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  1. 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
  2. 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.
  3. 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 Smaller Rover to Show Severity: Larger Rover to show its at each 1000m interval: Additional information: Quicksave and Quickload and the 1000m glitch will reset the distance and will now happen from 1000m away from that new Load point. Physics Warp appears to resets the 1000m glitch point as well. Why the Large Rover didn't end up on its side or on its back is because it wasn't travelling fast enough. I tried it on Minmus and it did do it at 1000m but I couldn't get consistent results because the surface wasn't flat enough. The game is reporting the Kerbal 2000m (not 1000m) away as being on a crash trajectory each time the large rover glitches
  4. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 10 | CPU: AMD Ryzen 7 3700X 8-Core | GPU: NVIDIA GeForce RTX 3070 | RAM: 15.95 Frequency: High Severity: Low I'm not 100% sure that this is a bug, but it feels wrong to me. In my mind, setting the control point to "forward" should face... well, forward, with the Kerbal inside looking out the window as would be the case for an eventual inside-pod POV. Instead it points out the back, where the hatch and ladder are. This has resulted in some of my craft controlling in the wrong direction. At the very least, there should be an option to flip the control orientation to point forwards out the window in the dropdown, as this feels natural for rovers and so on.
  5. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: I7 | GPU: rtx 3080 | RAM: 32 I seen people driving with other rover wheels to laythe, and with airplane wheels. Seems like these are broken or this simulates muddyness?
  6. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Proton GE 8.6 on Nobara 38 | CPU: i9-10850k | GPU: RX 7900XT | RAM: 24 GB In the attached craft file, the Rapier engines drain Methane from all fuel tanks, including from the rocket in the payload bay. Crossfeed is disabled on the radial decoupler (TT-38X). I will test in Windows 10 tomorrow if no one else has this bug. I suspect the struts might be involved somehow. Oxygen is not drained where it shouldn't be. EDIT: Haven't been able to reproduce on Linux with the same craft file as well as a new craft using the same parts. The only difference to the try that worked I can think of is that a landing gear exploded on takeoff. Included Attachments: NewWorkspace.json
  7. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7 4790 | GPU: Nvidia GeForce RTX 2070 Super | RAM: 16 GB Fairing causes parachute arming and deployment not to happen even after fairing is deployed. Could not reproduce in other crafts using fairings besides remaking of affected craft. Affected craft attached. Video: Included Attachments: DunaTransfer.json
  8. 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:
  9. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i7-12700K | GPU: AMD Radeon RX 6800 XT | RAM: 32GB I built a rocket with a set of 4 RCS (RV-105) and for some reason 2 of those RCS parts on one half of the vessel are permanently disabled. Did some testing and it only happens when the parts are installed on the 45 degree points along the longitudinal axis. If I install them on the 90 degree points they work fine. Included Attachments:
  10. 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 been working on the rover race challenge (#36). This has entailed me switching between the rover I'm using to race and a couple of other rovers I'm using to mark my breaking points on the track. A couple of times I've come back to the race rover and it hasn't been there. When I use the square bracket key to switch to it (from a nearby vehicle) I arrive at the expected point but the rover is not visible; all very mysterious. I just "launched" a third rover to the runway only to discover two of the previous rovers were now visible. I square bracket keyed to them only to find the kerbals and cockpits had been scooped out, again (see previous bug report I made). Included Attachments: Roversdisappeared.Nowtheyrebackbutthekerbalsaregone_logs.zip
  11. Reported Version: v0.2.0 (latest) | Mods: Custom Flags | Can replicate without mods? Yes OS: Microsoft Windows 10 | CPU: Intel Core i5-10400F CPU @ 2.90GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 31.93 GB Severity: low-med Frequency: high Description: Rover wheels behave as if they lack friction when parked on the surface (this is all tested on Kerbin in various biomes) with the brakes turned on and no input from the player the craft will slowly skid (0.1 m/s). during time warp it will stop the craft from skidding. The other issue related with this is if the rover's center of mass is not directly in the center (more mass is to the front of the craft in the provided screenshot) there is a directional force that isn't just pulling the rover straight down but also makes the craft skid towards the center of mass thus causing the craft to gradually accelerate on its own. It does seem that the runway is uneven but even with that I've positioned the rover in many directions, toggled breaks on, timewarped to pause physics and resumed to 1x speed and the craft will still skid towards its center of mass. Player attempted solution: Tested with a kerbal riding in a grumble seat I've toggled and adjusted all sliders in the Parts Manager and increasing the Spring Strength parameter will reduce the skidding the greater the value is while decreasing the value to bare minimum (0.05) you will notice the kerbal is shaking from some unexpected phantom forces on the craft. I expected that there should be some friction to halt the rover completely when parked even if it is on a flat or very slight angled surface. Included Attachments:
  12. 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
  13. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: amd ryzen 7 3800x3d | GPU: AMD RX 7900XT | RAM: 64 GB DDR5 @6000MHz Parts inside of the mk2 cargo bay seem to experience drag. There are 2 craft files attached to this report, one with a cargo bay with a light payload, and one with the cargo bay replaced with a short fuel tank of greater mass. The craft with the payload bay has significantly greater drag than the craft without a payload bay, as evidenced by the fact that it cannot reach a speed greater than 370 m/s, where as the craft without the bay is easily able to push past that speed and reach orbit, despite being heavier with the same external geometry. Included Attachments: SateliteTest1.json TestVehiclenopayload.json
  14. 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
  15. Reported Version: v0.1.5 (latest) | Mods: See description for full list | Can replicate without mods? Yes OS: Manjaro Linux + Steam Proton | CPU: AMD Ryzen 7 5800X | GPU: AMD Radeon RX 6700 XT | RAM: 32 GB Spicat Edit: This bug work with no mods and on windows (see below) Initial bug report (hidden for visibility) Craft file: Test.json Video evidence (from Spicat with the craft file provided): Spicat Edit: Steps to reproduce: In the vab, put a pod Attach a launch clamp to it (optional but it's to see the bug better) Attach a hub on top Next to the craft (in a different subassembly), put a tank and attach a decoupler Take the tank and attach it to the hub so that the decoupler is the part separating the hub and the tank - Important Copy the decoupler (thus, with the tank) Attach the copied part to another hub connection Launch and decouple Result: When the copied part is decoupled, he thinks that it's still part of the craft, so the camera follow and the part still reacts to the input. Video evidence (with all the steps): 2023-11-01 00-05-18.mp4 Steps to reproduce (Docking port version): In the vab, put a pod Attach a clamp to it (it's not mandatory like above) Attach a docking port to the pod (or any other part, a truss in the video below) Attach an engine to that docking port (to detach it) Copy the docking port (with the engine on it) and attach it next to other one Go to the launchpad Undock the docking port (the one that was copied) Video evidence: Additional Information: The version with the docking port also work if you attach another docking port instead of an engine but it triggers another bug (You can see what does the version with only docking port in it):
  16. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: intel i7-12700H | GPU: 3060 Mobile | RAM: 32GB Pretty much what the title says. While playing, I noticed that even though about 1/6 of the solar panel was blocked, it reported Stellar Exposure as 100%. Didn't test other parts blocking or other panels, this is something I just noticed while playing the game. Reloading didn't seem to help. Replication is self-explanatory. Launch a craft with a OX-4W solar panel (maybe others too, didn't test it), and a RGSCM-01 science module in front of it. Open the solar panel and point the contraption to Kerbol, so that the shadow of the science module is cast onto the solar panel. Open parts manager and see it says 100% exposure. Included Attachments: .ipsImage { width: 900px !important; }
  17. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7 9750H | GPU: NVIDIA GeForce GTX 1650 | RAM: 16 GB I encountered situation when crafts with "Thud" engines start spontaneously rotate if you deflect it to either side by a small amount. Here I tried to do steps to reproduce this Build craft with Nk-55 "Thud" engines (2 in my case) Make center of thrust next to center of mass (as on screenshot) Launch craft and deflect craft in any side Try to get situatuin as in video, when your craft gets spin "kick" when you get rotation out of control If I was correct, when I moved the center of thrust away from the center of mass, my craft did not go out of control like in the video although the leverage has increased. Maybe this bug is caused by the location of the centers of mass and thrust, maybe by craft and engine jet physics interactions. I'm 80% sure this behavior is a bug Included Attachments: spontaneouslyspin.mp4 Bugs.json
  18. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 11 | CPU: i5-10300H | GPU: rtx 3050 (laptop) | RAM: 16gb My rover is having weird problems while trying to climb a mountain. It's spinning, sometimes it will sort of "teleport" into a different position. See video for a better description. Included Attachments: Ksp22023_12.22-18_53_30_02.mp4
  19. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 7 6800H with Radeon Graphics. | GPU: NVIDIA GeForce RTX 3050 Ti Laptop | RAM: 40 GB Now, the title explains it all, but I wasn't sure if this was supposed to happen, so here we go. On the exit the atmosphere mission, I was returning to Kerbin after a nice short flight to 100km and on the way back, my ablator wasn't draining and the heat shield wasn't charring either. Now, this is important because my rocket's parachutes only deploy if the ablator is half depleted, so... Revert to save Val. Included Attachments:
  20. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7 9750H | GPU: NVIDIA GeForce GTX 1650 | RAM: 16 GB The amount of braking force at the landing gear LY-10 depends on the spring value. As you can see in the video, when the spring value is changed to 0, the plane rolls down the mountain, and when the positive value is returned, the plane brakes again. I have attached a save with the airplane and a craft file Included Attachments: Stringbugwithbraking.mp4 FlyerB.json
  21. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5 3600 | GPU: 3070 LHR (OC'd) | RAM: 64gb quite easy, both modded and unmodded gameplay.. Grab the J-33 Engine Put the engine in the a situation where it was on and then it loses air (or cut air from turning off a inlet) Engine "spools down" and then puts itself in reverse. Additional Info: it sometimes puts itself back if it double stalls.. annoying and happens a lot on start up on runway/accidental turn ons in space etc. Included Attachments: Desktop2023_09_01-21_27_35_01.mp4
  22. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 11 | CPU: AMD 5900x | GPU: rtx3080 | RAM: 32gb When a craft utilizes multiple different ladders (Either built in command pod ladders or attached ladder parts) to create one continuous ladder down the side of the of space craft, kerbals will stop at the end of each and it isn't always possible to grab onto the next ladder even when they placed overlapping or very close to each other. Kerbals should smoothly transition to the next ladder unless the ladders are very far apart (if the distance is longer than the kerbal), like they did in ksp1. .ipsImage { width: 900px !important; }
  23. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb After splashdown there's water inside the capsule, probably not very good for the electronics. Included Attachments:
  24. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 23H2 | CPU: AMD Ryzen 9 3900XT | GPU: nVidia GeForce 3900 | RAM: 32GB The retractable ladders always produce their full drag (as if they are deployed) even when they are retracted. This drag amount is also quite extreme, preventing craft from flying straight in without significant gimballing or reaction wheels. This definitely should not be the case for retracted ladders. Launch the top part of this craft (above the final docking port) to see what I mean. Included Attachments: LaytheLander.json
  25. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb Tested only on 2x3 retractable panels but I'm sure it happens with other parts. Possibly not only exclusive to solar panels? Repro steps? Install panels on a ship, launch, open/close when the animation is playing. Included Attachments: ksp2_x64.exe2023_12.24-18_29_19_02_DVR.mp4
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