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About me



  1. KSP: Windows 11 home (10.0.22000) i7 12700, Nvidia 3080 12GB (studi driver 528.24) No mods After landing at Duna I stepped out to EVA and planted a flag. When I returned to the vessel the UI that tells you to press F and B appeared but I couldn't grab the ladder or board, I took the second kerbal to EVA but didn't let go of the capsule ladder, but still couldn't board. Quickloading doesn't help. After restarting KSP 2 I can grab the ladder and board, that is until I plant the flag again and the problem returns. On the 3rd restart i can't recreate the problem.
  2. Recommendation: Make it possible that you can upload the game state files and vehicle files in the bug report via the launcher and not only images. Matt Lowne also says in his videos that he can submit the LOG data and his save data. Maybe the development team can crush the reported bugs faster.
  3. Hello. I would like to share a bug that I've experienced with Kerbal Space Program 2. When trying to load the space center scene on a computer that only has integrated graphics (and no GeForce RTX or AMD Radeon graphics card), the game just crashes. I've seen some other people (like ShadowZone in this video https://www.youtube.com/watch?v=KVpeUc5mIF0 at the part where he tries running the game on a laptop that only has integrated graphics) trying to run the game who have experienced this as well. If this will help at all, these are the specs of my main laptop. Processor: 11th Gen Intel Core i7-11390H at 3.40 GHz (8 CPUs) Memory: 16384 MB RAM Graphics: Intel Iris Xe Graphics Available Virtual Memory: 8.62 GB I also tried running the game on a different laptop with 2 graphics cards (one with integrated graphics, and the other with an AMD Radeon) and it was able to load the space center scene without the game crashing. Hopefully a developer will see this and fix the bug soon.
  4. This post is a copy from the Discord server: (1078874827047313488) StormFury07: In airplanes, when the pitch controls are inverted. Roll control also becomes inverted. So if "S" is pitch up, and "W" is pitch down. "E" is roll left, and "Q" is roll right. In a plane pulling back on the stick is pitch up "S", and pushing on the stick is pitch down "W". Left on the stick "Q" is roll left, and right on the stick "E" is roll right. In the image below I am rolling to the right but I am pressing the "Q" key. Immabed: Were you inverting the controls so that pitch up would be 'S' and pitch down would be 'W'? Because if so, that indicates the wing part made a mistake in picking the default pitch direction. I found the same thing, in some positions, wings pitch incorrectly by default. I believe this is when the wing attachment point is ahead of the center of mass, but the control surface is behind the center of mass. I believe that is the bug. What should be done for part config is individual inversion for pitch, roll, and yaw, as well as individual authority limits for pitch, roll, and yaw. As it is now, especially with the pitch direction glitch, some planes are unflyable due to inverted pitch, and in general aircraft are much harder to tune than KSP 1. Stormfury07: Yes, I was selecting inverted controls so that 'S' would be pitch up, and down 'W'. So the pitch direction on the wing is wrong. That doesn't excuse the fact that even if I wanted 'W' as up and 'S' as down, that the roll should also be inverted. Mech: SAS also messes up and causes your aircraft to continually do a barrel roll. StormFury07: This as well, it SAS can't handle the fact that it's in a positive feedback loop. If it rolls left lets say, SAS will roll right ('E' Key) but that just makes it roll left harder! Immabed: That's always to be expected when the control input moves the craft the wrong way. I agree that each axis should have its own inversion controls, since inversion only exists to fix incorrect auto-detection anyways.
  5. I'm having trouble getting my HOTAS to work in game. I seem to be having multiple problems here. I went through the input settings and first off it was only reading the axe on my stick, it wouldn't even pick up my rudder pedals or my throttle, both of which work fine in KSP1. It did read the buttons on both my stick and throttle though. it would only let me set inputs in one direction. For example, I would pull the stick back to set pitch up, it would flash pitch down for a split second, but before I could move the stick it would close the window and set pitch down to stick up as well. This seemed to happen with both axis moves and button presses on any bi-directional command, the only times it would let me set both directions was with the keyboard. I tried the second tutorial to test my controls and it wasn't reading inputs at all, this may be related to problem two.
  6. After recovering a craft, the crew that was onboard is no longer available. I can reproduce this in a new game, with a craft consisting of a single pod being recovered from the launchpad. Edit: This happens for kerbals in crafts, as well as individual kerbals. It doesn't matter if I use the tracking station or the ESC menu. AMD Ryzen 9 3950X 64 GB DDR4-3600 AMD RX 5700 openSUSE Tumbleweed, KDE Plasma (Xorg) Proton Experimental Launch Options: PROTON_USE_WINED3D=1 %command% Version
  7. Came to realize that the gaps in the sides of the deployed Mk 12-R Drogue Chutes erases the water when looking through it. You can see the sand underneath even though you can see the water around the cute and through the top hole in the chute.
  8. There are large gaps in the terrain on kerbal. This is visible in KSC view, but also when flying a craft. It seems that the missing parts are always the same though. Although it is not visible, collisions do work. AMD Ryzen 9 3950X 64 GB DDR4-3600 AMD RX 5700 openSUSE Tumbleweed, KDE Plasma (Xorg) Proton Experimental Launch Options: PROTON_USE_WINED3D=1 %command% Version
  9. So far I've not seen any clouds, but there is a layer of grass hanging low above the runway. AMD Ryzen 9 3950X 64 GB DDR4-3600 AMD RX 5700 openSUSE Tumbleweed, KDE Plasma (Xorg) Proton Experimental Launch Options: PROTON_USE_WINED3D=1 %command% Version
  10. When right clicking on a part, the menu shows the wrong state initially. Clicking on the part in the menu does work as expected. AMD Ryzen 9 3950X 64 GB DDR4-3600 AMD RX 5700 openSUSE Tumbleweed, KDE Plasma (Xorg) Proton Experimental Launch Options: PROTON_USE_WINED3D=1 %command% Version
  11. [Moved to https://forum.kerbalspaceprogram.com/index.php?/topic/213773-problemeciums-bug-reports ]
  12. I've encountered quite a few bugs in my first experience with the game, and I know it's to be expected with a game at this stage of development. For context, I've done a mun landing and return mission so far. This is a non-exhaustive list, but some of the bugs are hard to explain and I didn't get screenshots of all of them. Bugs: I'm sure this is a known issue.. when unpausing the game, it creates a long list of "game unpaused", this has happened with camera modes as well creating a list of camera mode names. When trying an EVA in space, my ship spontaneously exploded. When trying to cancel a "warp to maneuver" by pressing "," to reduce warp, the game pauses no matter what warp level you're at. Mouse wheel still controls the map camera when in the settings menu The ship was sent spinning out of control, and my trajectory was altered significantly when I switched between map and camera view. I'm not entirely sure what caused this bug, it may have been due to using time warp while in map view then switching back to camera view quickly. The ship had a command module and a lander which may have contributed. A debris name/label got stuck on screen and followed the camera after it crashed into the mun. If you scroll with the mouse wheel then click+hold the mouse wheel it continues to zoom in until you release the mouse wheel. SAS stops working in map view. Feedback: I'd really like to go back to holding shift and scrolling the mouse wheel to move the camera vertically in the VAB. Pressing and dragging the scroll wheel is a little awkward. At the very least being able to change control settings in the options would be nice. It should be possible to adjust the maneuver node and see the encounter periapsis at the same time to make fine adjustments. More a question than feedback, but is there a way to see the delta-v in the VAB from different perspectives? (i.e. from sea level, in a vacuum, in other planets' atmospheres, etc.) Would be nice to see the estimated burn time for maneuvers (not sure if this is a bug) Thanks for all the hard work, looking forward to seeing this game improve in the coming months!
  13. its seems that i cannot bind the E key to any binds, it simply doesn't register that i even pressed it.
  14. Was working on a craft and wanted to assign assemblies. Clicked on the assembly tool but couldn't quite figure it out so I turned the tool back off and selected the part selection tool. It seems like the program got stuck in "Assembly mode" from this point on. Even tried loading different crafts (stock included), and exiting/entering the VAB, none of which resolved the issue.
  15. * when the craft is in very low orbit the auto-cam bug and cant choose between orbital or ground cam so there is infinite notification until u choose another cam by yourself second, there is a bug with the fairing in the VAB the video show it well https://youtu.be/WpdZ77eYC2w
  16. So, I'm working on a low mass mission. A great deal of that mission was planned on me being able to disassemble and reassemble craft at will with the stock EVA construction tool. I launched the mission, and then detached several parts. Using these parts, I assembled an ion lander based off of a small reaction wheel. This small reaction wheel is the root part of the ion lander, but all of the parts were originally parts of the main craft, and none of them were the root part. I went off, landed on the Mun and Minmus, returned to the main ship, and attempted to reattach all of the parts. Everything went ok until I attempted to reattach the small reaction wheel. (The seat was detached before I did anything else) However, when I try to pick up the small reaction wheel, which now has nothing attached to it, despite being highlighted green, it will not let me pick it up and move it. Reaction wheel is highlighted green. When I press the center of mass button it shows the centers of mass of the main ship and the small reaction wheel and none of the other standalone parts which are floating around. I can freely pick up and move all of the other parts, just not the small reaction wheel. This issue persists through quickloading, leaving to the tracking station, and reloading the game. I have found a workaround: Go to the tracking station and rename the part to the class of debris instead of the class of whatever it is. I think this occurs because the EVA tool thinks that because the vessel type is not debris, it won't let you move it for some reason. It is possible that this is intended behavior but that would be strange intent in my opinion. I believe this is a stock issue, as none of the mods I have installed seem like they would affect the EVA construction tool. Mods: ClickThroughBlocker Toolbar controller B9 Part Switch Better Time Warp EVE BoulderCo City Lights Kerbal Engineer Redux KSP TOT Connect Scatterer Waterfall Stock Waterfall Effects ZeroMiniAVC Module Manager If you know of an alternate workaround please let me know, but I can manage with the current workaround. While I technically don't need an answer I think its a good idea to post about it in case someone has the same issue later and goes googling.
  17. Recently when playing KSP, I have been having this very frustrating problem. I am really not sure how to fix it and if anyone has any suggestions I would be really grateful. (This also only happens in KSP so I am 100% sure that my graphics card isn't a problem, it is a GTX 1060) Thank you Video of the problem
  18. Today i was testing the trust of some engines and i built a pretty stupid craft. When I put it on the runway it started driving itself at about 9 m/s. The brakes can't stop it. I think it is running on kraken power. I don't know what is causing it, but here is a video of it happening. https://youtu.be/6c1Xnjf-ktk P.S. I hope this is the right place to put this thread, I couldn't find a category for bug reports...
  19. http://bit.ly/ingamedatebug If you can't see what happened, I opened a save in which the in-game date was in Year 20. When it loaded, the date was, for some reason, changed to Year 1. What's happening?
  20. I have found propellers won't work when partially submerged. This put a stop on creating stock boats and aquatic rovers. Here is an experiment to demonstrate: Here, propellers have it going like no one's business But here, same set up, and you're quite literally dead in the water I hope this is an oversight and not intended. Sure, water propellers are slightly different, but it's not like an airplane prop would be useless. It would be great to see this patched, so we can build stock propeller powered watercraft, for Eve, Laythe, and just on Kerbin.
  21. The game crashes immediately upon launch. A window opens with a white screen and the in game cursor, but then crashes. Heres the crash reports: https://imgur.com/a/sB4JZvR https://www.dropbox.com/s/cn2pm6nph1hrysu/output_log.txt?dl=0
  22. So I spent an hour or so building a drive-able strand-beast. I built the front half first and and used wheels for the back half. I said bloody hell it works. The three legs in front are pulling the thing around. So I ditched the wheels and put in three more legs on the back half. I programmed them so that they would be asynchronous with the front half to make the thing ride steady. Somehow, even though I hadn't edited them, the front legs just stopped working. I was using a single KAL 1000 to control 12 parts and initially in the editor it worked properly but when I went to launch, several of the hinges stopped working. Now here's the weird thing, Upon reverting to the hanger, those same parts were broken inside the hanger too. This is defiantly a bug. I reloaded the same ship file and still broken. I hope squad fixes this one quick. I can offer the craft file if it helps, but I'm not sure how to upload it.
  23. I'm running the OPT parts mod as well as firespitter. Every time I load in this particular vehicle, which is using parts from the OPT mod, it spawns about a KM in the air above the runway. Looking at the debug menu gives me the error "ground contact! - error Moving Vessel up 997.025m". I'm willing to bet that its just a part i have on the plane acting up and i'm gonna do some more testing but I was wondering if there was a known fix for this or if there was a way to stop the game from trying to self fix any ground clipping issues. It seems kind of strange for the game thinks that the solution to the problem of ground clipping to spawn the craft a Kilometer into the air. Sidenote: I did some research on this problem before posting this and one of the fixes that someone found was to just remove the Firespitter mod. I tried that but it still didn't fix it. I thought it might have something to do with the fact that OPT is out of date, however I put all of the parts that I have on my current craft onto a completely new craft in a new file and it worked just fine.
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