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  1. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: Intel i7 10700 2.9GHz | GPU: NVIDIA 2060 Super | RAM: 16GB DDR4 Adjusting your throttle settings prior to performing a maneuver is essential in obtaining the exact amount of DV that you have scheduled for the burn. Even with K2D2(MechJeb), the burn will be more precise the longer it is due to the accuracy of WHEN the burn is stopped. Midcourse correction or precision orbital adjustments usually need EXTREMELY low thrust ratings to get their often sub-second burn times to actually last several if not dozens of seconds. Usually, the Maneuver Node is setup first, and only then when identifying the burn time required one can then make a quick mental calculation to determine a much smaller throttle setting to give the pilot the much much larger burn time in order to result in a precise maneuver. However, adjusting the throttle limit is not altering the maneuver node's timing, nor is the maneuver node's trajectory being modified in the map. In fact, adjusting the throttle limit on an existing maneuver node will change nothing visually to the user, however the new throttle limit is indeed used....causing complete chaos on the Burn Timer window once the burn is initiated. Now instead of requiring to delete and re-create this maneuver node once you have changed your throttle limit, I have discovered a work around that you can simply adjust the node, with any amount of DV in any direction. Use of the horrible in-game drag icon method results in by far too much change, and is quite a PITA, therefore I use the Maneuver Node Controller mod, and simply add and then remove an arbitrary amount of DV in any direction. This causes the map's trajectory and the Burn Timer to be update. Therefore I am requesting that this issue by fixed by causing Throttle Limit adjustments to automatically update Manuever Node and its Burn Time info. Included Attachments: .ipsImage { width: 900px !important; }
  2. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home 64-bit (10.0, Build 22621) | CPU: AMD Ryzen 5 5600G with Radeon Graphics (12 CPUs), ~3.9GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 16GB Frequency: Med (Happened 3/3 times I tested it (Twice with Suborbital rockets and once with a plane.) Severity: Low (Workaround: Switch to Sea Level Altimeter Mode) Description: I was flying a suborbital rocket and landed the command pod in the ocean. I expected the altimeter (at ground level) to show 0 or negative values once I landed, because it would be at or below sea level. What happened was that the value was not 0 and lower, and a very large number. I think that was the altitude from seafloor, because switching the altimeter to Sea Level mode showed 0 and negative numbers. Steps to Recreate: · Land a craft in the ocean, but before landing, take note of the altitude and altimeter mode. · Take note of the altitude and altimeter mode after landing. The altitude should be positive after landing, even if the altimeter mode is the same. Video Evidence: WhyDoesValWannaKnowTheSeafloor.mp4 .ipsImage { width: 900px !important; }
  3. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: Core i7 11700 | GPU: NVIDIA GeForce RTX 3060 | RAM: 32 GB In orbit of kerbin, the vessel still uses the cloud map to determine if it should be in shadow or not, causing flickering between light and dark while in orbit. Included Attachments:
  4. Reported Version: v0.1.5 (latest) | Mods: SpaceWarp, Speedy Startup, Fancy Fuel Tanks, Community Fixes, UITK, BepinEx, No Seizure Warning, Skip Splash Screen | Can replicate without mods? Yes OS: Windows 10 22H2 | CPU: AMD Ryzen 3 3200G | GPU: GTX 1050 Ti | RAM: 16 GB 3200Mhz I tried to fly back to my ship, i expected Val to use her RCS jetpack, guess she decided "screw this, i'm walking" Steps for possible replication: 1. Get a rocket to go into space 2. EVA a kerbal 3. Go far away from the ship with RCS 4. Try to fly back with the RCS jetpack Video Evidence: KerbalSpaceProgram22023_11.17-21_16_33_08.mp4 .ipsImage { width: 900px !important; }
  5. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB Tried to get some screenshots of my SSTO leaving the KSC from afar only to discover the space centre has been pulled into the shadow realm Included Attachments:
  6. Reported Version: v0.1.5 (latest) | Mods: Space warp, interplanetary calc, community fixes, control systems, Kerbal parts manager, color presets. | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5 2600 | GPU: Rtx 2060 | RAM: 32gb t-force Vulcan 3200mhzmhz I'm currently doing a starship style mission and trying to deorbit it after decoupling my vessel from the starship, and after the decoupling the starship is stuck, it won't turn, when I turn the engines on the orbit doesn't change and I still don't rotate to periapsis and I'm still travelling through my orbit, my control device is fully powered and not turned off aswell. I've tried reloading. I just quit to main menu and saved, and went back to the most recent save and it is now fixed. .ipsImage { width: 900px !important; }
  7. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home 64-bit | CPU: AMD Ryzen 5 5600G with Radeon Graphics (12 CPUs) | GPU: NVIDIA GeForce RTX 3060 | RAM: 16GB Frequency: High (Every time I switch to KSC from an “In-flight” craft without thrust) Severity: Med (Tracking Station and switching not working as expected) Description: I was flying a craft without thrust in the atmosphere and switched to the KSC. I expected that going to the Tracking Station would track the flying craft. What really happened was that switching to the Tracking Station made the craft “disappear”. It didn’t show the craft in the Tracking Station panel, and I couldn’t switch to the craft to control it. Steps to Recreate: · Launch any craft that can fly. · Let it gain altitude and speed as not to crash while switching to the KSC. · Cut the throttle to 0%. · Switch to the KSC and then to the Tracking Station. The craft should have not been in the Tracking Station. It should have “disappeared”. Events in Attached Video: I flew a rocket and switched to the KSC and Tracking Station once it ran out of fuel. The Craft disappeared. Then, I switched to the VAB to check my kerbals. The Kerbal flying the rocket disappeared as well, proof that the rocket was not somehow recovered and actually disappeared. GameDoesntLikeNoThrust.mp4
  8. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: i7-12700k | GPU: RTX 3070Ti | RAM: 32GB I launched a 3 part rocket (capsule, fuel, engine) at 10,000m, I eva'd the Kerbal. Using the rocket pack I got him on a trajectory to land in water offshore of KSC. Using UP thruster on the jetpack he was stable at 186m/s on contact with the water. He lived! Seems kinda sus to me.
  9. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Interl(R) Core_TM) i5-9400F 2.9GHz | GPU: NVIDIA GeForce GTX 1660 Ti | RAM: 16 GB While doing a rescue mission, I had lost my orbital line. I did a quick save and reload, and when I went to the map space wasn't looking so good. It was only in the map view, and was present no matter what celestial body I was focusing. Included Attachments: 2023-11-1123-07-42.mp4 brokenspace.json
  10. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 When flying a plane close to the clouds, you can see them stuttering - their movement is not smooth. See video! Included Attachments: KerbalSpaceProgram22023-10-2522-53-24.mp4
  11. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux Ubuntu 20.04.6 | CPU: AMD Ryzen 5 3400G | GPU: NVIDIA GeForce GTX 1080 Ti | RAM: 16GB Specs: (Obtained from Steam via Help > System Information) Severity: High (This essentially makes TOOB parts unusable in anything other than the vertical orientation.) Frequency: High (Always occurs) Description: When I adjust the length of a TOOB part via the slider in the parts manager, the position of the part attached to the fairing end of the part is adjusted incorrectly. when it should be adjusted to match the location of the end of the TOOB. Steps to reproduce: Start a new vehicle in the VAB. Select any of the TOOB parts from the structural section of the parts manager. Rotate the TOOB to any angle other than vertical. Attach anything to the fairing end of the TOOB part. Adjust the length of the TOOB fairing via the slider in the parts manager. Observe that the length of the TOOB's fairing changes as expected, but the change in location of the part that is attached to the TOOB does not match the change in location of the end of the TOOB. Video Evidence:
  12. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Pro 64-Bit | CPU: AMD Ryzen 5 3600 6-Core Processor | GPU: RTX 3060 TI | RAM: 8GB Severity: High- Breaks the save, and/or crashes the game Frequency: Specific issue not 100% reproducable but the same cause of the timewarp causing weird things when retro burning at high timewarp Description: Created a small craft that had around 100m/s dV remaining. Used infinite fuel to burn retro for landing. Was burning in Vals SOI (around 4km/s speed) and attempted to timewarp. Blocked because of the timewarp fuel message. Following this, I clicked the max speed option available at this height (can't remember the specifics, so it must have been riding the SOI). My screen glitched for a moment as I assumed the craft crashed. Then the screen went as shown below in the map view, tracking station AND in game. Screen then turns black when you try to reset it while still playing. Performance is maybe halved or quartered. Trying to reload fails. Doing the same around Kerbin just crashes the game, luckily it auto saves and allows you to carry on before it happens. Tried again and the screen went black, and can recover as craft is "landed" and the save is perfectly safe. Included Attachments:
  13. Reported Version: v0.1.5 (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 have my clouds set low which makes them look flat. As soon as I get to a certain altitude the clouds in some close radius are no longer visible and only appear when I go above them. Also after this they're getting worse visibility. You can see this effect in the attached video approximately at 9-10 second. In the right part of video you can see clouds are still vivsible in long distance when you can't see them in short distance You can try to reproduce this launching simple craft as in video with low clouds Included Attachments: Coudsmissing.mp4
  14. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i5-9600K | GPU: NVIDIA RTX3080 | RAM: 16 GB Fixed: tested in v0.2.1 --> OK When a Kerbal is walking on EVA and you combine the "walk forward/backward" commands and the "strafe left/right" commands some weird animations occur: Below are 2 scenario's which result in slightly different strange behaviour. In both examples I used the "strafe right" control, but the identical problem occurs with the "strafe left" control. Forward and strafe left/right Start walking forwards using the "forward" control Keep "forward" pressed, and now also press the "strafe right" control --> this will result in a correct mix of the 2 animations. Now, while keeping "forward" pressed, release the "strafe right" control --> I would expect the Kerbal would return to the forward walking animation, but instead it remains stuck in the mixed animation. When releasing the "forward" control, and then pressing the "forward" control again, the Kerbal will return to the normal forward walking animation: as expected. Backward and strafe left/ right Start walking towards the camera, facing the camera, using the "backward" control Keep "backward" pressed, and now also press the "strafe right" control -->Here 2 things seem to go go wrong: The Kerbal will continue to move towards the camera, but it will attempt to turn it's back towards the camera. Sometimes (about 50% chance), when trying to turn it's back to the camera it falls flat on it's face and then rolls over. While keeping "backward" pressed, release the "strafe right" control --> the Kerbal will turn it's face toward the camera again, but it wil remain stuck in the mixed walk/strafe animation. When releasing the "backward" control, and then pressing the control again, the Kerbal will return to the normal backward walking animation: as expected. Included Attachments: EVAmixbackwardswalkingandstrafing.mp4
  15. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux/Proton | CPU: Ryzen 3800X | GPU: Radeon 6700XT | RAM: 64Gb Hello, I'm having trouble building the craft, with aerodynamic forces applied (or at least shown) incorrectly. At start, when a vessel is constructed for the first time, the aerodynamic forces are shown correctly. However, after a few iterations of attempted launch/modifications the aerodynamic forces as shown by "center of pressure" gimbals become skewed to one side, with no way to change that. This could be seen in the screenshot, with pressure force shown to be directed to the left, while the stabilizer is straight. Included Attachments:
  16. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 3600 | GPU: NVIDIA GeForce GTX 1070 | RAM: 16GB System Specs: Severity: Medium Frequency: High Description: I built a plane with wing-mounted engines, took off from KSC, pointed East and started time-warping. When I was over the desert I noticed my engines had displaced (translated) upward relative to their original position. I disengaged time warp and noticed my craft pulling nose-down. I reverted to VAB to make sure I hadn't accidentally launched with them like that, but the craft was correct in the VAB. I launched again with the same conditions and was able to repeat the phenomenon. Steps I took building the rocket.: I started with the Mk1 Raven command pod, followed by two JF-200 fuel tanks and a Tail Connector A. From there I placed an MPW-500 Metamorph (in mirrored symmetry mode) attached to the second fuel tank. I transformed the Metamorphs to: Wing Span: 0.11 Wing Angle: 0.33 Root Length: 0.31 Root Thickness: 0.04 Tip Length: 0.01 All other variables were left unchanged. About 1/3rd the way down the wing I placed an Engine Pre-cooler (with translation to center it on the same plane as the fuselage), with a Mk3A Nose Cone on the prograde side of it. On the retrograde side I placed a Mk1 Diverterless Supersonic Intake (rotated so the intake is on the underside of the wing) then a J-33 Wheesley, all in mirrored symmetry mode. On top of the Mk1 Intakes I placed LPS-250 Transforms, and left them unchanged. Then I placed LY-10 landing gear on the Pre-coolers and disabled their steering, and finally I placed a single LY-10 on the underside of the Mk1 Raven. Craft File: Plane2.json Screenshot: .ipsImage { width: 900px !important; }
  17. Reported Version: v0.1.5 (latest) | Mods: Community Fixes, Flight Plan, Maneuver Node Controller, K2D2, MapView Focus and Targeting | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 9 3900 12 Core | GPU: GeForce RTX 2060 Super | RAM: 32 GB Created a craft (file attached) that happens to have 2 probe cores on it - one for a satellite that will be decoupled once the target orbit is reached, and a second one to control the Hitchhiker Container that will have Kerbals in it to land on a Celestial Body after placement of the satellite. Prior to launch, I bring up the PAM/PAW and select the top probe core to control the rocket from there. I launch, and SAS shakes rather violently, but the craft is (mostly) controllable. However, when the target Ap is set (~100km), I cut the engines to coast to LKO (>70km), and the craft begins to spin. I have both reaction wheels (one on ever engine on board) and RCS thrusters on the ship; neither is of any help. Clicking Prograde, Retrograde, or any other SAS direction does nothing; the workaround to time warp to stop the spin also does nothing. Once I reached LKO, I activated RCS, and the thrusters did not fire. All RCS thrusters on the rocket outside the fairing at the top are attached directly to individual small RCS tanks, yet there was no RCS applied. This issue persists regardless of orbital position. LKO, HKO, orbiting any other body - the craft continues to just spin/wobble with no amount of key presses, RCS, or SAS applied prevents this from happening, nor does it stop it once it starts. I will fully acknowledge that I am using the (mostly) same building techniques that worked in KSP1, so it is entirely possible that the craft is simply not engineered appropriately. However, I have not heard of issues with multiple probe cores, or multiple/too many reaction wheels. And that doesn't take into account that RCS is not firing. Included Attachments: Ksp22023_11.07-09_55_41_01.mp4 MunMark-II.json .ipsImage { width: 900px !important; }
  18. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 5 3600 3.6GHz | GPU: GeForce RTX 3060 Ti | RAM: 16 GB Severity: Medium (parts doesn't work as expected) Frequency: High (Does happen everytime) When in flight most wings, stabilizers and control surfaces have negative lift to drag ratios but only on the left side when the craft is viewed from top, regardless of what symmetry mode used. Crafts with this glitch tend to roll to the left. The only parts that didn't show negative lift to drag were grid fins, airbrakes, LAF-125 "Changeling" and LPCS-250 "Conversion" The craft file is a test of all lift related parts and it can't take of but it can drive. (I'm sorry it's ugly) The image contains an example of the glitch. It's not the craft file. Included Attachments: testglitchvehicle.json
  19. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux Ubuntu 20.04.6 | CPU: AMD Ryzen 5 3400G | GPU: NVIDIA GeForce GTX 1080 Ti | RAM: 16GB System Specs: Description: I'm attaching a save and a video of this one. When throttling the dawn engines on my craft up, the craft starts to shake and rotate violently until it tears itself apart. Video: (bug happens at 0:36) Included Attachments: dawns_gone_crazy.zip
  20. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB The cargo bays seem to be the cause of a lot of issues regarding Delta V calculations that I have encountered in the game. If you take the bottom node of an engine and attach it to any of the attach nodes on a cargo bay (any cargo bay), both that engine and any engines on the craft attached to the root of the craft via the cargo bay become removed from the vessel delta v calculation. This sometimes happens with radially attached engines (and sometimes doesn't), leaving the radially attached engine fine but any other engines removed from the delta v calculation. Also, the longer you mess around with this, the less stable the delta V calculations seem to get as during testing I managed to get to a point where I had a vessel consisting of a probe, fuel tank and engine only with no delta v, simply because a cargo bay had previously been attached to the craft. Included is a craft file of the craft I built to work out whether or not cargo bays were causing my problems. It has 0 Delta V but goes pretty far despite that. The best way to scope out this bug however just seems to be messing around in the VAB with engines and cargo bays. Included Attachments: LookMaNoDeltaV.zip
  21. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: ryzen 7 2700x | GPU: rtx 2060 6gb vram | RAM: 16gb 3000mhz Clouds on high settings at times cause crazy fps drops, in my case turning the cloud setting from low to high caused an fps drop from an average of 70fps down to an average of 15 fps, doing this on a later time did not yield the same results. The moment when the fps drops started was at 35km exactly after stage seperation, when reflying the same mission nothing like that happened and changing the cloud texture quality did not make a massive difference to fps .ipsImage { width: 900px !important; }
  22. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 10 Pro | CPU: Intel i7-7700K | GPU: NVIDIA GeForce RTX 3080 | RAM: 32.0 GB Severity: Medium (Frozen screen but can be resolved) Frequency: Low (Tried to set it up the same way, but wasn't able to reproduce the issue) Description: A bug likely relating to the docking of two craft- Specifically, S01 and the HKO Delivery vehicle, in low kerbit orbit around 110 km high. After docking one of the crew modules, both craft started spinning somewhat, so I undocked the end on the delivery vehicle. It failed to detach, and kept spinning, so I undocked the other end (and the other module), and after I had a bit of space away from the station, purposely spun faster in the direction of the spin acceleration to fling the failing modules away. The top of the craft (with the probe core) was destroyed a few seconds after the modules detached, and when I used the side menu, the tracking station was greyed out as an option. After attempting to load for around 5 minutes, it sent me to an odd screen combining both the main menu and the tracking station. This reappeared again after I attempted again to access the tracking station, and it sent me back there. I'm playing on a campaign on "rocket scientist" mode, so potentially the docking tolerance being much lower affected the behavior. It could also have been partially due to the two modules being so close they could "push" against each other. To bypass the issue, I saved and loaded the game. Upon loading, I had a few messages about craft comms disconnect, but was able to load the tracking station like normal. For some reason, the icons in the tracking station for the craft and debris involved in the incident do not scale upon scrolling in (scaling normally when scrolling out). When controlling/focused on the craft, the space center's icons had the same behavior (this is likely an unrelated bug). The "destroyed" craft from earlier actually survived. I launched a new copy of the delivery vehicle, but the docking worked perfectly fine and as expected this time, besides a small temporary glitch in target position, saying that the target wasn't where it was. Included Attachments: HKODeliveryvehicle.json S01.json
  23. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: Intel i5 4690K | GPU: NVIDEA GTX 1070 | RAM: 16gb When throttling up before you should, PAIGE goes beatbox mode. She can only talk when thrust is 0, but as soon as there's thrust she gets in a loop of starting to talk https://cdn.discordapp.com/attachments/1039965578754007060/1149998890121187368/Kerbal_Space_Program_2_2023-09-09_11-24-26.mp4
  24. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: Intel i5 4690K | GPU: NVIDEA GTX 1070 | RAM: 16gb Not necessarily a bug but something to think about. The acceleration (or thrust for that matter) is too high. PAIGE is not even done talking before she automatically continues because you passed a certain point. This happens when you launch or staging before PAIGE is done talking and she doesn't get to finish her sentences. However, if you wait for her to finish all her sentences entirely, there is the odd moment of her saying you need to reach 10km to start the gravity turn, but then she stops in the middle of her sentence because you've already passed 10km I think lowering thrust, and/or changing PAIGE timing will help solve this https://cdn.discordapp.com/attachments/625661934762721303/1150000394110500915/Kerbal_Space_Program_2_2023-09-09_11-00-21.mp4 Included Attachments:
  25. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: Intel i5 4690K | GPU: NVIDEA GTX 1070 | RAM: 16gb The game doesn't realise I rolled the panels into the light if I do it 'before' the game wants me to. I cannot continue because I need to roll so the panels get EC. But I did that. But it's not going further... After rotating a bit more and just moving around it eventually continued, but it got me stuck for a minute or two. Some people will not have the patience to get through it and find out it was the last part of the tutorial anyway... (In this recording it worked a lot faster than described above, but still clearly not working exactly as intended. I suspect the game is looking for a minimum rotation input with Q or E, but it's better to have it continue when the panels meet a certain criterium, say >65% in order to advance.) Included Attachments: KerbalSpaceProgram22023-09-0915-42-21.mp4
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