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  1. i'm unable to get into any of the 2 craft editors SPH or VAB, tried to clear input locks but that did not work. imgur video: https://imgur.com/a/6KkOR7h
  2. After exploring Cercani, the agency prepares to aim for the next destination: Nova Kirbani C, a small red dwarf orbiting far out from the binary pair, with 4 planets detected. The mission specialists selected are: Takane Kerman - Chief Pilot: A kerbal with a rather grounded history, she proved her spacial navigation skills inside virtual reality before getting a career at mission control plotting trajectories for probes, including the ships hauling fusion fuel from the outer system. Rayleigh Layman - Chief Scientist: Famous for being the first kerbal born on Laythe, she comes from a corporate outpost set up for prestige before the colonization wave even began. The transition to self sufficiency during her childhood inspired her interest in planetary science Polta Kerman - Chief Engineer: A specialist in fusion technology that oversaw the 3He mining operation around Urlum, he gathered a loyal following back on Kerbin for his series of introspective music, often released in conjunction with the arrival of the 3He shipment Katya Kerman - Second in Science: Hailing from a less developed region of Kerbin, she managed to score an apprenticeship with one of the best scientists on the continent, thus becoming a renowned scientists in the field of stellar wind interactions 16 other kolonists to oversee ground operations Part 1: Planetfall HMS Tempos of Wind Chimes lifts off from the Mun Passing through the glare. Due to a miscalculation the ship ended up with much tighter margins than expected. Some deltaV saving manuvers will be needed. Gravity braking off Sian, the third planet in the system Gravity breaking around your destination is tricky, as you cant change your speed relative to it, only a third body. Instead you must burn at apoapsis to raise your periapsis back to the planets orbit, to encounter it tangentially, thus limiting the normal component of your capture burn relative to the star. About 2/3rds of deltaV can be saved this way if you fly well. Weather this is worth it is another question., as while the capture went from 1400 to 300, another 1100 must be spent to get to low orbit, so the total saving is less than half This little asteroid moon of Sian provides an amazing view of the icy planet bellow Exploring on a lawn chair A mining ship is constructed to source raw materials, as the starship only carries the minimum amount required. The onboard factory and orbital shipyard will turn the ore into material kits. It will also top up the starship with hydrogen as the afterburning mode is much more efficient at conserving fusion fuel Probing Sian. So it turns out the atmospheres in this mod are complete nonsense. I had to rebuild the atmo configs from scratch for this one especially Leaving Sian Trying the same gravity break, this time it wasnt as efficient but the ship is bleeding mass from converting ore to fertilizer so the longer transfer added some deltaV Passing by Narath. While the presence of oxygen is a strong biosignature, the planet is a lot more bleak that it was hoped for. The very thin atmosphere combined with the frequent flares of its parent star restrict life to the oceans, which are slightly greenish Entering low orbit and preparing to deploy the colony. Also is should point out this planet is the buggiest ive ever seen, with bugs i didnt even think were possible Observing the rock formations. For some reason these things are very laggy so ill have to disable them Planetfall. A crumple zone was used on the underside to allow landing with just parachutes with the help of lithobreaking. This will serve as habitat until a large one can be built The colony. Since the planet is tidally locked, solar arrays can provide constant power, even if a mod i cant find is causing them to only output a third of their power when the sun is low in the sky. Does anyone know how to fix that? Time to resupply the starship so it can visit the other planets To be continued... ✶●●● ●
  3. So as it turns out, my mod has a few issues. For example, even with a texture, the gas planet is completely black as seen in the images below Gas giant config below Star config below Edit: When placing a regular Jool, it seems to be illuminated correctly Second edit: This issue happens when I apply the texture to the ScaledVersion. Here is my texture below: Third edit: Something was likely wrong with my texture. OPM Urlum's texture worked, but when I tried to use the Ignis texture, it did the same glitch.
  4. So, I've recently been looking for mods that added more content to the KSC, and I downloaded KSC Extended, but for some reason the textures for the grass around the mod's structures turned purple. I then tried KSC Kampus and it worked fine but the runway textures turned purple too. Is this a bug or am I doing something wrong?
  5. The foundation game still needs one or two more bug fixing passes / updates, otherwise by adding all the new parts and systems we'll just end up with bugs having bugs and the community reacting negatively similarly to the EA launch. I really appreciate the hard work, QOL improvements, bug fixes and optimizations that have gone into KSP2 EA since launch. The game has gone a long way towards becoming polished. But as of 0.1.5 the basic game with the foundational mechanics and sandbox gameplay is not there yet. I don't want to mention all the issues that players still encounter while trying to do a relatively complex mission from start to finish, but basic things that should work - like wheels, landing gear, docking, saving/loading, UI, stock vessels, cameras, staging, reentry heating (which combined with changing the joint system will surely cause new problems), buoyancy and liquid physics - are still missing, incomplete or buggy. I realize that December was announced as the month in which For Science! gets added to the game - but I don't see how that upgrade will be successful in a few short weeks without first fixing the existing bugs and issues that prevent players from having fun or even completing missions in the base game. Please prioritize bug fixing before adding new content - don't amplify the existing problems by stacking on new systems on top of a problematic base game.
  6. So i'm having this issue that i am stumped and completely clueless on how to fix. I have this issue where lights turn on and off in the VAB or SPH while building. Cool, ok. Issue is when i click launch and go to flight mode, the lights are on by default, but once i turn them off they are off permanently. Spamming the light button does nothing, right clicking and pressing turn lights on does nothing, EVA and do it with a kerbal, still nothing. I have plenty of electricity, so it's not that. IVA screens still work, lights on cockpits and other modules still work and shine on other things like a space station or whatnot. It's only the lights themselves that have this issue and it has my confused to no end. Any help and i'd love you forever. It's on KSP 1.8.1, i stay on this older version cause alot of the mods i love that are working on here aren't supported/don't work on later versions. My KSP log: https://www.dropbox.com/s/jg13ygtp3wuk5q1/KSP.log?dl=0 My Gamedata folder, my dropbox is full and already used up my other emails on it.
  7. My "Burn time" and "Start burn" indicators flicker and change constantly. Say the burn time is 42 seconds. The burn time will double itself to 21 seconds, than back to 42 right away, then keep doing it. The start burn indicator flickers like this too, just without an obvious pattern. Screenshots here: Full modlist is here:
  8. Things likes pressing 'M' opens the man, pressing ',' (comma) and '.' (period) changes warp time. Also, numbers can not be inputted even when pressing on the numpad.
  9. As of April 12 (2:29 PM, EST) - Most importantly (since it was addressed in Patch #2)... One of my ships teleported to underneath the VAB during construction This has only happened one time, but it happened after Ctrl+Z (undo) Speaking of Ctrl+Z - I also had an Assembly disappear completely following an Undo. To be specific, the parts didn't just erase - they appeared to be invisible. Certain VAB part icons still appeared around the invisible craft (i.e. small 4-way direction/compass circle icon) Almost all new bugs tho are related to orbital mechanics the the new Maneuver UI Maneuver Mode - new, predicted orbit line not showing at times (image below) Maneuver Mode - Burn Time Meter stuck (while in mid-burn pointing at target) No screenshot of this, but it happened twice while en route to Eve, specifically, while attempting to circularize within Eve's SOI Switching between Map View and (Auto) Orbit Flight View sometimes causes parts to shift out-of-place No luck saving/loading game. Only resolvable by reverting back to a previous save or deleting/restarting ship May or may not be new: - I noticed that my Kerbal Pilots go into PANIC MODE whenever I time warp in orbit. (i.e. flailing arms around and screaming) - While in VAB, I'm frequently unable to expand Stage Info Menu (on right hand side), and view the estimated effectiveness of stages while in different SOIs. To be clear, before Patch 2, I almost never had an issue being able to expand a Stage View, click on an engine, and view my TWR on various planet (atmos & vac)
  10. Something keeps on happening while Im using my modded space shuttle in ksp, for some reason a and d become the pitch controls for some reason mid-flight, its the same for w and s, q and e is unaffected.
  11. KSP Version 0.1.1.0 Operating System and version: Windows 10 64-bit CPU and GPU models: intel core i7-9750H nvidia geforce rtx 2060 This 3 patrs bug automaticly change camera viev on launchpad to orbital camera mode. Then if decoupled camera won't follow command module, you can control previous stage,next stage don't show up in tracking station. Bug won't ocurr when deleted any of theese 3 parts Parts are: TD-25 (decoupler) 100KN No crossfeed MEM-125 (structual) Lengh: 0,40m Fairing: enabled Deploy type: shroud AE-FF250 (payload fairing) Ejection force: 100KN Fairing: enabled Deploy type: clammshellX2 https://imgur.com/a/CDZChTl
  12. The devs are actively ignoring support for me and many others in the Discord Server who cannot even create or load a save file because of a unity error that the game has. The developers deny responsibility based on specifications and not that it is their own Unity error. The images are Here.
  13. Yeah, this is after the update when I tried to stream myself doing the weekly challenge. I encountered the issue with struts and docking ports after loading a quicksave around the Mun. The attempt before I tried to undock so I can get ready to land, but that ended in the termination of the vehicle. And yes, before anyone asks, the CSM is an EJ_SA design. I copied him while he was building it to try and pick up some new tricks for building craft in KSP2. On that front, I would like to apologize for copying. I just needed to do a bit more to actually learn.
  14. When I saved and reloaded my craft in orbit trying to fix an other issue, my crafts shutes would sometimes bug out and would change the center of mass/thrust and make my craft spin uncontrollably. Saving and reloading fixed it to a certain extent.
  15. KSP2 Version: 0.1.1 OS: Windows 11 CPU: 12700H, GPU: 3070ti, RAM: 65GB In low Mun orbit, the sapcecraft still gets a impuls when engine is off. This will cause the PE getting lower and AP getting higher. The lower, the more obvious. Step to replicate: launch any spacecraft to low Mun orbit. NO MODS. vodeo: https://www.youtube.com/watch?v=rcl4shtNMEM Pay attention to the bottom left corner. the PE and AP is changing.
  16. Since I've experienced some kraken attacks while playing Kerbal Space Program 2, I thought it would be interesting to start a thread and see what other kinds of krakens players are getting attacked by. I'll start this with a video I created showing what happened when I was trying to do a Mun mission in KSP 2 early access. Share your kraken attacks underneath this! I would like it if you can post screenshots or videos showing what happened as well.
  17. To possibly re-crate this bug/glitch: Land a vessel on the Mun or Minmus then launch off While in a sub-orbital or orbital trajectory: create a maneuver and try to change it (even slightly) - observe that the maneuver node doesn't move no matter the change, but the "Required Delta-V" is displaying tiny requirements on Dela-V with decimals (an extremely small Delta-V required) The vessel's "Situation" in JSON save file now changes from 'Orbital' to 'Landed' Write a topic about the bug on the forums This bug can somehow affect the previous save files of the same quick saved lander vessel but doesn't change their "Situation" but somehow "infects" or "inherits" this bug. A way to fix this bug for the player: Re-load the save when you were still landed Do not leave the game until you are done from that forsaken vessel. You are a prisoner of the Kraken until you leave this to it.
  18. This in turn glitches out the main vessel that was attached on even though the decoupled part has already detached, but feels like the part is still attached to the vessel and its still pulling and acting with drag and weight, therefore slowing down and misguides the rocket even though decoupled part is now registered as a debris and is kilometers away.
  19. Image: Screenshot of the staging
  20. Landed space craft also jumps or spawns several meters above the ground after time warp.
  21. Parts in flight stay highlighted even after reloading a quick save, but disappears after reloading the quick save when loaded from the main menu or after restarting a the game.
  22. Even after several tries, after restarting from main menu and game, it detaches as a separate craft and becomes a debris. I had my engines and landing gears directly under the wings too.
  23. Sometimes ships just don't move in orbit, I don't mean roll/yaw/pitch. They are just completely still not moving at all. While trying to intercept a craft I found that while time warping the intercept node is saying the wrong intercept, it just circles between what intercept 1 and 2 were when you started the time warp. Another is that sometimes in the VAB when you press launch it simply does not launch, no error message or warning, it just doesn't launch, even if you select a different launchpad or clear debris from every other launchpad. Also, I turned on infinite propellant and then later turned it off and the next day when I turned it back off and hit apply settings, it turned back on soon after for no reason. With fairings, if you put something inside one and launch, it sometimes shakes the entire rocket uncontrollably and sometimes stops shaking when you stage, but the payload is often glitched halfway out of the fairing. Manoeuvre nodes give the burn time and everything, however the required deltaV doesn't decrease while burning, it just acts as if the manoeuvre was made at the current trajectory. For example, if I made a manoeuvre that put me from Kerbin orbit to Munar orbit, then performed it, once I completed the manoeuvre , my trajectory would be correct, but the manoeuvre would be showing the trajectory as if I planned it from already being on a Munar trajectory. Beneath the manoeuvre description, where it gives burn time, required dV and time to stop burning, there is a bar that shows you how long you should burn for, but there is a weird '3' that is below this bar that doesn't change or have any relevance as far as I can see. I have no idea how some of these got past any amount of testing, if any testing was done at all.
  24. I usually make planes and fly them in KSP, so I frequently have to deal with a big bug: if you attach landing gears to big wings, like the commercial airplanes wings or a sistem of wings, the plane immediately starts to bounce and never stops, and it makes taking off literally impossible (mainly if you have a big part of your wing going further to the fueselage than the gears), and the only solution is to attach the gear to the fueselage and move it, but I think this is a big bug and deserves some attention.
  25. The Art of Part Design. My modding history began in 2017 were I came across a mod from Tygoo7. I instantly fell in love with the mod and after some time I approached him asking if I could continue his fine work. Back in those days, the modding community was still relatively young and while I had some knowledge in Unity and Photoshop, my art design wasn't the greatest. During the years I have come across a lot of good people who dedicated their free time in making amazing part mods for KSP. They guided me through the appreciation of Porkjet's style and eventually to work in tandem with styles from other authors such as Nertea, Cineboxandrew and Beale, to name a few. To this day I am still critical on what I make and how it is represented in the game. I made the Tundra's Space Center mod to add new and exciting launchpads to launch from. Following the strict rules Bac9 made here: I set out to make one of the best looking pads in KSP. Fast forward to today. I am overwhelmed with how KSP2 looks. The graphics are amazing and the sounds are beautiful! KSP2 will be a good base for a whole new generation of people playing, learning and modding the game. However, things are looking a bit messy regarding the art style of parts. Specifically, the ' errors' . I know KSP2 is in a very Early Access state. I am confident that these parts will get a nice overhaul once the base systems are stable enough. But I have encountered many errors/problems with these new parts. I have made a list with all the things I have noticed. I hope these things will be addressed at some point during EA. Firstly, I'd like to address part quality assurance and standardization. As you can see here, these two parts (FL-T800 and the VL-T30 Engine) doesn't seem to align properly. This problem exists because the 1.25m fuel tank is made of 24 sides and the engine sits at 36. These inconsistencies are a problem. Many of the current 1.25m engine plates are 36 sides were as the fuel tanks are 24 sides. Command pods are at least 48 sides which isn't that big of a deal. 48 does match a little bit with 24. But I don't understand the 36 side choice. I hope this problem will be fixed in future updates. Inconsistency is key to many of the errors we will encounter in this thread. Part clipping occurs when a node is too low regarding the surface of the part. As you can see here, the TVR-1180C clips through the FL-T800 fuel tank. The height of the node from the TVR-1180C should be increased so both seams are matching and we have a flush part! Another problem is that the Bi-coupler version (TVR-200) doesn't match the dimensions of the fuel tank. Resulting in the ring being bigger. These are just some of the findings from the first hour of playing the game. Many of these imperfections are easy to fix and should be addressed. However, there is more! Taking a closer look at the end caps for the adapters, one in particular stands out. The 1.25m to 2.5m adapter's end cap seems to be rotated at an odd angle: There seems to be a gap when attaching a part under the MK1 Explorer: The MK2 Tuna Can top node is not centered: Good textures are key to many parts success. When we take a look at a lot of popular, larger part mods, every single part is carefully crafted with consistent texel density, ranging from 300ppm to 600ppm for really detailed parts. When I take a look at KSP2, many parts are inconsistent regarding texel density. I simply don't understand why some of these are higher quality than others. I have a feeling that there doesn't seem to be a standard in many of these design choices. If I was an art director, I would have had a list with checkboxes that every single part needs to meet in order to be in the game. I know, for example, when ReStock was developed a rigorous testing process was made against each part to ensure that it met a high quality. These areas included: Localization Tags Holes in Mesh Model Mesh Issue (Missing structure etc.) Collider Issue Model Orientation in VAB Node Placement Part attachment to other parts (stack/radial) Texture Issue (Diffuse/Normals/Mirroring etc.) Model/Texture Alignment Issue Emissives Issue Animation Issue FX Issue Sound Issue Thrust Transforms (Torque) Shroud/Fairing Issue Gimbal (Animation and Structure) Variants Working (Resources, Model etc) Specific PartModule Issue Aesthetical Design Issue Generic Improvement Comment IVA Issue Balance Issue (RS+) The texture files can use some optimization too. I noticed a lot of UV maps that could be stacked and reducing the space needed on a sheet. For example, the FL-T800 uses two textures for the top and bottom half of the tank. This is a great example of stacking the UV maps on top of each other so they use 1 texture for both sides. I hope that the community will list more down in this thread. That so we can keep everything neat in one place regarding the aesthetics of parts.
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