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  1. 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; }
  2. 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:
  3. 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
  4. 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
  5. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 Parts are misaligned after staging decoupler to jettison heat shield while suspended by parachutes - see video. Included Attachments: KerbalSpaceProgram22024-01-0523-07-11.mp4
  6. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: I7 | GPU: rtx 3080 | RAM: 32 When connecting CBS-250 to shorter 2,5m cargo bay, game shows it thinks node sizes are 1,25m for both end of cargo bay. Longer 2,5m works as intented. I wonder if this is calculated in physics too.
  7. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Pro | CPU: AMD Ryzen 5 7600 | GPU: AMD RX 6700XT | RAM: 32 GB DDR5-4800mHz I wanted to test how the inflatable heat shield would float, and to my surprise, it likes to hop around above the water's surface. I observed a few behaviors, all of which I captured in the attached video: Starting with the shield deployed before launch, it would bounce around wildly on or above the water's surface. Starting with the shield retracted before launch, it would behave normally until deployed, after which the silliness resumed. Attaching a command pod (I used a Mk 2 Lander Can in my testing) provided the same results, except that when I retracted the shield again, it retained its propensity to jostle around This is not a major issue by any means, it is a small interaction and I find it rather funny, but it should probably be fixed someday. Thank you for all your hard work, it really is wonderful. Included Attachments: KerbalSpaceProgram22024-01-0622-59-46.mp4
  8. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Ubuntu 22.04 LTS | CPU: AMD Ryzen 5900X | GPU: Nvidia RTX 4070 Ti | RAM: 64 GB DDR4 When using SAS with gridfins deployed, SAS does not control them. Severity: Med Frequency: High/100% of the time Included Attachments:
  9. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: AMD Ryzen 5 5600X | GPU: 3080 TI | RAM: 32GB Issue: Placing Landing Legs on Trusses Causes Camera Disconnect and Drops The Legs after triggering a stage. Severity: med/low, apparently there is some way to "reconnect" the camera, but it is very tedious Frequency: high, reproducible 100% Description: When placing landing legs on trusses, once triggering a stage after the initial launch, will cause the legs to fall off the trusses and "disconnect" the camera from the craft, meaning the craft will start to distance itself ever so slightly from the camera location until it is entirely out of view. Furthermore, the landing legs will simply drop off the craft when the stage is triggered. I have attached a rocket that will achieve this effect 100% of the time. The reason I know the landing legs on the trusses are to blame is that I modified the rocket until the bug no longer occured, which happened once the landing legs were placed directly on the methalox tank. If required I can upload a video, but as said you should be able to reproduce this 100% of the time. Included Attachments: BUGGED_VEHICLE.json .ipsImage { width: 900px !important; }
  10. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600G with Radeon Graphics (12) | GPU: NVIDIA GeForce RTX 3070 (8032MB) | RAM: 16GB Solar panels which are in a shadow sometimes generate messages that they do not receive enough sunlight every few seconds. Those messages are visible even if I am in a KSC facility (only confirmed for Mission Control) How to reproduce: 1. Build a probe consisting of a HECS remote guidance unit with OX-STAT solar panels in 6-symmetry. 2. Put it in orbit around Mun (not sure if this step is necessary, but I started receiving those messages when I entered orbit around Mun) 3. Notice the spam about that the solar panels receive too little stellar light. I think that these notifications should be put into the part manager instead of being pop-up-like notifications visible even from other places.
  11. 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 Small Seperator gets "stuck" when you try to stage it, it "jumps up" on the top part (often revealing the engine cone if its an engine which most times it is) when staged but doesn't actually detach and everything is still "part of the same craft". I could manually cause it to seperate but I've had this happen several times with the small seperator so I'd rank repeatibility as HIGH. And I'll be sticking to decouplers for now. Included Attachments:
  12. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: 11th Gen Intel(R) Core(TM) i9-11900K @ 3.50GHz 3.50 GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 32GB Yep, it was travelling fast - Mk1 Tin Can, with HS-125 Heat Shield - 2351 m/s, at 66km above Kerbin. Tin Can heating up and exploding without the Heat Shield appearing to do anything. Retreated to an earlier save, before the Tin Can began to heat, and repeated the manoeuvre, but this time Tin Can didn't register heat build up. Would appear the heat shield is inconsistent in it's function. Included Attachments:
  13. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 Pro | CPU: I9-11900K | GPU: RTX 3090 | RAM: 64GB After launch of a craft, toggling the lights button for all lights or just the individual illuminator results in the illuminator blinking on briefly then off and and then ceasing to work. This is the case for all lights in the Light group of Utility. A simple craft to test was a MK1-3 capsule, Z-4K battery, and anything from the Light group from Utility. Severity: medium. Rovering in the dark is problematic Frequency: high. Always occurs. Even after quick save and revert and game reload.
  14. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 I can't use a stabilizer with control surface as a rudder, to turn in water. It basically has no effect on the direction I'm going.. even though I oversized it. Included Attachments:
  15. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 7 7800X3D | GPU: MSI Gaming GeForce RTX 4080 16GB GDDR6X PCI Express 4.0 | RAM: 128 GB DDR5-6000 With the OSL-25 "Starlab" collecting biome specific science in low orbit, you pass over each biome rather quickly and with some, those biomes have very small areas. Shores on Kerbin or Shallows on Eve are just two examples. The Starlab retracts all probes and booms every time it pauses and time warp doesn't speed this animation up either. When you finally do get to continue your scan as you pass by the same type of biome you started it on, you have to wait for these parts to extend before the timer can continue and often, you exit the biome before it can make any more progress. It took me over three hours to scan just the shallows biome on Eve because of this nonsense. In contrast, KSP1 allowed us to extend science parts and leave them out to perform their functions whenever we were ready to. The only reason to retract said parts is for atmospheric reentry, or when they present a hazard to docking or maneuvering close to other vessels. Mechanically, this doesn't make sense to keep moving them back and forth for every use as this should increase the wear and tear on these pieces and ideally, even cost EC to move them in and out. I actually wouldn't mind if we had to spend EC to extend, retract things like landing legs or solar panels either as they do use motors to enact motion and engage/disengage locks. It may just be a bug that the Starlab even collects biome specific science at all since it needs 6 minutes to perform this. If this is intended, please add to the part status in the parts manager an indication of the biome it is working on when it is paused, or allow it to run scans on each biome without restarting on others. Other options are to decrease the time it takes to perform a scan, or make the parts extend/retract faster, but I'd much rather just make us have to extend/retract them manually or only leave them extended during pauses in science but let them retract after the collection is complete. Edit: The same problem with the OSCM-01 "Mini-Lab", which is the unmanned equivalent.
  16. Reported Version: v0.2.0 (latest) | Mods: BepInEx, Commlines, Community Fixes, Flight Plan, Hide Orbits, K2D2, Maneuver Node Controller, Node Manager, Orbital Survey, Patch Manager, SpaceWarp, UITK for KSP 2 | Can replicate without mods? Yes OS: Windows 10 Home 19045.3803 | CPU: i7-13700KF | GPU: NVIDIA RTX 3060 12GB | RAM: 32 GB I'm not sure if it's always happening, but it seems to happen every time I launch the specific rocket in the video, as well as happening with other rockets occassionally. The vessel will suddenly have many of it's parts slightly offset from each other mid-flight, without apparent reason. I've also found that this causes the craft to no longer be able to correctly/accurately find SAS points (prograde, etc.). It is off by a degree or two, but there's no indication that the craft is attempting to correct this (no movement on the Pitch/Yaw/Roll indicators). EDIT: On vessels affected, it seems to happen after a non-physics time warp. EDIT 2: I believe I've identified what causes the issue. It seems to be associated with the Tiny Reaction Wheel (TRW-0625). I isolated it after carefully removing each part from the vessel, flying it above 70k, then doing a few short time warps at 0 thrust. Issue doesn't occur when the Tiny Reaction Wheel is not on the vessel. Included Attachments: 2023-12-2923-45-33.mp4 OrbitalRelayProbeMk8.json
  17. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: I7 | GPU: RTX 3080 | RAM: 32 MK 2 fuel tanks and other MK 2 parts temp limit is 1500k But all MK 2 adapters are 1000k, bicoupler and 1,25to mk 2. I see this as an bug because obiviously MK 2 should have temperature resistances.
  18. KSP2 Version: 0.1.0.0.20892 Operating System: Windows 11 CPU,GPU and RAM: i9 9900KF, RTX 2060 (6GB VRAM), 32GB RAM Mods: 0 Description of the problem: The rockets bend very easily, making them quite difficult to launch, especially if they are large. Solution: Modify in the PhysicsSettings.json file and increase the parameter called "JOINT_RIGIDITY"
  19. KSP2 Version: 0.1.1.0.21572 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None How to Replicate: Put the attached zipped campaign into C:\Users\>EnterUsernameHere<\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer\ Load the KSCClearSave save file. Follow the steps I took in the following video (21 seconds): https://youtu.be/5xPzwIhlZmI Link to Campaign Folder: https://www.dropbox.com/s/nsijo42xalbceq2/GirderNodeStrutTest.zip?dl=0 More Information: Happens in different locations. If I launch a rocket and have it orbit the Mun and then launch another rocket the new rocket will be missing the physical strut connection on the Launch pad. Speculation: In game scenes are using the same identifier for physical struts as they were in the VAB causing a conflict that has all crafts after the first one not be connected.
  20. Reported Version: v0.2.0 (latest) | Mods: luxs flames and omaments | Can replicate without mods? Yes OS: windows 11 | CPU: ryzen 7 5800x3d | GPU: rx 6800 gaming x trio | RAM: 32gb When i am trying to extend or retract landing gear/legs when in timewarp they cant be extended or retracted anymore, even when i switch to normal time. I have to quicksave and quickload to make it work again Included Attachments: .ipsImage { width: 900px !important; }
  21. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: 12700K | GPU: 3090FE | RAM: 64GB DDR5 When entering Eeloo SOI ion engine was throttled up. It was observed that the orbit periapsis changed slightly whilst thrusting under 1x time, ie thrust was being produced. The periapsis does not change when time is accelerated, ie it stops producing thrust. Resources are still used as though the engine is thrusting. As soon as time warp was reset to 1x the thrust returned and the periapsis began to change again. Loading old saves sometimes temporarily resolved the issue, but it always returned. Only when within the planets SOI. .ipsImage { width: 900px !important; }
  22. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 7 7800X3D | GPU: MSI Gaming GeForce RTX 4080 16GB GDDR6X PCI Express 4.0 | RAM: 128 GB DDR5-6000 I have a craft with 3 antennae connected in symmetry and when I send all data science from my roster, it sends only one at a time and the part status on the three antennae show only one of them to be transmitting. I was under the impression that I should get 3x the bandwidth to send data faster. In KSP1, multiple antennae helped to increase the signal strength at long range. I know KSP2 is quite different, but there should still be a benefit to having multiple antennae and not just to balance the weight of the vehicle. .ipsImage { width: 900px !important; }
  23. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: I7 | GPU: Rtx 3080 | RAM: 32 If you decouple engine which has extending capablities, those trumpets and so on... if you decouple them and don't thrust them, if they intersects with decoupled stuff when they are fully extended then engine and decoupled stuff will collide with eachother and things starts goes Kerbal. .ipsImage { width: 900px !important; }
  24. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0-rc3 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB When using the EVA jetpack on Mun or Minmus, thrusting up (away from the surface) adds a forward velocity component, and thrusting down adds a backward velocity component. This does not seem to happen while in orbit (at least not that I've been able to notice). The navball velocity mode (orbital vs. surface) does not seem to make a difference. Severity: Medium Steps to reproduce: Launch a vehicle with a Kerbal aboard and land it on the Mun. EVA the Kerbal. Controlling the Kerbal, go down to the ground, then move a short distance away from the landing vehicle and face it. Activate the Kerbal's EVA jetpack. Hold the left Shift key until the Kerbal rises above the height of the vehicle, then release the key. Observe the Kerbal's path. Expected behavior: The Kerbal lands in the same place it started from. Observed behavior: The Kerbal jumps over the landing vehicle. .ipsImage { width: 900px !important; }
  25. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 TS-37 decoupler explodes when decoupled with large ejection impulse (try with max. 3000 kN). Included Attachments: KerbalSpaceProgram22023-12-3020-57-22 (1).mp4
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