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  1. 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:
  2. 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:
  3. 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:
  4. 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 Severity: Low Frequency: Occasional While trying to save a craft in the VAB, typing the letter "M" (upper or lower case) into any of the text boxes causes the game to immediately enter Map View. This has also occurred once whilst renaming a craft in the Tracking Station. Its occurrence is very sporadic, quitting the game clears the problem. (not sure if this should be filled under Construction, Map & Tracking or UI; I bow to your wisdom oh mighty bug hunters) Included Attachments: TypingMinVABentersMapView_logs.zip .ipsImage { width: 900px !important; }
  5. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB This ugly green outline was persistently present, even when not hovering the craft with the mouse. Dibz claims he also had it on a fuel tank going to map and back didn't fix quicksave and quickload did fix. Included Attachments: Dunaticon.json .ipsImage { width: 900px !important; }
  6. 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 The camera enters the terrain mesh, ignoring the colliders, when: zooming out at a maximum distance, putting the camera inside a depression / lake and then zooming in; panning left or right into a hill. Included Attachments:
  7. 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:
  8. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-8700 | GPU: Geforce 1070Ti | RAM: 16GB As per the title, anytime you enter and exit the map view the flight camera gets reset back to its original position, rather than keeping the position before entering map view. Anth Edit: Adding More Information: Observed Behavior: The Flight View camera angle is changing on returning from Map View, and is regularly ending up in the middle of the craft. Expected Behavior: When going from Flight View to Map View and than back again, the Flight View camera angle and distance should be identical to what it was before. Steps to Replicate: Load EveOrbitCameraTestSave.json Note position Press M twice Note change in position Press M twice Note camera is now in the middle of the craft Video Evidence: https://youtu.be/q89Vot94fn8 (11 Seconds) Result: The player has to regularly zoom out again and again.
  9. 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.
  10. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 11 | CPU: 13700k | GPU: 3070 | RAM: 32gb Specs: 13700k, 16 physical cores, 24 logical cores, 5.2ghz, rtx 3070, 8gb vram, 32gb ram Severity: low Frequency: high Description: Go into VAB, place at least one plane part (Ship orientation needs to be horizontal but only way to do that is start with plane cockpit). Hold down middle mouse button and slide up or down. Middle mouse click on any part to recenter camera. Hold right click and drag to orbit and camera immediately jumps to whatever distance you panned away, either left or right. Video evidence: recording2023-06-24062100-1_5wwk7Jl0.mp4
  11. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 Pro | CPU: Intel i7-7700K | GPU: Nvidia GTX 1080 Ti | RAM: 32Gb The time to apoapsis and time to periapsis differ only a few seconds from each other, despite they should be quite different. Before passing the apoapsis both were in 3 min+ (I'd assume the time to periapsis). Afterwards they went to a few seconds (see screenshot) Included Attachments: .ipsImage { width: 900px !important; }
  12. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 64bit | CPU: i7-12700K | GPU: GTX 1660 Super | RAM: 32GB Steps to reproduce: have a vessel with low-Kerbin Orbit go to Map view add maneuver node near Kerbin select node and right-click it to enter menu where you could delete it from Map view rotate so that maneuver node is below Kerbin and that you look on-top of the Orbit plane see screenshot and look for the "move" icon above maneuver node Expected behaviour: have the gizmo icons draw ABOVE any celestial bodies Included Attachments:
  13. 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 In the G-force meter shown next to crew portraits in flight, the "0" label is not at the actual zero point of the scale (it looks to be at around 1.5G instead). Steps to reproduce: Launch a new vehicle and get it into orbit. Observe the G-force meter. Expected behavior: The tip of the arrow aligns vertically with the middle of the "0" label. Observed behavior: The tip of the arrow is below the bottom of the "0" label. Included Attachments:
  14. 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:
  15. 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:
  16. 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:
  17. 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:
  18. 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:
  19. 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
  20. 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 (16 CPUs) | GPU: NVIDIA GeForce RTX 4090 | RAM: 32978 MB Severity: Medium, could conceivably cause disaster but hasn't for me so far Frequency: low? so far? I've only noticed it once but I've also only looked properly at the altimeter once, so it could be happening all the time for all I know Description: See in the attached video, while my craft is orbiting above Kerbin's seas, I expect to see ground and sea altimeter display the same value, the craft's height above sea level, or, alternatively, the ground altimeter should show a higher value than the sea altimeter, reflecting the craft's height above the sea floor (would be weird but at least makes sense). Instead I see the ground altimeter displaying a lower number than the sea altimeter, suggesting I am above ground - judging by the way it rises and then falls, hilly or mountainous ground. However you can see my craft is orbiting above the ocean, so this doesn't make sense. Am I being dense and missing something obvious? Included Attachments: KerbalSpaceProgram22023-12-2120-31-31.mp4
  21. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Pro 64-bit (10.0, Build 19045) | CPU: AMD Ryzen 7 5800X 8-Core Processor (16 CPUs), ~3.8GHz | GPU: RTX 3080 12GB | RAM: 32GB Language: English (Regional Setting: English) | System Manufacturer: ASUS | System Model: System Product Name | BIOS: 4021 (type: UEFI) | Page File: 36586MB used, 9244MB available | DirectX Version: DirectX 12 | Resolution: 1920x1080 | UI Scale: 100% Severity: Low Frequency: Always Description: What I was doing: From the Training Center, I loaded the "Planning a Maneuver" tutorial from the "Orbital Transfers" section. I played through the tutorial until it was time to place a maneuver plan. I placed one in the indicated location, adjusted its prograde handle, then I tried to move the plan as suggested. What I expected: I would be easily able to highlight the main "yellow circle" of the maneuver plan and drag it around my orbit. What actually happened: I was unable to consistently move the maneuver plan because the orientation arrows kept being highlighted as the camera shifted and my craft moved around Kerbin. However, when I paused the game I was easily able to highlight the "yellow circle" of the maneuver plan. I suspect this has something to do with how the "interaction zones" are activated as the camera moves around. Suggested fix: promoting the "yellow circle" of the maneuver plan so that it can always be selected over the orientation arrows, or (better yet) make the orientation arrows unselectable so that only the orientation icons can be dragged. Additional details and pictures can be found here. Included Attachments: Kerbalspaceprogram22023-12-2300-32-29.mp4
  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 When renaming (or fixing a wrongful automatic name change) any vessel in the tracking station, the color background does not contrast well with the font color. This is difficult to see and should be considered an accessibility issue. Included Attachments:
  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 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.
  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 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.
  25. 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.
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