Jump to content

Search the Community

Showing results for tags 'ksp2br-uiux'.

  • 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: 22621.2861 | CPU: Intel(R) Core(TM) i3-10100 CPU @ 3.60GHz 3.60 GHz | GPU: RTX 3060ti | RAM: 32.0 GB (31.9 GB usable) Expected to happen: During a maneuver plan, the yellow line in the maneuver UI will slowly drain until the burn is complete. What happened: During a maneuver plan burn, the yellow line in the maneuver UI will randomly fill all the way back up and a new red line will appear. Steps to replicate: 1. Create a maneuver node that is more than half the total DeltaV of the rocket 2. Begin burning 3. Once the rocket's deltaV becomes lower than the total DeltaV of the maneuver plan, the game will be tricked into thinking the rocket does not have enough fuel and the UI will glitch out. Included Attachments: KerbalSpaceProgram22023_12.25-09_57_31_01.mp4
  2. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 22H2 (Build 22621.2861) | CPU: AMD Ryzen 9 7900X3D | GPU: Nvidia RTX 4090 | RAM: 32GB DDR5 5200MHz When creating a new save game on KSP2 with the latest 'For Science' update, the 'Cadet Orientation' toggle switch seen in the save game creation wizard retains its green background when in the 'off' state. It would be expected that the background of this toggle switch would change to a muted/grey colour in this 'off' state.
  3. 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; }
  4. 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 a ship's altitude is above 1000 km, the map displays the ships altitude using the incorrect spelling "k/m" instead of the correct "km". (Interestingly, orbit node tooltips use the correct spelling.) Severity: Low Steps to reproduce: Launch a vehicle into an orbit at least 1000 km above the surface of a celestial body. Enter map view, and mouse over the ship icon. Observe the unit displayed for altitude in the ship's tooltip. Expected behavior: The altitude is displayed using the unit "km". Observed behavior: The altitude is dispalyed using the nonexistent unit "k/m". Included Attachments:
  5. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz 4.00 GHz | GPU: NVIDIA GeForce RTX 2070 | RAM: 32 GB When clicking the warp to maneuverer node button, the time warp is set to warp me to the target spot, but it rarely if ever uses the maximum speed. I'd expect it to use the maximum speed possible. Included Attachments:
  6. 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 altitude of a vehicle is right at the boundary where the altitude display changes units (such as 99999m -> 100km), the program seems to either round inconsistently or choose the wrong transition point, such that the altitude may be displayed as 99 of the larger unit (99km instead of 99999m, for example). Severity: Low Steps to reproduce: Go to the VAB, create a simple vehicle with pod, tank, and engine, and send it to the launchpad. Launch the vehicle, giving it enough thrust to make time to use the cheats menu. Press Alt+F8 to open the cheats menu, and set the craft to a circular orbit of 100km above Kerbin. Ensure that the altitude display on the right side of the navball is set to Ground mode. Wait for the vehicle to move over the ocean. Observe the altitude display. Expected behavior: The altitude display shows either "99999m" or "100km". Observed behavior: The altitude display shows "99km". Included Attachments: .ipsImage { width: 900px !important; }
  7. 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 some circumstances, the flight report displayed after recovering a landed vehicle shows what seem to be unrealistic G-force statistics for the flight, such as "highest G: 137.6g" for a simple flight around Kerbin and back down. I haven't found a consistent reproducer for this, but I have noticed that the G meter next to the crew display sometimes jumps to off-scale high for a single frame while orbiting a celestial body, which is clearly wrong (nothing colliding with the vehicle, naturally). Severity: Low .ipsImage { width: 900px !important; }
  8. 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 flight report displayed after recovering a landed vehicle, the "Research" list is empty even if experiments were done on the vehicle. (This might be because the experiments are removed and converted to science before the report is generated?) Severity: Low Steps to reproduce: Start a new Exploration campaign. In the VAB, create a vehicle consisting of a single command pod with a Kerbal aboard, and launch it. Click the "Experiment" button in the Vessel Actions box. Press ESC, and select the Recover Vessel option from the Vehicle menu. In the "Confirm Recovery" dialog box, click "Confirm". In the Flight Report which pops up, click the Research header, and observe what is displayed beneath it. Expected behavior: The crew report collected by clicking the Experiment button is listed. Observed behavior: Nothing is listed. .ipsImage { width: 900px !important; }
  9. 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 If a Kerbal on EVA is not considered "landed", such as when jumping or when landed on Mun/Minmus, switching from that Kerbal to a nearby vehicle triggers a spurious warning that the Kerbal is "on a crashing course". Severity: Low Steps to reproduce: Go to the VAB, create a vehicle consisting of a single command pod with a Kerbal onboard, and launch it. EVA the Kerbal. Controlling the Kerbal, let go of the vehicle and drop to the ground. Press the spacebar to jump. While the Kerbal is in the air, press the [ or ] key to change vessels to the command pod, and observe whether any warning is shown. Expected behavior: No warning is shown. Observed behavior: A warning that the Kerbal is "on a crashing course" is shown. .ipsImage { width: 900px !important; }
  10. 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 a Kerbal walks around in EVA, the compass on top of the navball bounces around very erratically. On Kerbin, it settles down after a short time of walking in a straight direction, but on the Mun, it flips around 180 degrees with every step the Kerbal takes. Severity: Low Steps to reproduce: Launch a vehicle with a Kerbal aboard and land on the Mun. EVA the Kerbal. Controlling the Kerbal, let go of the ship and go down to the ground, then face west (270 degrees). Hold the W key to move forward, and observe the behavior of the compass. Expected behavior: The compass consistently points west. Observed behavior: The compass repeatedly flips between west and east. Included Attachments: walk.mp4
  11. 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 game does not recognize the JP106 (Japanese) keyboard layout in the context of keyboard controls (movement, etc). Input in text boxes works correctly. Note that because I am using Wine on Linux, I can't say for sure whether this is a problem unique to my environment - but the only other programs I have seen which don't correctly recognize my keyboard are those which don't support non-US layouts in the first place. Severity: Medium Steps to reproduce: Configure a runtime environment with a JP106 keyboard. Start the game with default settings, go to the Create New Campaign screen, and click in the Campaign Name text box. Press the "]" key on right side of the third row between ":" and Enter, keycap: ]}む」 Observe that a "]" character is entered into the text box. Start the campaign (it may be necessary to delete the "]" character due to other reported bugs related to file I/O), launch two vehicles, and maneuver them to within switching distance. Press the "]" key and observe the result. Expected behavior: Control switches from one vehicle to the other. Observed behavior: Nothing happens. .ipsImage { width: 900px !important; }
  12. 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 hovering the mouse over an engine-type part on a vehicle, the part is not highlighted in the staging stack. Hovering over the staging stack does highlight the part on the vessel, as expected. Steps to reproduce: Go to the VAB, create a new vehicle, and add an engine. Move the mouse pointer to the engine's icon in the staging stack, and observe that the engine part is highlighted. Move the mouse pointer to the engine part, and observe the staging stack. Expected behavior: The engine's icon is highlighted in the staging stack. Observed behavior: Nothing is highlighted in the staging stack. 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 After launching a vehicle, the ESC menu's Revert to Launch and Revert to VAB options (under "Vehicle") remain enabled even after returning to KSC or a facility. Steps to reproduce: Start a new Exploration campaign. Press ESC, and observe that the Revert to Launch and Revert to VAB options are disabled. Go to the VAB, create a ship consisting of a single craft, and launch it. Press ESC, and observe that the Revert to Launch and Revert to VAB options are enabled. Click the Kerbal Space Center option to return to KSC. Press ESC, and observe the state of the Revert to Launch and Revert to VAB options. Expected behavior: The options are disabled. Observed behavior: The options are enabled. Included Attachments:
  14. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: 13th Gen Intel Core i5-13600K | GPU: RTX 3060Ti | RAM: 31.77GB (8GB VRAM) Severity: Low Description: Started an empty Pod, orbited mun, docked to a Kerbal in another pod, used Kerbal Manager to Switch pods. Kerbal name was still written under the now empty seat (see screenshot). Work-Around: Quicksave-Quickload-Kombo (F5/F9) solved the issue, no name under empty seat then. Reproducibility: yes, could reproduce after loading a quicksave and docking again (thatwas then cheat mode rendezvous docking) Better Work-Around: The docked vehicle contains two seats and two unmanned OKTO2s, therefore I can scroll through the seat / OKTO list. Scrolling back (w/o loading) helps already in not-displaying the wrong label anymore. Edit #1: added reproducibility and better work-around Included Attachments:
  15. Reported Version: v0.2.0 (latest) | Mods: CustomFlags | Can replicate without mods? Yes OS: Win 10 | CPU: i7-3770K | GPU: GTX 1060 6GB | RAM: 32 GB Gather several pages of science research entries (I experienced this with a crewed craft that had landed a Science Jr on Mun and Minmus) Open the Research Inventory window Put the mouse cursor over the window Scroll the mouse wheel one unit downward The list of reports scrolls by a full page. This is surprising because in other applications that use the mouse wheel, the mouse wheel scrolls 1–3 lines. For example, try it right now in the web browser you're using to read this (in another tab if this page is too short). Multiple times now I have had the experience of wanting to find a specific research report in the inventory and missing it because I scrolled past it because of this. Suggestion: Make the mouse wheel scroll the window about half the height of one science research entry. Included Attachments:
  16. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 7 5800H | GPU: RTX 3060 Laptop GPU | RAM: 48GB Steps to reproduce: - Scroll down to bottom of VAB. - Pivot camera up and down through the floor. - Observe camera locks up until you zoom in or out. Included Attachments: KerbalSpaceProgram22023-12-3011-01-46 (1).mp4
  17. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit (10.0, Build 19045) | CPU: Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz | GPU: NVIDIA GeForce RTX 2080 Ti | RAM: 16384MB The VAB staging UI in the attached screenshot shows the NERV stage as having a burn time of 23m:56s, and the in-flight staging UI shows the same, but in fact it burns for 3h:23m:56s. When burning, the remaining burn time counts down to 0, and then loops around to 59m:59s, three times. The same problem occurs with ion engines, where it's nearly unavoidable because even the smallest Xenon tank will keep an ion engine running for more than an hour. Included Attachments:
  18. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64 bit | CPU: Intel(R) Core(TM) i7-6700K | GPU: Radeon RX 580 | RAM: 24 GB The "Experiment" button in the Vessel Actions UI turns blue and allows you to press it when it shouldn't. It seems to check whether the experiment is in the vessel's experiment storage, rather than whether the experiment has been done previously. This doesn't work when you revisit a location that you have been to in a previous flight or when you transmit data. After clicking the button, it runs the experiments, which result in 0 science. .ipsImage { width: 900px !important; }
  19. Reported Version: v0.2.0 (latest) | Mods: CustomFlags | Can replicate without mods? Yes OS: Win 10 | CPU: i7-3770K | GPU: GTK 1060 6GB | RAM: 32 GB If your ship has total capacity of 0.66t for something, the resource summary display shows the remaining value as "1", apparently rounding to the nearest full unit. This appears to tell the player that the tank is more than 100% full, which looks sloppy and deprives the player of correct knowledge of how much fuel they have left. And if you instead have 0.06t (i.e., the lander can), the current value always shows up as "0", which is probably worse because you're telling the player they've run out of monopropellant when the tank is actually full:
  20. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 64x | CPU: 13th Gen Intel(R) Core(TM) i9-13900HX Base speed: 2.20 GHz Sockets: 1 Cores: 24 Logical p | GPU: NVIDIA GeForce RTX 4090 Laptop GPU Driver version: 31.0.15.3742 Driver date: 12/09/2023 | RAM: 32.0 GB Speed: 4800 MHz Slots used: 1 of 2 Form factor: SODIMM Hardware reserved: 265 Delta V readouts in VAB drop to zero in sections when adding a decoupler anywhere within the stack (im not placing it after the engine but before the tanks i mean on top of the section of tanks or in the middle it drops it to zero)
  21. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Pro | CPU: i5 13600KF | GPU: RX 7900 XTX | RAM: 32GB DDR5 6000 CL32 Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 Pro | CPU: i5 13600KF | GPU: RX 7900 XTX | RAM: 32GB DDR5 6000 CL32 I've disabled the engine of my vessel and performed an EVA with my kerbal. When I came back to my vessel, the delta V was equal to 0, and after I restarted my engine, the delta V was still equal to 0, but it was working. I just don't have any information (dV, TWR). To solve the problem, perform an EVA with the engine activated to see the dV again or with a quickload. Included Attachments: Included Attachments:
  22. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home Single Language 64-bit (10.0, Build 22621) | CPU: 13th Gen Intel(R) Core(TM) i7-13700HX (24 CPUs), ~2.1GHz | GPU: NVIDIA GeForce RTX 4060 Laptop GPU | RAM: 16 I apologize if this has already been reported, a new KSP2 player here. This is a glitch I noticed in the VAB. When zooming in a little too much, the camera enters continues zooming in crossing the vehicle and the VAB. By pressing the RMB the camera reset to it's original position. Included Attachments: ksp2.mp4
  23. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 9 5900x | GPU: AMD Radeon 6700 | RAM: 32 Picking bodies from dropdown select menu, doesn't affect the name. Included Attachments:
  24. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 9 5900x | GPU: AMD Radeon 6700 | RAM: 32 When you return to Main Menu screen from the game, pressing DELETE button shows in game notifications for flight controls. Upon game relaunch, main menu screen is normal. It's like something didn't unload correctly... Btw, should I upload screenshots with the dedicated screenshot upload button, or is this fine as well? Included Attachments:
  25. Reported Version: v0.2.0 (latest) | Mods: Flight Plan, Maneuver Node Controller, K2D2, MapView Focus and Targeting | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 9 3900 | GPU: GeForce RTX 2060 Super | RAM: 32 GB I tend to use roman numerals for flags that are planted. However, consecutive capital letters (such as II, VI, XLX, etc.) are not allowed in the name of a planted flag. Numbers (such as 2, 5, 1111) are also not allowed. Screenshot of the flag planted for the Nebuchadnezzar II, and you'll see that the roman numerals are forced to Ii: Included Attachments:
×
×
  • Create New...