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KSP2 Version: 0.1.0.0.20892 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods used: Lazy Orbits to get into Eve orbit then removed mod afterwards otherwise it wastes a lot of time travelling all the way to Eve to test again and again. There are two ways this happens. 1. A craft under stress because a rocket engine is firing and then time warp is used. 2. When a craft has the force of gravity being applied to it on a planetary body and then time warp is used. Below shows the accumulative effects of this happening to crafts in a short amount of time. 1. Firing Rocket Engines: Video Evidence (Orbit): https://youtu.be/BdnfoC2xoeU Save File for Orbital Test: https://www.dropbox.com/s/8jzafc5qbg4jiss/Orbital%20Test%20Save.zip?dl=0 How to Reproduce Using the Save File Supplied: 1. Activate the engines to full throttle 2. Turn on Time Warp and get it to as full Time Warp as the game will allow 3. Spam Time Warp keeping it engaged even though KSP2 will keep dropping it. 4. Get just the right timing and it will do as it did in the video. 2. Using Gravity: Video Evidence (On the Surface of Eve): https://youtu.be/eDZ27loKCe8 Save File for Planetary Test: https://www.dropbox.com/s/53euqrv2xsirzqg/Planetary%20Test%20Save.zip?dl=0 How to Reproduce Using the Save file Supplied: 1. Turn on Time Warp 2. Turn off time warp 3. Wait until the flexible parts have dropped down towards the ground 4. Turn on Time Warp (watch the timing for full time warp to be available not physics warp. It has to freeze the parts.) 5. Keep using Step 2 to Step 4 until it looks like the video or worse To Clarify: This bug report is about: Time warp saving stressed parts coordinates into memory. The other bug report (one below) is about: The game saving stressed parts coordinates into the save file. More Information: As I said in the other bug report, KSP1 (excluding robotics) saves the crafts original parts coordinates (VAB/SPH/Editor) into the save file so they can never change or be influenced. (well other than docking) That avoids these issues unless the developers want to record the original parts coordinates and their stressed ones so they can bend back to their original positions when the force is withdrawn, but that would make for huge game save files right?
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Every time I duplicate an assembly with a docking port or a Rottweiler part (these are the ones I observed, there may be more), they snap onto themselves for a second and get completely messed up. This seems to happen because when they unsnap, the rotation of the parts isn't mantained and they default to their original state. I'll include to very simple crafts to reproduce this behaviour. https://pastebin.com/SwJJAjmF (root part: nosecone) https://pastebin.com/R7pizzSB (root part: docking port) Steps: 1. Paste in the VAB 2. Duplicate the assembly by holding down ALT and then clicking on the root part 2.1 (only applies for the first craft): rotate the craft by hitting "S" twice 3. Move the assembly you just duplicated around the other assembly, making the nodes interact with each other 4. Place down the almost unrecognizable new assembly. Images: https://imgur.com/a/GX1LnWq I would be really happy to see this fixed as it made building complex motherships with rovers and landers attached an incredibly tedious chore.
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KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.1.0.21572 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None Important: To be Clear the Docking Happens in Normal Time. Then Timewarp is Used and Disengaged Afterwards. I Don't Believe that the Movement in the Videos is the Cause. Report is Broken up into three parts: Glitch Moving Up with Disengaging Timewarp After Docking. Showing From Left and From Right in Separate Videos. Docking and Then Undocking Staight Afterwards and Disengaging Timewarp. Glitch Moving Up with Disengaging Timewarp After Docking: Showing From Left and From Right in Separate Videos: Docking and Then Undocking Staight Afterwards and Disengaging Timewarp: Save File From Videos for Testing: https://www.dropbox.com/s/4xnijmi6bh1ta57/DockTimeWarpDirectionalTestSav.zip?dl=0 Additional Information: Using the save from 0.1.2.0 it appears that this issue has been in the game since 0.1.0.0 Work Around: Quick Save then Quick Load (F5 then F9)
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Hi. EA release version of KSP2 on W11 with RTX 3060TI, day one gameplay. I have been doing a moon mission yesterday, and when I was in orbit around the moon I saw on the map view that I'm on the sunny side and should have a great view. But when I switched to my trusty capsule, the moon was dark. Pitch black. I have been looking around the solar system and realized that Kerbin was in the way. So while the eclipse was working nicely on the closeup view, it was completely ignored on the map view, which got me mighty confused. There, probably one of the more minor bugs right now, but I guess it should be one some list or another. Thx
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KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.1.0.21572 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None Three issues are happening here: The control point on undocking a craft can in some cases not reset to the undocking craft. The Navball freezes and doesnt reflect the correct orientation of the craft but Control From Here change it to the current orientation like a photo. On using Timewarp and then going back to normal time the craft freezes in place even if the engines are activated. Below are Two Different Situations Using the Same Crafts to Make this Happen for Different Docking Ports: 1. Tug Undock Bug Test: 2. Tank Undock Test: Additional Test Which I Did Earlier in Testing That I Only Have a Save File For: Tank Radial and Node Undock Test: Important Information: Log Files indicate the following after disengaging timewarp: [Flight] PartComponent must have a root part! Additional Information: Testing in 0.1.0.0 Appears to have the bugged craft move in a radial out direction even with no engines being fired when there is no directional change in 0.1.2.0 Testing in 0.1.1.0 Appears to be the same as 0.1.2.0 Work Arounds: Undock from the other docking port and then change to the craft F5, F9 (Quick Save, Load Quick Save) Control Point Not Resetting Aspect is Similar to the Following:
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KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.1.0.21572 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None Two Confirmations Below: Video Evidence and Replication Steps. Save Files Before and After using a Text Editor. Video Evidence and Replication Steps: Confirming Via Opening the save files Via a Text Editor: Save Files: Additional Information: 0.1.0.0 + 0.1.1.0 Using the save file that I made in 0.1.2.0 have the same issue. If save compatibility is still good between versions this started in 0.1.0.0
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KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.1.0.21572 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None Issues covered in this bug report: Control point doesn't reset to the undocked craft. Choosing docking ports on the other craft after the undocking displays "Control From Here" when they should be "Set Target" except for the one undocked from. That it is an intermittent problem. Sometimes it happens. Sometimes it doesn't. I have supplied two save files for the same craft here for comparison and 1 for testing: Bugged Undocking: https://www.dropbox.com/s/ody5j8pcq4v4c3z/UndockingIncorrect.zip?dl=0 Correct Undocking: https://www.dropbox.com/s/v2k5wygnrf73176/UndockCorrect.zip?dl=0 Video Evidence: That it is an Intermittent Problem (Video Evidence of inconsistent fails and passes over a few minutes): Log Files and Locations for Passed and Failed Undocking From Video: Work Around: Save and Reload. Additional Information: Comparing save files seems to show docked crafts are inverted somehow. I just cant read it to know why thats causing the problem. Also Tested in 0.1.0.0 and 0.1.1.0. Same Problem.
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KSP Version 0.1.0.0.20892 Operating System and version : Windows 10 CPU and GPU models, any other system information which could be relevant Core i7 920 overclocked at 3.6Ghz RTX 3060 ti pilote : 528.02 Description of the bug. Expected Behavior : normal operation of the landing ship Observed Behavior : when switching to the second ship after uncoupling it from main ship, to prepare for docking to the main ship, ship slow rotate due to undocking but navball does not turn, if activating SAS ship start to rotate on himself but naveball stay fixed. When trying to manually stabilize the lander some axe are not working properly and activate two axe at the same time (right direction cause right + up ) Steps to Replicate : put a rocked in orbit, with a lander stacked under the main ship once dropped main booster quick save, separate both ship, switch to the lander and try to control it. no nav ball movement, and abnormal reaction to control input does not occur every time but nearly each time after a quickload. Fixes / Workarounds (if known..) none A list of ALL mods. none Other Notes / Screenshots / Log Files (if possible..) link to full game save with ship craft, start the game and continue you will be loaded directly with my ship in orbit of kerbin. beware your in control of a kerbin in EVA (should be grabbed on the ship but not always the case) not in control of the ship board the ship first ;o) Once boarded check where are your kebal, you may need to transfer one kerbal to the lander for control, then stage one time to separate both ship, usually when i just start the game and load the save it work fine but if i reload the quick save p then i retry usually i got the issue. save: https://drive.google.com/file/d/1VXSqJHPva651W1LwM3HW-QdfWN9QsIXW/view?usp=share_link link to logs files : https://drive.google.com/file/d/1uLgvP6VU56o2VBDJFVA6X-dwcrPXxbar/view?usp=share_link
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I've been working on an Saturn V replica since launch and I've consistently run into this issue of the CSM remaining "attached" to the final stage and LM assembly. Sound like others have run into similar problems but I can't find a solution. Please help me before I uninstall again. Edit: After some troubleshooting... - Removing the docking port on the LM does nothing - Exchanging the decoupler for a separator does nothing - Removing the decoupler altogether and having the fairing attach to the cargo bay does nothing - Jettisoning the fairing first then activating the decoupler *does* release the CSM, but the decoupler remains "attached" to the CSM
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My action groups seem to have broken. They were working normally for a while, however now they dont work at all. Does anyone know how to fix this? I was looking through my game files and save files to try to find action groups but didnt have any success. Steps to recreate bug: Delete all KSP 2 files Clean install game Start new campaign Build simple craft in VAB Add any custom action group command launch vehicle attempt to use action group Profit
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KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.1.0.21572 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None How to Replicate: Start KSP2 Load Save files below Videos below show the following: Loading the save files for the first time showing the problem Loading the save files for the second time showing the problem has gone away. Launch Pad: Orbital: Workaround: As I said above: Load the save file 2 times. Additional Information: Been in the game since 0.1.0.0
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Title says it all, it's happened a few times to me now ,it's hard enough building anything without vehicles glitching through the floor and being lost with saves corrupted (always stuck through floor)then you make it out VAB something usually goes wrong an uncontrolled spinout parts falling off stations just falling out of orbit..you get to your objective (somehow) then the game just deletes everything. I don't know anything about game development but these are just so game breaking and seem like such a simple thing to get right Its shocking I have to walk away from the game for a bit now too many hours just been invested then deleted.
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KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.1.0.21572 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None I created the following test save for Minmus: First there are crafts with various heights to eliminate crafts being part of this bug 4 Kerbals on top of a platform made of girder segments so they were off the ground 1 Kerbal at the top of the rocket on the nose cone to put a kerbal up high 3 Kerbals on the ground 1 Kerbal on a thin craft 1 Kerbal on a small lander which is close to the height of a kerbal 1 Kerbal that is on the (inbuilt) ladder of the pod 1 Kerbal that is on the hatch of the crew cabin below First Screenshot of all 12 Kerbals: Second Screenshot of only 2 Kerbals remaining: Video Evidence: Note I edited out the majority of the loading times. Look to 30 Seconds when it happens from Orbit when some of the Kerbal indicators disappear. https://youtu.be/1bL-0YC9Af0 (48 Seconds. Edited out load times between scenes) Steps to Replicate: Start KSP2 From main menu load 0120Scene12Kerbals Load 0120Scene12Kerbals again (to counter another bug) Change to Map Mode Change to Minmus Orbiter 1 QuickSave QuickLoad Flight Mode face Minmus looking at cluster of icon names Hit timewarp Turn off timewarp (probably an unnecessary step) Go to KSC Screen (to counter another bug) Go to Tracking Station Go to Minmus on left menu and choose to Control KerbalTestStand Save File: https://www.dropbox.com/s/v0fgk3k0vxkckqz/0120Scene12Kerbals.zip?dl=0 Log Files: https://www.dropbox.com/s/scq3ptd57tk148j/Ksp2.log%2BPlayer.log.zip?dl=0 Things of Note: Log files show that the game thinks they are colliding with the surface (search for "Approximate collision between " to find lines for Kerbals being destroyed) Kerbals are being deleted no matter the distances above the surface with what they are standing on. Kerbals on ladders are unaffected. Crafts of different heights aren't affected. The bug doesn't happen initially after changing to the orbital craft. Needs a QuickSave and QuickLoad first. Did a limited test on Mun with 1 kerbal just standing on the ground with the same result. Note: Tested Supplied Save in 0.1.0.0 and 0.1.1.0 using the 0.1.2.0 save. Orbital Craft is within render range of the Kerbals on the ground.
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The game will launch and run with no launch parameters under proton (ie. proton experimental or Glorious Eggroll), but performance is abysmal (even after 0.1.1.0 patch). If you add certain launch parameters, you can get the performance to a pretty decent (i.e. near Windows) state. Launch parameters: PROTON_USE_WINED3D=1 PROTON_HIDE_NVIDIA_GPU=1 PROTON_NO_ESYNC=1 However, the use of `PROTON_USE_WINED3D=1` introduces a bug where there is an semi-transparent ground layer above the runway, which planes crash into and explode when you reach a certain height off the ground. I understand Linux is not a priority right now, but there's a decent subset of us who prefer to run Linux and would love to not have to boot into Windows to play. For reference, protondb entry is here: https://www.protondb.com/app/954850
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Hello I installed via Steam - System Specs are OK - when I click on "Play" I get a loading screen that turns and turns... Any ideas? best Merlin
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UI/UX Stuck Directional Keys - Input Frozen/Blocking/Queing/Lagging
Davidian1024 posted a topic in v0.1.2
Really happy KSP2 has finally been made available. Posting this because I just want to help out if I can. At this point I'm certain that I'm experiencing this all the time. I especially notice it when the simulation seems to be especially strained. For example: when I'm trying to fly an SSTO with a lot of rapiers through the lower atmosphere of Kerbin. But even when the game is very responsive I still see this to some extent. At times I need to hold a directional key down for a while. I find that when I release the key, the game doesn't immediately notice the release. It behaves as if I'm still holding the button down. It will eventually realize that I've released the key. The amount of time it gets stuck seems to be proportional to the amount of time I had initially been holding the key down. I further observe that there is a memory aspect or queuing behavior that accompanies this. During the time while the game still thinks I'm holding the key down, it seems to be recording any key press/releases in a queue or something. Once it realizes that the key had been released all my key presses during that time are executed in the order I performed them. For example, when I need to hold S to "pull back on the stick" for while while I'm attempting to get my plane to pitch up. Once I release S the game behaves as if the key is still being held down, and the plane will keep pitching further and further up. While the game is in the state where it's ignoring my keyboard input... ...it seems to be all keyboard input. This includes keys like escape. ...Other input doesn't seem affected. The mouse keeps working as normal. This can be particularly odd. For example: Walking somewhere as a Kerbal involves me holding W to walk forward for a long time. It will get into a state where it thinks I'm still pressing W and so it will keep walking my Kerbal forward. And yet I can still steer the Kerbal with the mouse. KSP Version: 0.1.0.0.20892 Operating System and version: Ubuntu 20.04.5 LTS CPU and GPU models, any other system information which could be relevant - AMD Ryzen 5 3400G - NVIDIA Corporation GP102 [GeForce GTX 1080 Ti] (rev a1) Description of the bug: see above - Expected Behavior: see above - Observed Behavior: see above Steps to Replicate: see above Fixes / Workarounds (if known..) - The only workaround I have is to avoid holding a key down for too long. This only works so well. A list of ALL mods. If the list is long, please consider using a spoiler window. - No mods. Other Notes / Screenshots / Log Files (if possible..) -
KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.1.0.21572 KSP1 Version: 1.12.5 + DLCS Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: Lazy Orbits to cheat crafts into orbit and planets (removed for actual testing) Expected Behaviour: That when a craft isn't rendered the game treats 1 craft as one entity (no matter how many parts it has) and that the craft is on rails to improve overall performance. Observed Behaviour: That KSP2 is calculating the physics of all parts of all crafts whether they are rendered or not causing performance issues. How Evidence Was Compiled: I did the following for KSP1 and KSP2: Put 8 1000 part crafts in orbits around different planets/moons Put a 1 part craft on the surface of Vall I recorded the ms/frame (KSP2) or FPS (KSP1) for 8001 parts while having only the 1 part craft in scene on Vall. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 7001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 6001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 5001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 4001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 3001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 2001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 1001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 1 and then tested on Vall again. I recorded all of the results and put them into a graph. Video Evidence: Note I have timestamped each performance test for faster navigation of the videos. KSP1: https://youtu.be/v8Q8LkIPu_s?t=12 KSP2: https://youtu.be/W-syZ8Vdt7o Results from Videos on a Graph (lower is better): Note I converted the FPS of KSP1 to ms/frame. (Mortoc shout out for that) Conclusion: KSP1 only calculates 1 craft as 1 part when it isn't rendered and is out of physics range. KSP2 calculates the physics of every part of every craft in a save causing performance issues the more total parts there are in a save file. Additional Information: Note how useful a Set Orbit/Set Position (from KSP1) option would be for these kinds of tests if it was added to KSP2? Using mods for bug reports makes me feel uncomfortable but currently I can't do this type of bug report without Lazy Orbits. Files: KSP2 8001 part save KSP1 8001 part save KSP2 1000 part craft (Appears that 0.1.1.0 thinks this is now too big to launch from the VAB) https://www.dropbox.com/sh/g5a5214kmgo04bl/AADXpu_9168fl3XavdlIASOja?dl=0
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KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None I did the following: Started KSP2 From the Main Menu I loaded a campaign Did some tasks Saved and went back to the Main Menu Loaded a new campaign Then ALL the new campaign information is missing from Ksp2.log but is still there in the Player.log Ksp2.log + Player.log Attached: https://www.dropbox.com/s/dfnq8c9d0dn6fv7/Ksp2%20%2B%20Player%20Logs.zip?dl=0 Ksp2.log has the following final entry at line 2076: [LOG 14:43:06.624] [System] Game Shutdown completed in 1.2352s. Player.log has a similar entry at line 2113 but continues afterwards until line 49676: [System] Game Shutdown completed in 1.2352s. Additional Information: This issue also happens in 0.1.0.0 Ksp2.log is quite useful for tracking down issues because of the timestamps.
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KSP Version : 0.1.0.0.20892 Operating System and version : Windows 10 PRO 22H2 Build 19045.2604 CPU and GPU : AMD R9 5900X and RTX 3080 Description of the bug. Expected Behavior : craft loads with the stored custom wheel friction level value Observed Behavior : craft loads with default value 1.0 Steps to Replicate : in VAB, select a wheel / landing gear, disable auto friction control, customize the friction level (e.g. 0.5), save craft, launch it, check the value : 1.0. Fixes / Workarounds : change the value manually after craft has loaded A list of ALL mods : none Other Notes / Screenshots / Log Files : the custom value is correctly saved in the JSON. Tested with landing gears and rover wheels.
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Sometimes struts from a rocket core to a rocket booster are weak and flop around like they are barely attached. One workaround may be to go with single strutting. Another workaround may be to reverse the direction of strutting. A final workaround may be to change from mirror to dual symmetry.
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When setting the panther engine to afterburner mode this changes the animation to afterburner in the VAB. But when loaded in the nozzles are in non-afterburner mode but they act like they are in afterburner. Also as someone else pointed out the animation itself may be in reverse. I don't know enough about that to make a determination. And also as I pointed out I think the plume should expand just like a rocket plume does in lower pressure.
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This has been a problem since the beginning where when mounting a vehicle to another one there is a high chance of one or both vehicles failing in some way. This adds yet another element to a long long long build checklist. A beautiful orbit was ruined today by this bug being discovered on a parasite fighter.
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More often that not the result of clicking the pause button is nothing or an immediate pause and unpause. Get somebody that knows what they are doing and run the game UI on another thread entirely.