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  1. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250) | CPU: AMD Ryzen 5 5600G with Radeon Graphics (12 CPUs), ~3.9GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 16GB Frequency: High (Happens whenever starting the game up.) Severity: Low (Mostly just an inconvenience. Doesn’t affect gameplay.) Description: Expected Behaviour: After loading up a game save after starting the game up, the camera should show the KSC in front of the screen. This was the behaviour of the camera in previous versions of KSP 2 (and KSP 1). Observed Behaviour: The view is opposite the KSC after loading up a save. Additional Information: This seems to only happen once every game startup, because I first loaded up one save in one campaign, exited the campaign, and loaded up a save in another campaign. The bug occurred in the first campaign, but not in the other one. (Video evidence of this in “Video2”) This bug also occurs when loading saves of crafts, because I loaded up a save of a satellite in Keostationary orbit after starting the game up, and the camera was in a different angle than before. (Video evidence of this in “Video3”) Steps to Replicate: 1. Start up the game. 2. Load a save of a campaign. When loaded, the camera angle should be different than from making the save. Refer to video “OppositeCamera” for more instructions. All Evidence:
  2. 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 Go to the VAB in an existing save Discover there's already a craft there that you were working on before Click the new craft icon because you want to start a new one This prompt appears: The word "delete" here is scary. It makes it sound like the game is going to remove files from disk. But more importantly, the only two options are to "delete" the current build or not create a new craft at all. Neither of these is adequate to the main thing players will expect from this button, which is to clear the VAB without losing data. There should be a third button along the lines of "Save and Clear", which saves any changes to the current craft before emptying out the VAB for a new craft. This should probably be the default option when this prompt appears, because "deleting" isn't what anyone wants, and cancelling is only for mis-clicks, a corner case. Or for an even better UX, have it auto-save the current craft and clear the VAB without any prompt at all! One easy click!
  3. 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 Pressing spacebar or "Go" does not work and i have to manually stage with the parts manager. Frequency: Often Severity: Medium Included Attachments: 2023-12-2018-48-47.mp4
  4. Reported Version: v0.2.0 (latest) | Mods: Kapybara Space Program, Black Sky Mod | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5 3600 | GPU: RTX 3060 TI | RAM: 16GB DDR4 Once you complete a mission, and have some missions there, you can minimise the tab and still click on them in the empty space on the screen. Included Attachments: Missionsbug.mp4
  5. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Pro 64-bit (10.0, Build 22621) | CPU: 12th Gen Intel(R) Core(TM) i9-12900K (24 CPUs), ~3.2GHz | GPU: NVIDIA GeForce GTX 1080 Ti | RAM: 32768MB RAM Where When opening up the staging details by clicking on the sprocket icon, additional info appears such as delta-v and TWR of that stage. What The font of the detailed info is so small it renders nearly unreadable. Also it does not respond to UI scaling. (preventing this from being a workaround) Importance Average The feature by it self is brilliant btw. Love it. Included Attachments:
  6. 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 When using the slider in the dV tool, in this craft configuration, the dV shows a higher number than in its "passive" state. I used this craft later and it seems the higher value is the correct one. See the video and craft file. EDIT: This also happens when you only add an empty stage after the current one with different atmosphere settings, see screenshot! Expected behaviour: Have it so that the stages represent one specific state in unison with the prior and following stages and show the same when the slider is updated, not a different configuration. Included Attachments: 2023-12-25_20-01-47.mkv RescueOPMk2.json
  7. 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 The Problem: You hold the right mouse button (RMB) and drag to move the camera around different angles in the VAB. While moving the camera around, the cursor moves around as well, possibly hovering over the part picker or widgets at the bottom of the screen and triggering automatic popups of more information, like details of the part you accidentally hovered over. The Solution: While using the RMB to move the camera around, all interactions and hover events should be disabled. Possibly even enable tab key to turn on a dedicated camera move with the mouse without having to hold the RMB, like in the flight view.
  8. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: I7-11800H | GPU: RTX3070 Laptop GPU | RAM: 16GB After undocking from a vessel, the chase camera and body (called locked in KSP1) camera are incorrectly orientated on the roll axis, making the craft difficult to orient and translate. In the example in the attached pictures, the camera appears to be rotated about 90 degrees on the roll axis, and so yawing to the right while giving the expected behavior on the navball, it appears as if the craft has pitched downwards. This makes eva construction rather more difficult that it needs to be! Included Attachments:
  9. 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 built a craft with multiple types of engines on certain stage. After solid boosters decoupling I had stage with 1 Skipper and 4 Swivel, and before this stage burn out dV fluctuated with very wide spread, like it tried to show 2 different configurations. I attached video and craft file How to try to reproduce this Build craft which has different types of engines on some stage. Better if it will be engines differing in thrust not much and not slightly Launch craft and try to get these fluctuations I have assumptions that game tried to calculate dV with one specific impulse, but those engines had different specific impulse and game swiched between them Here is formula for Isp for multiple engines: https://wiki.kerbalspaceprogram.com/wiki/Specific_impulse Included Attachments: dVjumps.mp4 MunExpSystemMk2.json
  10. Reported Version: v0.2.0 (latest) | Mods: BepInEx, Maneuver Node Controller, Node Manager, SpaceWarp, UITK for KSP2 | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 9 3950x | GPU: Asus ROG Strix RTX3080 | RAM: 128GB Reproduction: Decouple engine as you're entering atmosphere Have part still in visual range as it begins to overheat Press F2 to hide UI, heat bars are still visible Expected behaviour Heat bars should not show for parts not connected to current vehicle Heat bars should be hidden like other UI elements with the F2 toggle
  11. Reported Version: v0.2.0 (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 If I recall correctly, since 0.1.5, when you left click on a craft/planet, the tooltip stays pinned: I made this bug report in the case this bug is not a bug but a feature and thus showing the feature working badly. Steps to replicate: Go to the map view Use one planet to nearly block the view of another Left click on the other planet that is nearly blocked (You can also do that with a craft) Video evidence: 2023-12-24 00-28-35.mp4
  12. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i5 12400F | GPU: Nvidia Geforce RTX 3060 12GB | RAM: 16GB Like title. On other celestıal bodies, the velocity indicator changes it orbit to surface velocity automatically. But it doesn't change in the Minmus. This creates a big difference in landings. I really failed like 3 times before I understood:) Difference between surface velocity and orbit velocity Included Attachments:
  13. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 23H2 | CPU: Intel Core i5-11400H | GPU: Nvidia RTX 3050 Laptop | RAM: 16GB DDR4-3200 When selecting a vehicle to launch via the launchpad button in KSC view, then reverting the flight of the vessel to VAB, it will lose its staging and workspace information back to defaults Included Attachments:
  14. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Latest Version | CPU: Ryzen 5 5600 | GPU: Radeon RX 7800 XT | RAM: 16GB DDR4 3200 In the VAB, clicking outside of the craft and releasing said click over the craft still counts as a 'functional?' click. It's another of the weird things hard to explain but this clip demonstrates it perfectly. Forgot to add that said behavior also applies to other things besides painting, but painting is the one where players will notice it the most, with me in particular having misspainted my whole rocket multiple times after having already customized it, which is frustrating, as I wasn't clicking on the rocket itself, to start with. Included Attachments:
  15. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: NA | CPU: NA | GPU: klueless | RAM: NA The capitalisation of SI units matters. Currently, the speedometer shows all lowercase, and the altimeter shows all uppercase. As seen in the attached pic, this results in confusion with the incorrect units. The speedometer in the pic is reading 168 mm/s, which reads as 168 millimeters per second, instead of 168 mega meters per second. A rather significant difference if you ask me. The unit for meters is a lowercase m. Gm, Mm, km, m is the way it should be displayed on both the altimeter and speedometer. My physics teacher was pedantic about this, so I am too Workaround: suffer as you look at the minor error Included Attachments:
  16. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win | CPU: AMD Ry 7 4800 | GPU: NVID RTX 3060 | RAM: 16gb Steps to Reproduce: Go to VAB Select a pod Launch ESC -> Settings -> Look at General settings (No need to change anything) ESC -> ESC -> Revert to Launch -> Confirm Revert ESC -> Settings -> General when i open my settings menu in a game multiple options appear to be selected, when i pass my mouse over them the ones not truly selected clear themselves. this is in all campaigns Included Attachments: Settingsclip.mp4 3XLMK.XIEVES.O.I..json 3XLMK.XIEVES.O.I..meta
  17. Reported Version: v0.2.0 (latest) | Mods: Community Fixes, SpaceWarp, UITK, BepInEx | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 3 3200G | GPU: GTX 1050 Ti | RAM: 16GB 3200MHz I simply clicked launch and saw the navball in the incorrect colors. Included Attachments:
  18. 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: place some long tank activate center of pressure (=CoP) indicator (blue) take a wing (the smaller, the stronger the effect) activate some symmetry (best 2-point-symmetry) place one set of wings on tank observe CoP being off-center toggle indicator off-on observe CoP being on-center Expected behaviour: CoP should be on-center already when wings are placed Included Attachments: Ksp2 Cop Bug.mp4
  19. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 10 | CPU: Intel | GPU: AMD | RAM: 64 Would be nice to either replace or have alternate fonts, those pixelated fonts are hard on the eyes. .ipsImage { width: 900px !important; }
  20. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Latest Version | CPU: Ryzen 5 5600 | GPU: Radeon RX 7800 XT | RAM: 16GB DDR4 3200 No matter if you use Ctrl+Z or the 'Undo' button on the top left, camera will always reset to root part when undoing a change while building in the VAB. Included Attachments:
  21. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home | CPU: AMD Ryzen 5 2400G | GPU: AMD Radeon RX6700 | RAM: 32G Entering the R+D 'building' always opens with level 1 highlighted. I've already (dedicated researcher that I am) unlocked everything in level 1. It would make more sense, given this fact, for the tree to open at level 2. Just a 'nice to have' really, but thought I'd mention it all the same.
  22. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home | CPU: AMD Ryzen 5 2400G | GPU: AMD Radeon RX6700 | RAM: 32G Steps to reproduce: Activate the "Kerbwide Tour: Kapy Rock" side mission (take report at Kapy Rock with a lander can). Go to the tracking station. In the left-hand locations list, "Kerbwide Tour: Kapy Rock" appears as a new item below "Minmus". Click on "Mun" (or "Minmus") - the Information Panel shows sections "Synopsis", "Orbital Characteristics" and "Physical Characteristics". Click on the Kerbwide Tour: Kapy Rock entry: the total in the Information Panel changes accordingly, but the "Synopsis" and "Orbital Characteristics" sections from the moon are still shown. The "Physical Characteristics" section has gone. A similar error happens when switching to the "KSC" entry (which shows a section "Crew" in the information panel). Switching from KSC to the Kerbwide Tour entry leaves the "Crew" section visible.
  23. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win11 | CPU: AMD 3700 | GPU: PowerColor RX5700xt | RAM: 32gb After the 2nd mission my parachute failed to deploy and my ship lithobraked after running the science jr in orbit. My science window was open when I reverted. When the ship was placed back on the launchpad the science window still showed my data was available to transmit, or recover. So I did. Canonically I like to think that Jeb is just in the Live Die Repeat universe now. Sorry no screencaps or recordings Included Attachments: NewWorkspace.json
  24. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5700X | GPU: RTX 3050 | RAM: 32GB Put in 'other' category cause there isn't a science category yet Trying out the new science update and I love it, though every now and again I get a notification that I can EVA the collect samples... in space... When I go EVA the notification goes away. Hovering over the science button, it shows that the games thinks I am currently landed on whatever biome I'm currently above, this has happened with the ocean and the KSC. Included Attachments:
  25. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 3400G | GPU: NVIDIA GeForce RTX 3060 | RAM: 32GB The UI window appears with its top part off-screen, this results in being to unable to move around, or remove the windows Included Attachments:
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