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  1. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: WIN11 | CPU: i5-9600K 3.70GHZ | GPU: GeForce RTX 2070 SUPER | RAM: 32GB In orbit I noticed my "solar" vessel action button was greyed out even though I've attached the OX-4L. Not sure if I've clicked somehere wrong... Included Attachments: .ipsImage { width: 900px !important; }
  2. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit (10.0, Build 19045) | CPU: AMD Ryzen 7 7800X3D 8-Core Processor | GPU: NVIDIA GeForce RTX 4090 | RAM: 32768MB Severity: Low, not doing this eliminates the bug but it limits creativity Frequency: Medium, consistently reproducible but not always noticeable Description: By attaching multiple TT18-A Launch Stability Enhancers to a craft at varying heights, upon loading onto the launchpad, some will appear to float above the surface of the launch platform. Included Attachments: KerbalSpaceProgram22023-12-2015-26-18.mp4 MunshotI.json
  3. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 3 3200G | GPU: GTX 1050 Ti | RAM: 16GB 3200MHz Every engine and decoupler is in their own stage, beforehand it was staged normally. Included Attachments:
  4. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600H with Radeon Graphics | GPU: NVIDIA GeForce GTX 1650 Laptop | RAM: 16GB I couldn't film the start of it but as you can see in the video the craft unexpectedly begins to violently shake. So far today it has happened twice on this one craft (also happens to be the only craft I've used in this save with fairings so far). Once not very long after launch causing the craft to tip over and a second time just recently while on my way to orbit. Workaround?: During my first launch where it happened i simply reverted to launch and the launch after it went fine, I assume it will be the same for the second time it happened to me but I started this report right after. Included Attachments: 2023-12-2020-29-19.mp4 MunMission1.json
  5. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 10 | CPU: i5-4460 | GPU: geforce gtx 1660 | RAM: 16GB Ended a mission that saw no acceleration from the parachute. Interestingly the capsule splashed down at around 800 m/s and survived. Visually the parachute was fully deployed well before splashdown. Three parts the small pod, heat shield and small parachute. I did have custom deployment settings.
  6. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 22H2 | CPU: Ryzen 7 5700x | GPU: RTX 3070 | RAM: 32 GB When parachute deploys, the status of the parachute changes from "safe" to "none" or "unsafe" when the parachute should be in a safe regime. Also the parachute is deemed as "safe" to deploy when in atmospheric heating. Repacking and deploying will change the state from "unsafe" to "safe". This allows you to redeploy when allowed to "deploy when safe" but then reverts to an "unsafe" or "none" condition. Included Attachments: EarlyFlightVehicles.json
  7. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: 12th Gen Intel i7-12700H | GPU: RTX 4070 | RAM: 16 GB When I loaded in my rocket to launch, my probe and the attached antenna got stuck hovering in the air and detaching from the rest of the vessel. Even after reverting flight and loading a quick save, the part was still there. It also followed me to the KSC screen, which is strange. This bug was fixed after exiting to the game menu and reopening my file. Below is a video with 3 sections, first section is the part getting stuck on the launchpad, second section showing that the piece stuck around, third section showing the part being stuck at the KSC. Included Attachments: RocketBugCompilation.mp4
  8. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: I7-11800H | GPU: RTX3070 Laptop GPU | RAM: 16GB Normal behaviour: If you leave a plane on kerbal somewhere then switch to another vessel also parked somewhere on Kerbin, then return to it all is well. Steps to reproduce the bug: However if you then switch to a vessel say, parked on the Mun, when you switch back to your air-breathing plane parked on Kerbin, it now thinks it is air deprived and the engines won't run. Included Attachments:
  9. 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.
  10. 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:
  11. 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; }
  12. 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; }
  13. 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:
  14. 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.
  15. 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.
  16. 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; }
  17. 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; }
  18. 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:
  19. 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
  20. 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:
  21. 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; }
  22. 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.
  23. 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:
  24. 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.
  25. 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; }
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