load minimal example game save .json (attached) Notice solar panels are listed as "Blocked by Ike" Interestingly, this did not replicate with a UniverseTime near zero, so I pasted in my main save's UniverseTime (almost 15 years elapsed) and then I was able to reproduce the minimal example game save above. The underlying issue is likely causing a similar error on Jool (which I also encountered) and other bodies, possibly related to high game time: Included Attachments: BugreportIke.json .ipsImage { width: 900px !important; }
  2. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: I7 | GPU: rtx 3080 | RAM: 32 Here you can see solar panel, right clicked info to see "Jool is blocking" it. While Jool is behind camera far away. Electric 0, had to use infinity electronic to gain control.
  3. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: I7 | GPU: rtx 3080 ti | RAM: 32 Parachutes didn't deploy staging them. Vessel did drop over 200m/s second to water and survived .ipsImage { width: 900px !important; }
  4. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Famille 10.0.22621 64 bits | CPU: AMD Ryzen 5 5600H with Radeon Graphics (12) | GPU: NVIDIA GeForce RTX 3060 Laptop GPU (6009MB) | RAM: 16236 Only a part of the rcs work on my craft although they are in the same position. This bug has not reappeared in another save with the same craft. Included Attachments: onlyapartofthercswork_logs.zip Anth Edit: Looks like its the shroud of the heat shield is partially blocking the RCS that are connected to the decoupler. Steps to Reproduce: Be in the VAB with nothing in it Grab a M1-3 Gumball Below attach a heat shield of the same diameter Below attach a decoupler of the same diameter Attach 4 RV-105 RCS ports to the decoupler down slightly from the middle of it Below attach a X200-8 tank to the bottom Launch Turn off SAS Turn on RCS Use Q or E to use roll Note: Only 2 of the RV-105 RCS ports are working. Video Evidence: 2023-10-31 00-03-23.mp4 .ipsImage { width: 900px !important; }
  5. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5700X | GPU: RTX 3050 | RAM: 32GB Parts in question are batteries and solar panels inside a fairing. The batteries are fully inside and are 100% occluded by the fairing. However, while launching through the Kerbin atmosphere, the parts are getting heated up close to the point of destruction. Included Attachments: .ipsImage { width: 900px !important; }
  6. 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.
  7. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: I7 | GPU: rtx 3080 | RAM: 66
  8. 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
  9. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD R9 5900X | GPU: RTX 3080 FE | RAM: 32 GB DDR4 3600 Mhz So I have two crafts side by side, one craft has x3 Communotron HG-5 attached to it, and the other has x1 RA-15 attached. The two crafts are ~10 meters apart from each other, and are orbiting Jool, facing Kerbin directly. (Jool isn't blocking the signal) The craft with RA-15 receives connection back to KSC, and is able to transmit data, but the craft with HG-5 is not able to, even though it's 10 meters away from another craft that has the capability.
  10. 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:
  11. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: 5900x | GPU: tuf rtx 3080 oc | RAM: 32gb 3.2mhz Title, happens on every plane that i've used these particular legs on. Small ones have no issues. Included Attachments: RottaPlaneCraftFile.json landingLegsLarge.mp4
  12. 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
  13. Reported Version: v0.1.4.1 (latest) | Mods: some but not relevant for this case | Can replicate without mods? Yes OS: W10 | CPU: i7-9700k | GPU: nVidia 1080Ti | RAM: 128GB Fairing cracks after time warp on the launch pad. Included Attachments:
  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: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB I encountered this bug where landing gear can be stuck in "blocked" even when the blockade is cleared. What I found even more weird, is that at some point it can happen so that, even though the craft is fully symmetrical, one gear may get blocked while its mirrored counterpart is not.... Second video: https://cdn.discordapp.com/attachments/938349432943038475/1148280664769167540/Kerbal_Space_Program_2_2023-09-04_17-32-39.mp4 Included Attachments: KerbalSpaceProgram22023-09-0417-19-53.mp4 RovyStray.json
  16. 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
  17. 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:
  18. 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
  19. Reported Version: v0.1.5.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Pro 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250) | CPU: 11th Gen Intel(R) Core(TM) i7-11700K @ 3.60GHz (16 CPUs), ~3.6GHz | GPU: NVIDIA GeForce RTX 3070 Ti | RAM: 32768MB RAM 3200MHz (4 Sticks Corsair Vengeance RGB Pro 8GB) When I press the Extend button for the inflatable heat shield in the parts manager so that it extends and then make a quicksave and load that, the button switches to the unextended position even though the shield is extended. When I try to press the button it just plays the sound and nothing happens. I attached a video which can explain this better than I can. Included Attachments: Desktop2023_10.17-11_59_48.02-Trim.mp4
  20. 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.
  21. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: 11th Gen Intel(R) Core(TM) i9-11900H @ 2.50GHz 2.50 GHz | GPU: RTX 3060 Laptop | RAM: 16.0 GB I've been messing around with rovers in my exploration playthrough and I've been trying to design a rover that can get decoupled off the bottom of a lander just before it lands on Duna. Testing it at the KSC, no matter what decoupler/docking port I use, when I try to decouple an I beam off the top of my rover all of the wheels fall off. I tried setting the impulse to 0, shooting the entire rover up into the air, and firing off the decoupler and I beam with separatrons with the same result every time. I then moved the wheels to be attached to the XS panels on my rover instead of the XS truss hubs on the bottom and they did not fall off. Included Attachments:
  22. 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:
  23. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Professional | CPU: i7-13620H | GPU: Nvidia RTX 4060 Laptop | RAM: 32GB When extended, the HS-I 10m heatshield can't withstand any heat, just like any other components and instantly blow up when entering eve's atmosphere. As far as what I've seen, the status of the heatshield displayed in the Part Manager shows "moving" even after the heatshield is fully extended. I guess that it's due to the forgotten code to set the heatshield's status to "extended" thus it continues to use the heat-tolerance config of its retracted or moving state. One more question is that is this supposed to be retractable? And to mention that the status stays being "moving" even after retracted. How to reproduce: Just try entering eve's atmosphere with HS-I heatshield Screenshot - The status remains "moving" even after fully extended.
  24. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Professional | CPU: AMD 5800x | GPU: Zotec 3070 with improved fans. | RAM: 64GB CL14 Preparing to land and went to extend the landing gear and nothing happened, tried several times to engage the gear system but its stuck "on" and nothing I could do would toggle the state nor the landing gear. Ended up landing on the engines. Included Attachments:
  25. 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:
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