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  1. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Processor 13th Gen Intel(R) Core(TM) i7-13700, 2100 Mhz, 16 Core(s), 24 Logical Processor(s) | GPU: Name NVIDIA GeForce RTX 4090 | RAM: 32GB Specs: Image Here (provided in form from but submittal) Severity: Medium Bit of a nuisance to have an unpredictable load behavior Frequency: High When docking it was fine but once you load the save game and load it will attach fuel lines incorrectly Description: I launched two vessels from the same save file. Once docked everything was fine. I saved the game then reloaded and when loaded one of the vessels fuel lines will connect to the other but not vice-versa. Only one vessels fuel lines go rogue. A quick peak into the save file vessel JSON and it looks like to me the GUIDs are duplicate. So it must be attaching to the first tank of that GUID it finds. Included Attachments: Dragoon.json Save2023-11-05.json
  2. Reported Version: v0.1.5 (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 Spec Description Running the Dawn Engines seems to cause incorrect electric charge drain. This effect seems to be magnified exponentially when time warping. In the video I'm attaching you can see that at 1X time warp the EC drops slightly when I turn the engines on. From 507.5 to 506.7. It holds at this slightly lower level. When I increase the time warp. The amount by which it drops seems to increase exponentially. This prevents time warping above 100X. I would argue that it's incorrect for the EC to drop even slightly when the engines are turned on at 1X time warp. Because the amount of charge consumed is less than the amount generated. Included Attachments: dawn_ec_bug-2023-11-06_18_14.45.mp4
  3. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: intel i7 6700k | GPU: rtx 4060ti | RAM: 32 gb jet engines can fire under water how to reproduce crash jet into water and cotinue firing the engine use stock aeris. Included Attachments:
  4. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7 5820k | GPU: 6700XT | RAM: 32GB Coming down to land on the Mun, and using time warp to speed up is fine. But as soon as i set the time to "normal", either using the hotkey or clicking on the bar to slow time back down, the landing legs fall off my craft. .ipsImage { width: 900px !important; }
  5. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB Found that when switching to map view while the animation for deploying the LT-2 "Wombat" landing legs is playing messes up the model positioning - with the feet seemingly in the right place, but the state of the parts of the legs are in the stowed orientation (see image). Might also be the case for other landing legs - will test and find out Included Attachments:
  6. 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 set the 'chutes (both para and drogue) on this rover to deploy when safe. However, they consistently deploy immediately on arming and so are destroyed. When I list this as "always" happening I mean on this car, On a normal deployment on an incoming capsule they work as you would expect. Steps to reproduce: 1) Get the rover up to an "unsafe speed" - 450 to 500 m/s should work. 2) Stage the 'chutes, watch 'em shred... Might this be happening in this instance because of the higher atmospheric pressure at sea level? Included Attachments: Chutesonroverdeployatunsafespeedaredestroyed_logs.zip
  7. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: WIN 11 HOME | CPU: CPU AMD Ryzen 7 5800H with Radeon Graphics Base speed: 3,20 GHz Sockets: 1 Cores: 8 Logical | GPU: GPU 0 NVIDIA GeForce RTX 3060 Laptop GPU Driver version: 31.0.15.4584 Driver date: 11/10/2023 | RAM: Memory 16,0 GB Speed: 3200 MHz Slots used: 2 of 2 Form factor: SODIMM Hardware reserved: 676 try to build any rocket then send it to space , then turn off SAS and start pitching the rocket (you could use an engine that is not centered or slightly rotated to help the pitch). When you have a certain amount off rotation speed the parts of your spacecraft will slowly move away from each other. Steps To Replicate: Have a craft in orbit that has control turn of SAS spin up the craft along any axis except the Z axis continue this until the parts of the craft start pulling appart Video: spinbug.mp4
  8. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 RoveMax XL3 wheels can accelerate continuously by holding W key and alternatively pressing A and D. I reached 55 m/s before suddenly the rover flips. Included Attachments:
  9. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 LT-3 "Wallaby" landing legs bounce high enough to destroy themselves when spring & damper strenght is set to max. See video. Included Attachments: KerbalSpaceProgram22023-10-3123-33-46.mp4
  10. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600X 6-Core Processor 3.70 GHz | GPU: AMD 6800 XT | RAM: 32 GB This bug report is copied from the archives. The bug is still persistent, and I still can't launch my cool lander on a craft Specs: Steps to reproduce: Go to VAB Pick Mk1 "Explorer" lander can Place CT-S-1 small short round truss on top Place "Baguette" fuel tanks on truss side, in x6 or x8 symmetry Launch Behold This causes any craft with this configuration on top to self destruct. Included Attachments: Corruptedlander.json
  11. 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 left a couple of rovers parked up by one of the KSC's taxiways to mark my breaking points. I'd do a run or two then come back if/when I needed to move it. I noticed as time went on the checkered panel and the small truss it was mounted on were sinking further and further into the craft (initially the truss was attached to the top of the craft's body with the panel perched on top of it). Also, the struts disappear, this seems to be a perennial problem. Not mission critical but still; issues! Included Attachments: Craftstructurechangeswhenleftparked_logs.zip
  12. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 3200G | GPU: GTX 1050 Ti | RAM: 16GB Help its still following me i have been running for 2 hours Steps for replication (i think) Step 1: Get a plane Step 2: Crash a part of it Step 3: Hopefully the winglet should be following the plane Included Attachments: KerbalSpaceProgram22023_10.30-17_46_45_07.mp4 Spicat Edit: Steps to reproduce (plane version): Load wings following plane.json on the runway Launch until having a good amount of speed Take off (to break the part between the two wings) Try to stabilize to see the wings following Video evidence: 2023-10-30 21-19-39.mp4 Steps to reproduce (rocket version) Load wings following.jsonon the launchpad Stage to destroy the bottom Stage again to keep your velocity and seeing the wings following Video evidence: Additional information: On the rocket version, if you invert Stage 01 and Stage 02 to just destroy the bottom part without taking off, you will see the wings stay a bit but after sometimes fall. The wings seem to keep following you when you have some velocity. Video evidence:
  13. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: W indows 10 | CPU: i5 12400f | GPU: Radeon RX 6600 | RAM: 16gb 3200mHz If a probe controlled Vessel is out of EC, the airbrakes are still deploying like normal. This only works when pressing the Brake action key, not when pressing the icon in the bottom left. This bug is easily reproducable.
  14. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 22621.2428 | CPU: Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz 2.59 GHz | GPU: NVIDIA GeForce RTX 2060 | RAM: 16.0 GB (15.8 GB usable) Frequency: High; every time I use the HSI-Deluxe on the top of my rocket. Severity: Medium; makes me unable to use HSI-Deluxe, but is of little issue while there is no heating. This will be important to resolve before the For Science! update. Description: Placing the HSI-Deluxe inflatable heat shield causes the rocket to uncontrollably veer off course. Even an attempt to readjust your course does nothing to save your rocket. This will happen regardless of whether ro not you have a fairing covering the heat shield. When the heat shield is removed, the rocket flies as intended. Included Attachments: KSP2HeatShieldBug.mp4 .ipsImage { width: 900px !important; }
  15. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 10 64-bit | CPU: Intel i7-7700 @ 3.60GHz | GPU: RTX 2060 Super (8GB) | RAM: 32 GB Left a kerbal sitting in the inline cockpit of a rover on the KSC runway while I nipped back to the VAB to get another craft. When I returned later (via the Tracking Station) said kerbal had vanished, along with the interior of the cockpit (see photo), rendering the craft uncontrollable. = = = Saved & Quit the game, when I reloaded the save the kerbal and cockpit were restored. Included Attachments:
  16. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Professionnel | CPU: i9-13900KF | GPU: NVIDIA GeForce RTX 3070 | RAM: 64GB DDR5 5600MHz Specs: Frequency: high (always) Description: The decoupling bug on the spherical hydrogen tank (HTF "sphérotron" in French) whether with the radial decoupler TT440-XL or the TT38-X on the direction in which the decoupler is oriented, the decoupled part will not be ejected in the same way. In the simple example that I gave you (attached file), you will be able to see that the west booster is ejected stronger than the east booster. While the north and south boosters are spining when ejected. This makes safe decoupling impossible, especially from the north and south of the fuel tank. Included Attachments: Bug.json
  17. Reported Version: v0.1.4.1 (latest) | Mods: micro engineer | Can replicate without mods? Yes OS: Windows 10 Home edition (Build 19045.3324) | CPU: Intel i7-9700 | GPU: NVIDIA GeForce GTX 1660 Ti | RAM: 16 GB 2666 Hz The drag created by airbrakes does not change when deployed or undeployed. This issues causes large sums of drag to be caused by airbrakes while the airbrakes are at any angle other than 0 relative to the oncoming wind regardless of being deployed or not. A workspace file has been included with the 2 planes used for testing. Expected result: Drag created by a surface mounted, undeployed, airbrake should not increase as the craft pitches up as the airbrake is out of the airstream and flat against the body. Current result: The game applies drag to the airbrakes on their AoA alone while disregarding their relative position to the fuselage of the plane Expected result: Left Current result: Right Testing to prove the theory. All testing was done by letting the plane achieve the highest speed it can in any given state, making sure it was stable, and then taking a screenshot. Plane WITHOUT airbrakes (405 m/s) Plane with airbrakes on the side (undeployed (361m/s) and deployed (187m/s)) Plane with airbrakes placed at a 90 degree angle by default (undeployed (188 m/s) and deployed (376 m/s)) Included Attachments: AirbrakeDragBugreport.json
  18. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5800x | GPU: RTX 3090 | RAM: 32GB Originally if you attached 2 vessels to each other with a docking port where the docking port was connected to an engine you could not detach it. I see this is fixed now which is great; however, It appears at least on the terrier engine that after disconnecting the crafts from eachother using the undock the shroud stays on the engine indefinitely. Included Attachments:
  19. I am not sure what causes it but often when building planes the wing control surfaces will work backwards at least visually, though sometimes making the plane unable to fly correctly without inverting them. I think it is more likely when adding multiple sets of wings though it sometimes happens with only one set. I am not sure if this guess is correct, but I think it sometimes is the wings getting confused about their position on the craft and whether to change direction by creating drag or pushing the air another direction. I was having issues putting in a screenshot but when trying to make my craft fly up on non-inverted wings, the main wings angle the control surfaces downwards creating drag in the wrong direction with the wings not being in a position to push the air another direction. On atleast 1 plane the effect was so strong I had to invert the wings or else the SAS wouldn't work and I would have to press the opposite button I intended.
  20. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 | GPU: RTX 3060 | RAM: 16 GB When building a rocket with more than one Mammouth II or Skiper or Mainsail engine attached to a tank the ship isn't launching even if the ratio of weight/thrust is over 1 . I tried whith XL, LG and MD size of tank, its seems to work with other typer of engine (I tried Labradoodle, Rhino, Reliant and vector engines) Included Attachments: MammouthIIengine.mp4
  21. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: 5800X | GPU: 3070 | RAM: 64 You can see it happen in this video as I turn the final corner, I deploy the chutes but when I use action 2 (cut & repack - so I can use them again) they stick out oddly before dissapearing. https://youtu.be/zjbSYLD5cSU?t=125 100% repeatable. Included Attachments:
  22. RESOLVED - Ignore Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Pro | CPU: Intel Core i5-10500F | GPU: NVIDIA GeForce GTX 1060 6GB | RAM: 32GB Severity: Medium Frequency: High, can consistently reproduce the issue Description: While flying the spaceplane the plane just like decouples itself even with none. First the back, then the rest. It doesn't even hit anything, it's like an invisible wall that destroys certain parts. The plane starts with cockpit, then body, wings, engines, gears, and then added RCS, air intake and landing gears. Note that this only happens with the RAPIER engines Edit: Problem RESOLVED, just needed a computer restart. Included Attachments: KSP2bugreport.mp4 Plane_.json
  23. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 2600 | GPU: GTX 1660 | RAM: 16Gb Specs: CPU: AMD Ryzen 5 2600 GPU: GTX 1660 6Gb RAM: 16Gb OS: Windows 10 Game Version: 0.1.5.0 (Latest) Mods: No Severity: Low Frequency: High Description: If you splash down a MK1-3 Crew Pod with an heat shield and a parachute, it just starts rolling and gains horizontal speed. Example in video below (sorry for the lag in the video. It's probably due to bad configuration on obs, because game was running at 43 FPS). Video Link: Included Attachments: .ipsImage { width: 900px !important; }
  24. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: I5 9600kf | GPU: Rtx 2070 super | RAM: 32go ddr4 Hi, It's seems to be just a visual bug. I was entry in duna low atmosphere with small red and normal orange radial chutes opened and deccelerating my ship. I saved my game during this and after reloading the save (multiples times), chutes became invisible but still working. Here the bug : chutes were looking closed and not deployed at all but they were considered by the simulation as opened and they deccelerated my ship. In stage management, they were all greens. Tdlr; After loading a save where chutes were opened, fully fonctionnal and breaking working but invisible and in a closed visual state Sadly ive no pics
  25. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: 11th Gen Intel(R) Core(TM) i7-11700F @ 2.5GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 31.68 GB Airbrakes sometimes deploy in the wrong direction. I found two different ways this can happen. If you launch a craft, return to VAB, and try to launch again some airbrakes will deploy the wrong way. Two workarounds to this are to 1) take the airbrakes off and put them back on, or 2) when in the VAB save and reload the craft. Another time the airbrakes deploy the wrong is when they are in a place where they act as control surfaces. If you take the attached craft and roll, one of the airbrakes will deploy the wrong way going through the craft. Included Attachments: whyworkspacesexist_____.json
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