Jump to content

Search the Community

Showing results for tags 'ksp2br-partsvessels'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 22621.2861 | CPU: Intel Core i7-10875H | GPU: GeForce RTX 3060 Mobile (6GB) | RAM: 8 GB Ladders that extend will clip through the ground or buildings when extended, if a ladder is close enough to the ground or a building and the ladders maximum length is greater than the distance to the ground the ladder will clip through.
  2. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5500 | GPU: RTX 2060 | RAM: 40GB This is a very annoying bug/mechanic introduced in 0.1.3 that affects all jet engines, to deactivate a jet engine now it must first be throttled down to 0 and then can be shut off, whereas before it could be immediately shut off regardless of what throttle it was at, this makes building VTOLs even more difficult than it already was, as the only way to work around this is to set the engines to switch to independent throttle when you want to shut them off so that they throttle down on their own, which is very unintuitive and clunky.
  3. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 23H2 | CPU: 11th Gen Intel(R) Core(TM) i5-11400H | GPU: Nvidia 3050 RTX Laptop GPU | RAM: 16GB 3200-DDR4 The RSCM-01 is able to both start and continue science reports when moving significantly over the Kerbin/desert biome (and likely others). Looks kinda funny when using a rover but I imagine not an issue with conventional landers.
  4. 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 Setup: Take the SP-4W (2x3 retractable solar panel) which can be toggled. Place a pair on a rover in mirror symmetry and add the toggle to an action group such as custom group 1. Add both of the solar panels to toggle on this action group. Launch your vehicle on the runway and test the action group. What happens: Because they are connected in symmetry, manually toggling one of them will toggle them both together. Using the action group to toggle them will toggle them both one way, and then the other resulting in a net no change. For now, we can work around this by only putting one in the action group. What is expected: Either you can only place one of them in the action group which represents commands for them both, or you can put them both in the action group without each command acting on both of them together.
  5. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: i7 | GPU: rtx 3080 | RAM: 32 https://docs.google.com/drawings/d/1JoYNOGyt3JjTwsnxxZ9cpMv1QUBxbTg4kx6D38_ZFKc/edit?usp=sharing I was about to commit my burn, but my stage is somewhere. Stage was covering whole vessel with cargo fairings. But now engines and fairing is lost, i can still see engines at right side UI. Included Attachments:
  6. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen™ 9 3900X × 24 | GPU: GTX 1080 Ti | RAM: 32.0 GiB It is still possible to control engines independently from the parts manager even though the satellite has no network Included Attachments:
  7. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win11 | CPU: i7-13700K | GPU: 3070ti | RAM: 64gb Boarding a vessel that has the parking brake on, turns the brake off. Probably due to pressing 'B' to board counting as a tap of 'B' to disable the break? Checked and it happens with both vessels built with airplane cockpits and solo pods. Craft used small landing gear. Set parking break on before EVA kerbal. Boarding turns the brake off. Included Attachments:
  8. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows11 | CPU: 12700K | GPU: 3070Ti | RAM: 64G The shells of fairing can't be tossed smoothly even with max thrust, they will stuck into rocket and keep twisting. This always happen. Looking forward to seeing it's solved soon.
  9. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux Mint 21 | CPU: Intel Core i9-9900KF | GPU: GeForce RTX 3060 | RAM: 32 Gb Reproduced this a few times on a save file, but I'm not sure if this is something I'm doing wrong, or its a bug. Attached is a video of me re-entering Kerbin. Once the pod is slow enough, i release the chute and right around 2:55 of the video, i go through the cloud layer and the chute disappears like it got damaged. As far as i can tell, I'm not going too fast and nothing else seems to be damaging it. Once my pod hits the water, the visuals get weird for a few moments and then the pod surfaces in the water just fine. Included Attachments: 2023-12-2217-33-11.mkv
  10. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10-20H2 | CPU: Ryzen 5800X | GPU: RTX 3080Ti | RAM: 32GB Basically, got a command pod upside down, with docking port at top, and that stage is flipped to attach to the main craft. Still occurs after undocking and trying to land the landing part, which is when I discovered things were broken, and controls were fine on previous versions without the upside-down mount + docking port combo. Changing control orientation doesn't fix RCS or make it obvious why I cannot do anything properly now. Problem is, RCS no longer allows proper manual control. IE, pressing H or N no longer allows you to thrust forwards/backwards to assist the main engine and/or to make small orbit adjustments during maneuvers, for some reason it just wants to spin around and they instead keep firing two of the thrusters you *don't* want firing, ie like a 90 degree offset with the SAS corrections making the issue worse. JKIL RCS controls don't operate as you'd expect, and it's hard to describe the broken-ness of it. Included Attachments:
  11. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 11 | CPU: i9-13900K | GPU: RTX 4090 | RAM: 32GB When you run out of power while transmitting data the upload will stop, however you can spam the send data button and you can incrementally send data with 0 EC and upload all your data.
  12. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Edition Windows 10 Home Version 22H2 Installed on ‎29/‎06/‎2022 OS build 19045.3803 Experience Windows Feature Experience Pack 1000.19053.1000.0 | CPU: CPU Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz Base speed: 3.40 GHz Sockets: 1 Cores: 4 Logical | GPU: GPU 0 NVIDIA GeForce RTX 3060 Ti Driver version: 31.0.15.4633 Driver date: 06/12/2023 DirectX | RAM: Memory 32.0 GB DDR3 Speed: 1600 MHz Slots used: 4 of 4 Form factor: DIMM Hardware reserved: 4 Severity: Low, visual bug Frequency: High, reproduced twice Launch a vessel with parachutes (Mk12 R, Mk16 R). Send it to space, then return in the atmosphere to land, using the parachutes. After landing, the parachutes are open and they need to be repacked: Save. Reload. The parachutes appear repacked when they should have remained open. A 3rd reload does not bring back the deployed parachutes to normal appearance, they still appear shut when they actually are in a "deployed" state. Landed, before reloading: After reloading: Included Attachments:
  13. 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 noticed that during reentry capsule's heatshield didn't waste its resource and part manager wrote "no ablator resource". In log file I found only line "[Debug] Resource Ablator does not contain a VXFFuelType! Using default!" possibly connected with this bug I reloaded many saves with my craft before doing reentry, I think it can important for reproducing this bug, maybe because of reloading game lost state of heatshield. When I did flight without reloading saves I didn't have this bug I attached save, craft file, log file and screenshot Included Attachments: Orb3MunExp.json Noablationbug.json Player-prev.log
  14. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Edition Windows 10 Home Version 22H2 Installed on ‎29/‎06/‎2022 OS build 19045.3803 Experience Windows Feature Experience Pack 1000.19053.1000.0 | CPU: CPU Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz Base speed: 3.40 GHz Sockets: 1 Cores: 4 Logical | GPU: GPU 0 NVIDIA GeForce RTX 3060 Ti Driver version: 31.0.15.4633 Driver date: 06/12/2023 DirectX | RAM: Memory 32.0 GB DDR3 Speed: 1600 MHz Slots used: 4 of 4 Form factor: DIMM Hardware reserved: 4 Severity: Medium Frequency: High, reproduced the bug twice Description: In the VAB, when in symmetry mode (the one for the planes wings and other horizontal crafts), placing the ASCM B "Little Sniffer" science part on a surface (RC-R "RoveMate" command part, in my case), the Little Sniffer is not mirrored correctly. It appears to be mirrored as if it were a 2x symmetry mode. Notice the 2 science parts are facing the same direction.
  15. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9-12900k | GPU: RTX 2070 | RAM: 32GB Corsair RGB Vengance So I know docking ports are supposed to be like, vulnerable points of failure. But I don't think they're supposed to explode if literally nothing else on the craft has suffered that high heat damage, keep trying to dock an apollo style 2 stage mission and I keep finding my docking port missing after hardly skimming through the atmosphere. This also applies when it's equipped UNDER A FAIRING. So I Guess this is kind of 2-in-1 bug report. In Short: -Fairing doesn't protect docking port from atmospheric heat. -Docking port too susceptible to external environmental heat. Love the new update besides the fact, has made the game totally playable. Furthermore I'm finding these fun bugs to have to work around, as despite the unintended nature, it adds a fun flavor of realism. Definitely fix it tho. It's not that fun. Included Attachments: .ipsImage { width: 900px !important; }
  16. 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 Placed the engine, seperator, booster on the bottom of the rocket in VAB Then selected 3x and picked up the engine-sep-booster segment and placed down as 3 for additional TWR and dV Engine interstage cover did not apply to the 2 of 3 engines that were generated by the steps above. Did not seem to impact flight dynamics, but then its going straight up. When decoupled all 3 did as you'd expect. Included Attachments:
  17. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7-1065G7 | GPU: NVIDIA GeForce MX350 | RAM: 8GB Issue: The 'Advanced Photonic Generation System' part appears to glow in flight, even when it's turned off. This is especially noticable in dark conditions (See below for images) Images: Steps to Replicate: Place the 'Advanced Photonic Generation System' part in the VAB Launch Observe. Note: Lamp's appearance in darkness Additional Information: This happens with all graphics presets (Low, Medium and High) This only affects the Advanced Photonic Generation System and does not affect other lamps
  18. 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; }
  19. 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
  20. 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:
  21. 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
  22. 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.
  23. 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
  24. 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
  25. 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:
×
×
  • Create New...