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  1. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 7 5800X | GPU: AMD Radeon RX5700XT 8GB | RAM: 16GB 3200 MHz Severity: Medium (feature not working as expected) Frequency: Always Azerty keyboards are translated like qwerty keyboards. Some default keybinds (and also the hidden ones like Ctrl-A in the VAB) are therefore placed somewhere else and resetting it in the settings just print the qwerty key instead of the one pressed on the keyboard. Example: [M] is the default keybind for Map View. On azerty keyboards, [M] don't work and you have to press [,]. Example: While resetting Map View keybind in the settings, pressing [M] on the azerty keyboard register [;]. Same for pitch, pressing [Z S] register [W S] The screenshot given below shows Toggle Map View bind to [;], while I pressed [M] on the keyboard Suggestion: Disable [Phyiscal Keys] option in Unity's input manager, if enabled. Included Attachments:
  2. Reported Version: v0.1.4 (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 Problem: Steps to Replicate: Put one inline part Put another inline part and rotate it in a way that it's "in mirror" with the other part Use symmetry of 3 or above Place struts between the two parts Additional information: Both parts don't have to be the same (It just need to be rotated by 180° ("in mirror")): Included Attachments:
  3. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 22H2 | CPU: i9-13900KF | GPU: RTX 3080 Ti | RAM: 32.0 GB Occasional to frequent crashes to desktop (CTD) leave partial and unusable files behind. I've become afraid to use F5. Sometimes I'll go 20-50 minutes between crashes, sometimes it's 10 crashes in a row. Things I've done: 1. Verified Steam files. 2. Copied save files out, deleted Intercept Games folder in AppData, put game files back in. 3. Reinstalled without deleting files and directories left behind by the uninstall. 4. Reinstalled, deleting files and directories left behind by the uninstall prior to reinstall. 5. Started a new campaign with absolutely NO clipping. 6. Monitored my GPU and CPU to verify that heating or load were not the problem. 7. Cleaned the cooling system on both anyway, just to be sure. Now I keep a Windows Explorer panel open and every time I CTD I have to check to see if: 1. The latest save's .json file is considerably smaller than the previous one. 2. The latest save failed to create a .meta file. If the above are true, I delete them and reload the prior save, which sometimes sets me back quite a bit, forcing me to redo a maneuver, landing or takeoff. I've attached two consecutive saves, one good, then the files left by a CTD. This was an aircraft flying straight line. Included Attachments: Good_and.bad.zip
  4. KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None Picture in Picture with VAB and Craft Folder Showing it in Real Time: https://youtu.be/6gERqVmmtU8 (34 Seconds) Autosave Basically Spams the Save Folder Over Time: The following is a partial screenshot from Diana Gearhead on discord: Possibly the same code as the following:
  5. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: AMD Ryzen 7 5800X3D | GPU: GeForce GTX 1060 | RAM: 32GB After testing a craft on Kerbin and attempting to land it in water, pressing "Return to VAB" broke the game. I was then only able to pan the camera around with mouse, but all UI disappeared and no keybinds worked. I restarted the game, and loaded the latest autosave, that seemed to be from when I launched or landed, not sure which one. After loading I get the POV of being in Kerbin orbit, still able to pan the camera, without UI and no feedback from any keybinds. Only thing I am able to do is ALT+F4. Loading an earlier autosave from VAB works fine. I am attaching the autosave that is broken and a craft that I used. The attached video is from loading the autosave, not when it happened the first time. First time it happened I was just next to KSC. Included Attachments: 2024-01-0717-31-44.mkv KSP2bug.zip
  6. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: - | CPU: - | GPU: - | RAM: - Two science region localization strings seem to be missing: "LaytheBullseyeLake" "PolMidlands" That is all Included Attachments:
  7. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Professional | CPU: AMD 5800x | GPU: Zotec 3070 with improved fans. | RAM: 64GB CL14 I strongly expect this is an expansion of the false landing bug but when doing an Apollo style landing Rescue mission my lander on accent got the trajectory-line bug and then when I switched to the orbiter the lander basically got stuck at 11m/s (which I'm assuming is the rotation of the surface of mun) and basically my orbiter fly right past it rather than rendevous. Kerbal jumped out and fell like normal but the lander is still floating in space above Mun. Series of Events: 1. Initial Mission crashed a lander on Mun (whoopsie) 2. Send an semi-apollo style mission to rescue and then attempt to re-land at waypoint (arc) 3. Undocked the Lander from the orbiter, the lander at this point is under probe control as I needed to first pick up the stranded Kerbnaut. 4. Landed by crashed ship, Kerbal transferred, lander ascend (after a time warp to ensure orbiter ideal position for rendezvous). 5. Trajectory Lines Missing, Targeted Orbiter anyways in hopes of 1A/1B intercept alignment as I wasn't too far off having used the surface features to guide lift-off trajectory. But failed to get an intercept. 6. ReBooted the Game in an attempt to get trajectory lines back - no luck 7. Swapped to Orbiter as it still had its trajectory lines, but when I did the lander wasn't movinge (well 11m/s) but it wasn't falling etc. Status indicated "Landed" on Tracking Station despite it still being up in the air. 8. Tried to dock with the NOW stationary lander, swapped back and forth but no go. 9. Decided to Jump the Kerbal to from the Lander to the Orbiter, missed and the Kerbal fell to mun as if it was under normal phsyics (once it let go). 10. Several Kerbals were lost to bring this bug report (as the orbiter dV and trajectories failed to escape Mun's gravity as well). Image: Shows the Status of the Lander that's "Floating" its not falling nor is it accelerating/decellerating Other Attachment: Orbiter and Lander Image (Not Sure you need this but again, pretty basic crafts) Included Attachments:
  8. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: WINDOWS | CPU: I7-12700KF | GPU: RTX4070 | RAM: 32G HST-L is 7t. But LST-L is only 0.480t. It's twice the size and 14 times heavier. This is unreasonable. Included Attachments:
  9. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 7 5800X3D | GPU: ASUS GTX 1070 | RAM: 32gb DDR4-3000 Launched a rocket to complete the Exit the Atmosphere mission, then once I hit 75km I tried to open Mission Control to check if I could grab a new mission to achieve orbit while I was up there. Pressing "Esc" triggers the audio cue for toggling the Escape menu, so I think it did load Mission Control, but the splash screen from loading just never dismissed. Included Attachments: .ipsImage { width: 900px !important; }
  10. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit | CPU: Intel Core i9-10900KF 3.70GHz | GPU: Nvidia GeForce RTX 3080 | RAM: 32 Planets and moons that have a probe, debrie or vehicle orbiting them are blocked in the map view. When moving the cursor over the planet or moon, only the vehicles or probes can be set as targets. I tried this on Duna, Jool, Eve. Even when zooming in, I was not able to set the celestial body where I wanted to go as targed, because I could only see the sybols from the stuff I send there, which was now orbiting the Moon/planet. This first occoured when I visited Duna. For the trip back home to Kerbin I wanted to set Kerbin as the new targed, but it was blocked by countless probes and vessels that were orbiting Kerbin. Happened in all game modes. Included Attachments:
  11. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Professional | CPU: i7-13620H | GPU: Nvidia RTX 4060 Laptop | RAM: 32GB When extended, the HS-I 10m heatshield can't withstand any heat, just like any other components and instantly blow up when entering eve's atmosphere. As far as what I've seen, the status of the heatshield displayed in the Part Manager shows "moving" even after the heatshield is fully extended. I guess that it's due to the forgotten code to set the heatshield's status to "extended" thus it continues to use the heat-tolerance config of its retracted or moving state. One more question is that is this supposed to be retractable? And to mention that the status stays being "moving" even after retracted. How to reproduce: Just try entering eve's atmosphere with HS-I heatshield Screenshot - The status remains "moving" even after fully extended.
  12. Reported Version: v0.1.5 (latest) | Mods: See previous bug reports | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 9 | GPU: GeForce RTX 2060 Super | RAM: 32 GB Still trying to get to Moho, this time by creating multiple smaller craft and assembling in orbit. Launched the first craft (transfer stage), putting it into LKO at ~100km and watched it spin out of control as soon as the circularization burn was done. Finally got it under control and launched Moho II-1 Lander into LKO with a Pe of ~90km. Set original craft as target and used RCS to get to the target marker on the navball (in spite of having reaction wheels which, for some reason, do not seem to work AT ALL). Switched to the original craft using ]; I do this on all rendezous maneuvers when I have docking ports on the front/top of the craft so I have a direct line from one vehicle to the next. The lander craft began to spin out of control as I was setting it as a target, so I switched back to get it under control and then the original craft spun out of control. Video shows this happening. Steps to Replicate: rendezvous 2 crafts in orbit. ensure they both have control. make the craft target eachother set SAS to target on one of the crafts switch to the other craft and do the same observe the non-active craft will start to spin Workaround: Disable SAS on one of the two craft after positioning it Included Attachments: Desktop2023_10.31-13_41_58_03.mp4
  13. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Professional | CPU: AMD 5800x | GPU: Zotec 3070 with improved fans. | RAM: 64GB CL14 Preparing to land and went to extend the landing gear and nothing happened, tried several times to engage the gear system but its stuck "on" and nothing I could do would toggle the state nor the landing gear. Ended up landing on the engines. Included Attachments:
  14. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 7 3700x | GPU: Nvidia RTX 3080 Ti | RAM: DDR4 16GB 3200Mhz These issues pertain to both the deleting of the first node causing all nodes to be deleted, and unusual behavior in the properties of consecutive nodes. Node Deletion Reproduction Steps: 1. Create a Maneuver Node 2. Create a Maneuver Node after the first one 3. Delete the first Maneuver Node 4. Observe all nodes were deleted. This shouldn't happen and isn't the way KSP 1 functioned. The second issue is unusual node behavior. Essentially, the second node will not function like a regular node when you attempt to use it. If you were to give the node a lot of prograde, it will say something completely different will happen than the reality of what would happen. It's not accurately predicting what said burn would do. Node Unusual Behavior Reproduction Steps: 1. Put a vessel with plenty of deltaV in Low Kerbin Orbit 2. Set up a Mun intercept with the 1st Maneuver Node which sets you up to burn to Mun orbit. 3. Place a second Maneuver Node on your Mun Intercept periapsis, and attempt to input enough retrograde to create a circular orbit. 4. Observe how the second node doesn't allow you to create a circular orbit, and instead predicts unusual and incorrect burn behavior. Both of these issues currently prevent the usage of consecutive maneuver nodes, but they are essential for setting up more complex burns, like consecutive gravity assists. I've attached a screenshot showing how attempting to create a node that would leave me in Mun orbit instead predicts some incredibly unusual orbital behavior. Included Attachments:
  15. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel core i7 12700k | GPU: Radeon RX 6650XT | RAM: 32GB Expected behaviour would be that when on EVA and the Grab/Board tooltip appears, that pressing f should grab onto the vessel, and B should board the vessel. Instead, neither inputs do anything. This happens everytime, and is a Medium issue. Included Attachments:
  16. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: 11th gen i5 11400F | GPU: Radeon RX 6750 XT | RAM: 24gb It looks like someone missed a bracket or something, as you can see in the screenshot it doesn't quite display right. Included Attachments:
  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: AMD Ryzen 7 7800 X3D 8-Core Processor | GPU: NVIDIA GeForce RTX 4090 | RAM: 32768MB Severity: Low Frequency: High, consistently reproducible Description: When skipping text which is appearing gradually in Mission control, if the full dialog is skipped such that Dr. Keri Kerman vanishes and the text is no longer visible, the audio accompanying its gradual appearance continues to play until the text would have completely appeared on screen. Included Attachments: KerbalSpaceProgram22023-12-2012-39-06.mp4
  18. The flight controls pretty much snap to their maximum authority, this leads to excessive stress on the aircraft and oscillations with SAS enabled. The control surfaces need to move more gradually, ideally this would also be tweakable by the player. In the FAR mod for KSP you can enable a feature that adjusts the maximum deflection based on the vehicles speed, like a real aircraft FCS would. Also would be a good improvement.
  19. Reported Version: v0.2.0 (latest) | Mods: Orbital Survey, Maneuver Node Controller, Science Arkive, Flight Plan, Commnet, and those that are required for these mods. | Can replicate without mods? Yes OS: Windows 11 | CPU: i7 12700H 12th Gen | GPU: Geforce RTX 3070 Ti Laptop | RAM: 16GB I landed on Tylo and got out of the vessel, went off and came back, now I can't get back into the lander. The menu says press F when near the ladder or the ladder rungs, and B to board if I manage to get near the hatch but neither of them work and now I can't get back inside. Included Attachments: quicksave_48.json
  20. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: Intel(R) Core(TM) i9-10850K CPU @ 3.60GHz 3.60 GHz | GPU: NVidia RTX 3080 Founders Edition | RAM: 32.0 GB (31.9 GB usable) Trying to walk back to my lander from the monument and val keeps getting stuck with her feet off the ground and unable to move, swapping back and forth between crafts can unstick her but after a few more steps stuck again. Included Attachments:
  21. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i5-9300H | GPU: nVidia GTX 1660 Ti | RAM: 16 GB Description: The "Input" settings menu lets you rebind most of the hotkeys usable in the VAB, including several camera controls. However, the key which enables vertical scrolling (default MMB) is missing, and can't be rebound. This makes construction significantly less enjoyable when playing with a mouse whose middle button is uncomfortable or inconvenient to use frequently. Severity: Low (has workaround: Rebind the key at OS level using a 3rd party tool) Frequency: High (for players this applies to. This is probably not an issue at all for most players)
  22. (Current for EA Release Build, Last Edit: 3 March 2023) Hi, Figured I'd compile my own noticed issues along with the others that people have noticed here on the forums, if you notice something new, note it down! I'll do my best to organize these. Side note: It does look like some parameters, like Eve's Sea Level Pressure being changed from KSP1, until someone tells me otherwise, I won't label this as a bug. Units of Measurement Surface Gravity: Units are labeled as m/s, when the value given is in G's (1.00034 vs. 9.81 for Kerbin) Related Threads: Author: Sginga Forum Thread: https://forum.kerbalspaceprogram.com/index.php?/topic/214147-tracking-station-data/#comment-4249399 Circumference: Values given for the physical characteristic "circumference" make no sense, I have tried figuring out what these values are, It's not related to the planetary radius, SOI or orbit, I'm honestly at a loss (props if you can figure out what the devs are trying to show here) Related Threads: Author: Rook116 Forum Thread: https://forum.kerbalspaceprogram.com/index.php?/topic/213361-kerbin-tracking-station-information-incorrect/#comment-4244728 Atmosphere: Units here are given as (atm), when the values given reflect the densities, which have units of (kg/m^3). Atm is a unit of pressure where 1 atm = 101,325 Pa Related Threads: Author: ShadoxFilms Forum Thread: https://forum.kerbalspaceprogram.com/index.php?/topic/212899-different-celestial-body-properties-are-presented-in-the-tracking-station-why/#comment-4243319 Eccentricity: Value should be unitless, current UI shows it having units of degrees Related Threads: Author: Trickplay Forum Thread: https://forum.kerbalspaceprogram.com/index.php?/topic/214331-planetary-data/ Localization / Typos General Typos In descriptions: Grammar is hard, I completely empathize. Other times, describing astrophysics is even harder. Related Threads: Author: Zipmafia Forum Thread: https://forum.kerbalspaceprogram.com/index.php?/topic/213718-typos-in-synopses-of-kerbin-and-dres-in-tracking-station/#comment-4246376 Author: Strawberry Forum Thread: https://forum.kerbalspaceprogram.com/index.php?/topic/214160-disrepencies-and-bugs-in-the-tracking-station-menu-descriptions/ Display Planet order does not make sense: If it were by orbit, order would be Moho, Eve, Kerbin, Duna, Dres, Jool, Eeloo. It's obviously not alphabetical either. Author: Shadoxfilms Forum Thread: https://forum.kerbalspaceprogram.com/index.php?/topic/214163-all-noted-tracking-station-bugs-for-celestial-body-information-so-far/&do=findComment&comment=4252139
  23. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Home 10.0.22621 64-bit | CPU: AMD Ryzen 9 5900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24339MB) | RAM: 65458 I encountered the return of orbital decay after loading a save. As a work around, I managed to activate time warp, but this only solved it temporarily. I am not sure if it affects other celestial bodies in the solar system. These are the steps I took after loading: 1-Begin timewarp and then exit 2- Start my power descent(descent burn) 3- record results Included Attachments: OrbitalDecayAroundMunafterLoadingaSave_logs.zip SpacePeacockDebugger.json (craft file)
  24. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5500 | GPU: RTX 2060 | RAM: 40GB Severity: High Upper atmospheric heating (within the first 20km of Kerbin's atmosphere) seems to be oddly brutal, quickly building up heat and destroying most parts with even relatively low heat tolerances, particularly small and medium wings which are usually destroyed within the first 5km of the atmosphere, this issue currently renders most spaceplane designs much more difficult to use in missions as they are simply incapable of surviving atmospheric re-entry without propulsively slowing down to a safe speed to survive this atmospheric layer, which is highly impractical. I also experienced nearly identical results on Laythe, except even quicker. This is clearly an issue with the upper atmospheric layer, as the small wings are capable of surviving all the way up to 1.8km/s in the lower atmosphere (Where the air is much denser and therefore heating should be much worse), once this upper atmospheric layer is broken through heating drops off and returns to what would be expected, as shown in the attached video (Notice that the heat is dropping even through the craft has slowed by less than 100m/s). The lack of re-entry visuals in the video may be related to me teleporting into orbit, not entirely certain, could possibly be a separate bug. Included Attachments: Demonstraing the small wings "true" heat tolerance in the lower, much thicker atmosphere, they only just fail at around 1.8km/s (Air is much denser here, so they should at least be making it a good amount into Kerbin's atmosphere before exploding during reentry) Reentry time-lapse (5x speed), showing the wings overheating in the upper atmosphere very quickly and then mysteriously beginning to cool down after passing 50km despite barely losing any speed and being in thicker air. ksp2_x64.exe2023_12.16-22_18_53.16(1)-Trim.mp4
  25. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i5-4690K | GPU: GTX 970 | RAM: 16.0 GB when I tried playing with the Mk3 Cockpit, I noticed that it would only have the agency colors when in the editor. there is black visible on the model in the part selector, but it won't show up when selected.
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