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  1. 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:
  2. 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:
  3. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb Moving the camera around with RMB still causes the UI elements to blip and bloop and click. Should be inactive when I have no intention of clicking (because I'm busy moving the camera at the moment). Included Attachments: cmrbl.mp4
  4. 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
  5. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb Guess some rounding didn't happen there. Included Attachments:
  6. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: I9-10900KF | GPU: RTX 3080 | RAM: 32GB Hi there, the new UI is lovely! Looks good, can't wait to see more improvements. I noticed that the padlock in the intercept points are no longer lighting up when you right click to keep them deployed. Note: worked as intended again after reloading Included Attachments:
  7. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB When attempting to change a key binding in the input settings menu, the game pops up a spurious warning that the key currently assigned to that binding conflicts with that same binding. For example, when "]" is assigned to Focus Next Vessel (as is the default), clicking the Focus Next Vessel option triggers the following popup: The following is already assigned: Focus Next Vessel : ] Proceeding will result in both actions being assigned to the same key. Do you wish to proceed? I believe this is a partial regression from 0.2.0, in which (by my recollection) the popup instead read, "Are you sure you want to change this binding?" - a seemingly unnecessary but at least correct message. Severity: Medium Steps to reproduce: Open the input settings menu. Click on the key binding field for the Focus Next Vessel action, and observe the game's behavior. Expected behavior: The game prompts the user to press the new key for the Focus Next Vessel command. Observed behavior: The game displays a warning suggesting that the key currently bound to Focus Next Vessel conflicts with that same action (Focus Next Vessel). Included Attachments:
  8. Reported Version: v0.2.1 (latest) | Mods: Community Fixes, Leek, Kerbal Life Hacks, K2-D2, Node Manager, Flight Plan, SpaceWarp, BepInEx, Premonition for SpaceWarp, Patch Manager | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 3 3200G | GPU: GTX 1050 Ti | RAM: 16GB 3200MHz Basically, i was trying to change my conic patch limit, i pressed escape while dragging and the dragging sound kept playing. It even changed its sounds when i selected some ui elements. Severity: Low Frequency: Always Steps to reproduce: 1. Go into settings and find a slider (preferably the conic patch one) 2. Drag that slider, and while dragging press escape to close the menu. Now the sound should keep playing. Included Attachments: 2024-01-3020-17-09.mp4
  9. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb Mainsail is described as a sustainer engine, leaving no launcher type for the size. unplayable. Included Attachments:
  10. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB When hovering over a facility name in the facility list (with the "Kerbal Space Center (KSC)" title) in the KSC scene, if the facility is not visible, the tooltip pops up a significant distance away from the list, making it unclear at first glance that the tooltip is connected to the list. Severity: Low Steps to reproduce: Go to the Kerbal Space Center scene. Rotate the camera so that the VAB is not visible. Move the mouse cursor over the "VAB" entry in the facility list. Observe the position of the "Vehicle Assembly Building" tooltip. Expected behavior: The tooltip pops up either next to the mouse cursor or next to the menu. Observed behavior: The tooltip pops up a significant distance to the right of the menu. Included Attachments:
  11. 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)
  12. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: Ryzen5 5600x | GPU: GTX 1070 | RAM: 32gb ---------------------------------------------------------------- Anth Edit: Steps to Reproduce: Select a tank Select a physical strut Connect to tank Press 2 Press 1 Connect to the same tank Launch ---------------------------------------------------------------- After trying to build a craft and launching it, it immediately explodes on the launchpad and I'm now stuck in the VAB, when trying to go to any other scene, I'm still in the VAB, but can't go to the VAB to edit/save/load a different craft. When trying to revert to Launch/VAB the game gets stuck in the loading screen Included Attachments: 2024-01-1313-55-50.mkv AdvancedMunLander.json
  13. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb After splashdown there's water inside the capsule, probably not very good for the electronics. Included Attachments:
  14. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 3200G | GPU: GTX 1050 Ti | RAM: 16GB I was trying to edit a wing but when i used the edit tool to change the shape, the right wing flipped Included Attachments: Desktop2023_10.26-07_32_52_02.mp4 .ipsImage { width: 900px !important; }
  15. KSP Version : 0.10 Operating System and version: Windows 11 CPU and GPU models: AMD Ryzen 9 3900XT | nVidia Geforce RTX 3090 Founders Description of the bug: Selecting "Time Warp to Point" on Map scene always produces "reducing timewarp due to proximity to celestial body". However, in fact, the timewarp has finished successfully with no issue. A minor bug, but worth correcting for the sake new users.
  16. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5500 | GPU: RTX 2060 | RAM: 40GB Issue: A persistent visual bug that's been in the game since day one, Dres's rings currently always render behind the planet regardless of what angle they are viewed from, this has no impact on actual gameplay itself but severely ruins what would be otherwise one of the most scenic and beautiful places in the game This image below shows the visual bug: Some people were getting confused over the perspective before, so below is this image but with the near and far rings highlighted, as can be seen the rings should overlap Dres, but don't: From map view:
  17. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: NVIDIA GeForce RTX 3070 | GPU: Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz | RAM: 31.92GB If the undo button is used in the VAB, fuel lines and struts sometimes cannot be connected in symmetry mode. Fuel lines and struts can be placed one at a time after this bug is triggered. Leaving the VAB and returning removes this bug until the undo button is messed with again. How to reproduce most of the time: 1. Radially attach two decouplers to a FL-T800 methalox tank. 2. Radially attach two FL-T800 methalox tanks to those decouplers. 3. Connect the outer tanks to the inner one with fuel lines or struts in symmetry mode. 4. Play around with undo button for example: hit once, or twice, or delete previous fuel lines and undo, or place a new object and undo that. Bug sometimes occurs after one undo, sometimes it takes a few. 5. Fuel line/struts can no longer be connected between tanks in symmetry mode. I've also ran into this bug using medium methalox tanks and hydrogen ones. Spicat Edit: Exact steps to reproduce: Place a command pod Attach a fuel tank Attach fuel tanks in symmetry Attach struts from the fuel tanks in symmetry to the center tank (struts in symmetry) Select one strut and delete it (with the DEL key, deleting with the left UI is unreliable to reproduce this bug) Undo Try to place a strut in symmetry again See the steps in this video: 2023-12-30 13-50-59.mp4 Additional information: Like you see in the video, even when you create a new workspace, you can't create struts anymore: Workaround: Leave the VAB (like to the KSC) and go back to it
  18. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 5600G | GPU: NVIDIA Geforce GTX 1660 | RAM: 16GB This one probably wouldn't be noticed as much since often the boosters are lost in the first stage, and the firing only happens after the launch sequence has been activated. Replication: 1. Launch a rocket with an SRB attached. 2. Wait for it to run out of fuel, then quicksave 3. Load the save and the engine will sound like it's still firing despite being empty Included Attachments: 2023-10-2909-30-54.mp4
  19. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 | CPU: i7 10700K | GPU: RTX2060 | RAM: 32GB Placing the maneuver node somewhere, opening to edit and turning the camera around (e.g to see how the trajectory is affected on the opposite side of the planet) makes it impossible to operate. As in the screenshot. Included Attachments:
  20. 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)
  21. As the title states, the game always freezes for me when I stage/decouple or when I crash into something. I assume that is due to the number of parts changing and it recalculating in the background. The same issue is somehwat noticeable inside the VAB, although it is not as bad there. If my fully built rocket crashes on the launch pad, I basically get to sit and stare at a still frame for 10-20 seconds before even beeing able to hit the revert button. Out of interest I have tried playing around with the Affinity of my CPU cores and priorities in task manager, thinking it may be related to it not multithreading properly, as the CPU usage rarely exceeds 20%. Sadly that had no noticable effect on things. My system definetly meets even the recommended specs. (Running the game at 1440p) System Specs are as follows: OS Name Microsoft Windows 10 Pro Processor AMD Ryzen 9 3900X 12-Core Processor, 3793 Mhz, 12 Core(s), 24 Logical Processor(s) GPU NVIDIA GeForce RTX 3080 with 10gb vram RAM 32Gb 3200Mhz Nvme SSD Game is installed on a Samsung SSD 960 EVO
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