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  1. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Professionnel 64-bit (10.0, Build 22631) (22621.ni_release.220506-1250) | CPU: AMD Ryzen 5 2600 Six-Core Processor (12 CPUs) | GPU: NVIDIA GeForce RTX 4060 | RAM: 32768MB Hello During my Jool 5 mission I produced a ton of mission reports and I noticed that the time for science experiment validation is slowing down with the number of them. At the very end more than 10s were required to validate a science experiment and show the science inventory UI.
  2. Reported Version: v0.2.1 (latest) | Mods: too many to fit in this box | Can replicate without mods? Yes OS: Win 11 | CPU: i7-9700K | GPU: GTX 1050 Ti | RAM: 16 GB In VAB, when changing wing properties, masses (and dependent properties) don't get updated immediately. This is clearly visible in the Engineer's Report but can also be seen on the non-changing position of the CoM, non-changing values of delta-V, TWR, etc. If the wing is detached and re-attached, masses and dependent properties are updated. In fact, this seems to be the only way to trigger an update of the mass for the part. (Turning on and off the CoM does NOT trigger a re-calculation (like it does when changing fuel tank contents). Neither does detaching and re-attaching other parts of the build.) Issue seems to be shared by all dynamic aerodynamic components, like wings, . Fairings are NOT affected. Included Attachments: Wingthicknessdelayedupdate.mp4
  3. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: 7800x3d | GPU: 7900 GRE | RAM: 32GB DDR5 5200 The Cadet Orientation option in the Gameplay section of the options does nothing. It used to work in 0.2.0, but now it has no effect at all. Included Attachments:
  4. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 7600X | GPU: NVIDIA GeForce RTX 3070 | RAM: 32GB Severity: None Frequency: Always Issue: The keybind prompt for "View more" and "View less" in the part info tooltip in Research & Development is always SHIFT, no matter what the actual keybind is. Side note: There is no "Expand Part Info Tooltip" keybind for the VAB; it might be good to be able to rebind it. Steps to reproduce: Rebind the "Expand Part Info Tooltip" keybind in the Input Settings menu to something other than Shift. Open Research & Development. Hover over any part in the part info pane Expected behavior: The keybind prompt icon at the bottom of the part info tooltip displays the new keybind. Observed behavior: The keybind prompt icon at the bottom of the part info tooltip displays SHIFT. Included Attachments:
  5. Reported Version: v0.2.1 (latest) | Mods: See modpack.CKAN, but I know 100% sure that this is also in stock because it has been this way since 0.1.0.0. It's a camera issue, the mods don't affect the camera system in any way. | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB The rotation speed of the camera doesn't scale right with the translation. As a result you have to set your location on a very low camera speed. Increase the camera speed to change your rotation. Lower camera speed to fine-tune translation. and increase speed again to fine-tune rotation. This is very annoying. They should be scaled in such a way that rotation and translation change is scaled properly. Added video shows: Speed 1: 1. Normal speed translation 2. Too slow rotation (barely visible) Speed 2: 1. Normal speed rotastion 2. Too fast translation Included Attachments: KerbalSpaceProgram22024-03-1515-16-40.mp4 modpak.ckan
  6. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: i7-12700K | GPU: RTX 3060 12GB | RAM: 64GB Center of pressure is not centered left-to-right on planes. It will favor whichever wing I place first in symmetry mode. For example, if I place the right wing first, the center of pressure will be off-center to the right. Vice versa for the left wing. It appears to be causing my plane to wobble left-right when my plane gets up to speed on the runway. CAS is turned off. Included Attachments:
  7. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Pop! OS Linux (Freedesktop SDK 23.08 (Flatpak runtime) (64 bit)) | CPU: AMD Ryzen 7 3800X 8-Core Processor | GPU: NVIDIA Corporation NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 | RAM: 15934 Mb There was a prior bug report: I discovered I was having the same issue as this prior postor using Linux, but the solution the threat ended on did not work for me. I did not have to enable any other options; Proton version is 8.0-5. Sounds like this may be a Linux-specific problem?
  8. Reported Version: v0.2.1 (latest) | Mods: MicroEngineering | Can replicate without mods? Yes OS: Windows 10 Home | CPU: AMD Ryzen 7 5800H | GPU: NVIDIA GeForce RTX 3060 Laptop GPU | RAM: 16 GB KSP 2 Version 0.2.1 Category: UI & UX Hardware Specs of my Laptop Video Driver: GeForce Game Ready Driver Version 551.52 Mods Installed during the Bug Note: I have tested it even without the Mod, it is still reproducible Severity: Low Frequency: Consistently reproducible Steps to Reproduce - New Save/Old Save - Launch a craft (the bug occurs when you are controlling a vehicle) - Scroll out and at the same time press the Esc button The camera then should continue zooming out whilst in the Esc Menu note: Bugs seem to work on any vehicle Description The bug is that the camera zooms out continuously, and it occurs when you press the escape key and scroll the mouse back at the same time. Included Attachments: KSP2BugReport3.mp4 AegisSpacebus2.json
  9. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i7-10700 CPU @ 2.90GHz | GPU: NVIDIA GeForce RTX 2070 | RAM: 16GB Description: When trying to build a fairing, it's not intuitive to have the fairing arrows fall behind. It's also slowing down the build process. I don't think this was intended and it needlessly impacts the game negatively, thus why it's a bug report. Video Evidence: fairing_mouse.mp4
  10. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 9 5900X 12-Core Processor | GPU: RTX 3080 | RAM: 48GB DDR4 Reddit post: Only 1 other person responded in the affirmative Video: Staging indicators move during a burn (I do know that the 0.2.1 burn from the footage was 'a bit screwy' because I had changed staging before performing the burn, but I had experienced that 'sliding' behaviour 1-2 times before bothering to capture 'something' to show) Obviously this is not a huge problem (unless someone stages "as indicated" and not "when empty"), just 'odd' as it was not happening before. If I had to guess, I would say that on a 1000 m/s burn with 500 m/s remaining in the 'first' stage, the 'drop stage halfway (1/2) through burn' indicator shifts towards the right "as if" the whole 1000 m/s burn remains to be performed but with the marker now showing staging-event is planned as if the currently remaining dV [pretend it's 125 m/s by this point] was all that was available from the start, putting the staging indicator at 1/8 into the whole burn, not 1/2. To reproduce: (have not tested this, but it should work) Cheat a small probe with 2 small tanks and 2 small engines into orbit, each as their own stage. Ex: HECS core /1.25m decoupler/ Donut tank + Terrier /1.25m decoupler/ Donut tank + Terrier Plan a prograde burn to consume all of the craft's delta-v. Staging will be projected, likely after 48% (or so) of the burn has run. Perform the planned burn. Watch the 'stage separation indicator' shift right (even jumping past the "burn progress bar") Profit. Included Attachments: Manoeuvreplansdifferentinksp20.2.1(handbrake).mp4
  11. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-8700 CPU @ 3.20GHz, 6 Core(s), 12 Logical Processor(s) | GPU: Geforce GTX 1070TI | RAM: 16GB The arrow to the right of the staging that lets you see expanded DV details, such as your TWR is missing in flight for a rocket with 1 stage. If you click the + button to add an empty stage, it appears and works as expected. See the following screenshots. Included Attachments:
  12. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: I9-10900KF | GPU: RTX 3080 | RAM: 32GB Hi there, the new UI is lovely! Looks good, can't wait to see more improvements. I noticed that the padlock in the intercept points are no longer lighting up when you right click to keep them deployed. Note: worked as intended again after reloading Included Attachments:
  13. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB When hovering over a facility name in the facility list (with the "Kerbal Space Center (KSC)" title) in the KSC scene, if the facility is not visible, the tooltip pops up a significant distance away from the list, making it unclear at first glance that the tooltip is connected to the list. Severity: Low Steps to reproduce: Go to the Kerbal Space Center scene. Rotate the camera so that the VAB is not visible. Move the mouse cursor over the "VAB" entry in the facility list. Observe the position of the "Vehicle Assembly Building" tooltip. Expected behavior: The tooltip pops up either next to the mouse cursor or next to the menu. Observed behavior: The tooltip pops up a significant distance to the right of the menu. Included Attachments:
  14. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 7 5800X3D | GPU: NVIDIA GeForce RTX 3080ti | RAM: 64 GB DDR4-3600 I have noticed some occasions where the science counter normally seen in the KSC view, R&D center, and Mission Control will appear in other views after entering the R&D center even once. This is a minor nuisance as it's a small enough element to not cover much of the screen, though in flight mode it does slightly overlap the vessel resources display. This is fairly straightforward to reproduce: Load exploration mode game Enter the VAB, Training Center, and Tracking Station to observe there is NOT a science counter in the top right of the screen Launch the Kerbal K0 from a launchpad to enter flight mode, and verify there is also NOT a science counter in the top right of the screen Use the ESC menu to the R&D Center Return to the KSC again, then enter the VAB, Training Center, and Tracking Station once more A science counter should now be present in all of these buildings: The attached screenshot shows a collage of the science counter in places it's not expected In the VAB, the counter seems to be present, but hidden behind the save/load buttons (thank goodness it's not the other way around!) In the tracking station, take control of the Kerbal K0 launched before, the science counter should also be visible in flight view now I would expect the science counter to not be present in the VAB, Training Center, Tracking Station, and flight view both before and after entering R&D. It seems that, regardless of the exact steps taken, if you ever visit R&D at all, the science counter will then appear in every single scene, even where it shouldn't. Perhaps the element is never removed from the UI after being created. But this begs the question of why the counter only appears in the wrong places after visiting R&D specifically (there is a counter in mission control, but visiting mission control instead of R&D in step #4 does not cause the bug to happen!). Included Attachments:
  15. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Pro | CPU: AMD Ryzen 7 5800H with Radeon Graphics | GPU: AMD Ryzen 7 5800H with Radeon Graphics | RAM: 16 As the title suggests, if your AP does not reach beyond the orbit of a planet you are trying to have an encounter with, or if you are trying to pass behind the planet, the UI will not show the encounter lines. For example, if a moon is orbiting a planet at 1,000,000 km, and you want to approach the planet with an orbit with an AP of 999,999 the UI will not recognize that you will actually pass through the sphere of influence of the moon until you are nearly passing into the sphere of influence of the moon. To recreate, plot a maneuver node to make an encounter with the Mun. You will notice that the encounter lines will only show if your AP crosses beyond the orbit of the mun. if it drops below the orbit of the mun, the encounter lines will disappear. However, if you actually proceed on the course, you will still end up on an encounter with the mun.
  16. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: Intel Core i7 9700 | GPU: Nvidia RTX 2060 Plus with 12GBVRAM | RAM: 24 GB RAM Using the action group manager option to jump between 2 NERV engines and 6 DAWN engines results in the engine icon's being put outside of the DV box, which messes with the delta V numbers indicator. This happens both when i used the action groups for toggle engine and deactivate engine. Included Attachments:
  17. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: I7 | GPU: rtx 3080 | RAM: 32 Made maneuver node to Mun encounter. Closest approach showed 251km (Mun SOI >2000km) but didn't show encounter. Included Attachments:
  18. 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 What happened: In map view, as I am getting close to a rendezvous with another vessel where it is too far away to click on any parts in flight view, I can mouse over the vessel after maximum zoom (can we get any more zoom please) and the tool tip shows me the correct vessel name, but then when I go to right click on it to target, the pop-up is for my active vessel. What is expected: If the mouse-over window shows the other vessel, right clicking should give me the chance to select actions related to that same vessel. Included Attachments:
  19. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: intel i7 9th gen | GPU: GTX 1660 ti | RAM: 16 GB When i collapse a parts group in the VAB parts menu, I expected that only that part group became collapsed, but it collapses one part group in every tab in the parts menu How to reproduce the bug (also see attached image): Step 1: Go to the VAB and click on the command tab in the parts menu. Step 2: Click on the POD group to collapse it. Step 3: Go to the Fuel Tanks tab. Now, the methalox group is also collapsed, which is also the case for the first group in every tab. The way the bug works is that if you collapse the n:th group, the n:th group will be collapsed in all other tabs (if you collapse the first group, the first group will be collapsed in all tabs, and if you collapse the second, all second groups will be collapsed, and so on). This bug is annoying and makes collapsing part groups not worth it. It is reproducible every time, and the bug should not have anything to do with my graphics card. Included Attachments:
  20. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home | CPU: AMD Ryzen 7 5800H | GPU: RTX 3050 4GB mobile | RAM: 32.0 GB After some back and forth to head to moho, the maneuver node was plotted and stage panel on right hand side becomes disappear. It did later reappear once I timewarped to a point outside kerbin's sphere of influence. Also noticed reload the save game before leaving Kerbin's SOI repeatedly makes the stage panel disappear. Included Attachments:
  21. 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 the navball is set to Target mode and a nearby craft is targeted, the navball's orientation and velocity indicator jump to different values for a single frame approximately once every 17 seconds. This does not appear to affect SAS - at least, if SAS is active but RCS thrusters are idle when the glitch occurs, the thrusters remain idle after the glitch. Severity: Low Steps to reproduce: Launch a vehicle into orbit. Launch a second vehicle, and use the cheat menu to rendezvous with the first at an X offset of 100m. Set the second vehicle's target to the first vehicle. Observe the behavior of the navball over time. Expected behavior: The navball orientation remains constant and velocity remains less than 1m/s. Observed behavior: For 1 frame approximately every 18 seconds, the navball jumps to an alternate orientation and the velocity changes to a value over 100m/s. Included Attachments: navball.mp4
  22. 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 The time remaining displayed for non-instant experiments only updates once per second during on-rails time warp - unlike most other UI elements, which update every frame. (The display does update at the expected frequency during physics warp.) Severity: Low Steps to reproduce: Start an Exploration campaign. Launch a vehicle consisting of a single crewed Tin Can. EVA the Kerbal from the command pod and drop down to the ground. Set time warp to 4x on-rails warp. Right-click the Kerbal to open its action menu, and click the Run Surface Survey (or Run Crew Observation) button. Observe the time-remaining countdown in the action menu. Expected behavior: The timer counts down from 00:10 to 00:00 by 1 second each in 0.25-second (real time) intervals. Observed behavior: The timer shows 00:10, then 00:05, then 00:01 at 1-second (real time) intervals.
  23. 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 opening the flight report (either manually, or automatically when a vessel is recovered), the "open/close details" arrows next to the category titles (Records, Tutorials, etc.) start in the "closed" position, even though the categories themselves are expanded. Clicking a category title fixes that category, so that the arrow stays in the "closed" position but the details are hidden. Severity: Low Steps to reproduce: Launch a vehicle. Recover the vehicle. Observe the state of the arrows to the left of each category title and the presence or absence of details in each category. Expected behavior: Either the arrows point right and the category details are hidden, or the arrows point down and the category details are displayed. Observed behavior: The arrows point right, but the category details are displayed.
  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 There seems to be no on-screen indication of whether RCS controls are set to normal or precision mode, and the only way to check is by manually rotating and seeing whether the yaw/pitch/roll arrows move full scale or not. Severity: Medium Steps to reproduce: Launch a vehicle. Turn off SAS (so it does not interfere with testing). Press any of the yaw/pitch/roll keys, and confirm that the corresponding arrow on the yaw/pitch/roll indicators moves to the edge of its scale. Press Caps Lock to toggle RCS precision mode, and observe the display. Press any of the yaw/pitch/roll keys, and confirm that the corresponding arrow on the yaw/pitch/roll indicators does not move to the edge of its scale (thus confirming that precision mode is enabled). Expected behavior: When RCS precision mode is enabled, there is some on-screen indicator of that fact, such as the yaw/pitch/roll indicators changing color (as in KSP1). Observed behavior: There is no change on screen when precision mode is enabled.
  25. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: i9-13900K | GPU: RTX 4090 | RAM: 32GB Every time I go interstellar at 100,000 speed....this keeps spamming! Only when I drop to a lower warp setting can click the "X" to close it. Included Attachments: .ipsImage { width: 900px !important; }
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