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  1. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro 10.0.22621 64-Bit | CPU: AMD Ryzen 9 3900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM: 65459 When surface attaching RF-AD-SL 2500 (Mk3 to MD adapter) in mirror symmetry, the part supposed to be in symmetry ... isn't (see screenshot). It does attach correctly when using radial symmetry. This does not happen with other slanted parts (MD>SM, LG>Mk2). Included Attachments:
  2. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro 10.0.22631 64-Bit | CPU: AMD Ryzen 9 3900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM: 65459 I made a mistake during a complex build and pressed "CTRL+Z" to undo what I did. That worked fine but afterwards I was not able to place parts in any symmetry anymore. This only got better after relaunching the game. Included Attachments: ForSci_Bug43.mov ForSci_Bug43-Symmetrygone_logs.zip
  3. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: I9 CPU Intel | GPU: 3060 6 gb (laptop) | RAM: 16 GB When using the button to look inside a built fairing if the fairing is tall enough the fairing will only "open" if your mouse is over the base/root of the fairing, not just over a part of the whole fairing at all. In the attached image the mouse is hovering over the main part of the craft in the fairing but the fairing only opens slightly, if I hover over the bottom, though, it opens properly. Included Attachments:
  4. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: 12th gen intel i7 12650 | GPU: GeForce RTX 3060 laptop | RAM: 16 GB After designing a rover I wanted to make it a subassembly to attach it to another lander, so I added a structural plate so that it would have a free attachment node on it's top side, and then made that part the assembly anchor and saved the rover. Now after reloading it, most of it is missing. I tried restarting the game, no good. I tried loading and earlier autosave and found the complete rover as I was testing it on the launchpad. So I recovered the vessel (revert options not available) and went to the VAB, where I found the rover but with some of it missing and in several pieces. So I moved that to the trash bin and loaded the saved rover, but it was still as it was in the attached screen shot. Included Attachments: minirover.json
  5. Reported Version: v0.2.1 (latest) | Mods: See modpack.CKAN, but I know 100% sure that this is also in stock because it has been this way since 0.1.0.0. It's a camera issue, the mods don't affect the camera system in any way. | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB When building a wings that consists of multiple pieces, you often want the new wing to be the same length and thickness as the end of the first part of the wing. This is (unfortunately) not automatic, so you have to set them manually The 2nd part of this wing has size 0.10 And now it also has 0.10, but it's clearly bigger: I suggest showing more decimals as an easy fix, OR (I think this is better), using actual units of measure, like meters. That way you can also type them as input, and you get the dimensions you want easily. This wingspan of 0.15 is 2.80 meters. Why not just let that be the number for the wingspan slider? (Same for the root length being 1.7m, or the thickness being 0.08m. These unitless numbers make building wings more complicated) Included Attachments: modpak.ckan
  6. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 22H2 (build 19045.3324) | CPU: AMD Ryzen 9 5950X | GPU: Asus ROG Strix GeForce 1080 Ti OC 11gb | RAM: 32 gb 3200MHz DDR4 In the VAB, while "Center of Mass" indication is enabled, the indicator does not move accordingly as fuel amount is being modified in fuel tanks. One needs to disable and enable the CoM indicator again, pick up another part from the part picker (does not need to be attached to the craft) or detach and reattach any part on the craft to update the CoM's position. How to reproduce: Place two fuel tanks connected with one another. Enable the "Center of Mass" indicator. Right click one tank and change its fuel contents to zero. Observe that the CoM did not move. Either disable and enable CoM indication again, select a new part from the part picker or detach and reattach one of the fuel tanks. Observe that the CoM did in fact move. The screenshot illustrates the issue, the video demonstrates the issue, the craft file contains simply the two fuel tanks from step 1. Included Attachments: Window04-09-202300-20-22.mp4 fuel_tanks.json
  7. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5 5600x | GPU: 3070 | RAM: 64gb Behavior The Bug Does: When applying an object with a port that isn't the root part using symmetry doesn't behave only doing the object you put on Behavior: Extra Info: Additional Notes: This Might Just Be This Craft Save Itself, Due ThisIs4Bugs.json, All Anchor Points Are Considered "Invalid" There Is Objects Below The "Ground Included Attachments:
  8. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0-rc3 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060Ti | RAM: 32GB After launching a vehicle from the VAB, that vehicle is not saved anywhere, forcing the user to recreate it from scratch if they did not save it first - even though an unsaved vehicle remains in the VAB when going to another KSC facility. Steps to reproduce: Create or load a vehicle in the VAB. Use the ESC menu to go to Kerbal Space Center or another facility. Return to the VAB, and observe that the created or loaded vehicle is still present. Click the Launch button to move the vehicle to the launchpad. Use the ESC menu to go to the VAB. Observe the state of the VAB. Expected behavior: The created or loaded vehicle is still present in the VAB. Observed behavior: The VAB is empty. .ipsImage { width: 900px !important; }
  9. Reported Version: v0.2.0 (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 Steps to reproduce: Place a part Attach parts on symmetry Set the assembly anchor to one of those part on symmetry Move one of the other part on symmetry with the translate tool Video evidence: 2024-01-29 21-35-00.mp4
  10. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 7 5800X | GPU: Radeon RX 6800 | RAM: 32 GB What I expected: my craft to stay as I left it when I left the VAB What actually happened: the docking port and the part it was attached to stayed in place, along with all radially attached parts, but any parts attached by snap points were moved under the floor of the VAB and disconnected from each other. Additionally, the part which the docking port was directly attached to had its top snap point removed. Steps to replicate 1. place a few tank parts assembled together either vertically by their snapping points or radially 2. radially attach a docking port of any size to one of the tanks 3. using the assembly anchor tool, set the docking port as the assembly anchor 4. leave the VAB to KSC or any other facility 5. enter the VAB tags: root part Included Attachments:
  11. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7-7700HQ | GPU: NVIDIA GeForce 1050 Ti, Intel HD Graphics 630 | RAM: 32 GB Basically, what happens is that every time you either reload a craft (opening it through the load option) or copy the light using alt-left click, the light's angle will not be facing the right way, despite the VAB saying so. Do note that this only applies inside the VAB, and not during launch. Also, editing the angle to a different angle and then moving it back will fix it. How to replicate: -Go to VAB. -Select any light that has a configurable angle. -Select an angle (other than 0 of course). -Either save the craft and load, or copy the light. -Angle will still say it is facing the saved location, but it will not be shown facing the right direction. (thanks to anth for providing video evidence) Video Evidence: AngleNotReflectedInVAB.mp4 Included Attachments:
  12. Reported Version: v0.1.4 (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 When I try to edit a fairing when attached to a fuel tank, the game will not remember what I saved the fairing as. However, if I take the fairing off and make it, then put it on the tank and offset it, it understands what is going on. Steps to Replicate: In the VAB Load reDIRECTion(Bugged).json Click on the wrench Pull the green arrow up into the tank Attempt to close the fairing on the tank using the green tick Note: It disappears which it shouldn't Video Evidence: https://youtu.be/lfafueY2_MI Save File: reDIRECTion(Bugged).json Updated Log File: FairingnotBeingPlacedwhenConnectedtoFuelTank_logs.zip
  13. 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 Steps to Replicate: Place two parts Place a strut between them Move one side of the strut The camera move even when you focus on another part. Additional Information: This work for inline or radially attached parts. Included Attachments: 2023-09-1014-17-14.mp4
  14. 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:
  15. 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 Steps to Replicate: Place one part Use symmetry (Every symmetry work (except 1)) Place struts on the part Delete it, either with the "Del" key or with the "bin" at the bottom of the vab menu Included Attachments: 2023-09-0423-54-27.mp4
  16. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 11 | CPU: i5 13600k | GPU: 6700 xt | RAM: 32 gb start with xs parachute (mk16) and add a small tube (so that the tube is angled like a diameter adapter). Now select both of them, toggle symmetry and put them on top of something. only the part where the mouse is gets angled tubes, the rest are straight Included Attachments:
  17. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro 10.0.22621 64-Bit | CPU: AMD Ryzen 9 3900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM: 65459 When attaching radial tanks with engines to a center stack with engines, the game does not correctly calculate the dV available. In fact, it always shows more dV than is actually available. This prevents me from reliably building rockets that can reach orbit since the dV is usually displayed higher than is actually available. Video example attached. Also bug package including two workspaces that have the issue as well as log files. Included Attachments: BUG131.mp4 BUG131dVcalculationwrong_logs.zip
  18. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 22H2 | CPU: AMD Ryzen 5 5600X 6-Core Processor 3.70 GHz | GPU: 3070 TI | RAM: 32,0 GB 3600 mhz (operating at 3200 mhz) cl17 Specs: Title: ctrl+z renders struts/fuel lines invisible in the VAB. Steps to replicate: Place struts in VAB Place another part ctrl+z placement of part from number 2 struts disappear This bug is purely visual, as struts/fuel lines is visible again at launch, and functions as normal.
  19. 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 connected monofuel tank to my craft with methalox KS-25 main engines and I was surprised, because dV increased. I connected monofuel and hydrogen tanks and in all cases dV increased like if I connected methalox tanks. Obviously the dV must decrease because the KS-25 engines don't use mono and hydrogen fuels and these fuels remain as cargo. The game doesn't seem to distinguish between fuels when calculating dV You can see process in attched video, where after attaching tanks dV in right part of screen increasing. For any cases I also attached craft Included Attachments: IncorrectdVcalculatorbehaviour.mp4 Spaceplane-1mk1.json
  20. 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
  21. Note: this thread was originally called "Moving a radially attached part with a strut on it, break the game" but has since been renamed. The original issue that caused the VAB to break so this is the remaining issue. Steps: 1. Start a new sandbox campaign 2. Go to the VAB 3. Place a large fuel tank 4. Attach a smaller tank in 4x symmetry 5. Select a higher symmetry and attach a strut to the attached part. (smaller tank from step 4) 6. Attach the other part of symmetry to the main body (fuel tank from step 3) Results: The Struts are attached but most of them only attach on the attached part. the rest remain broken. The strut itself goes through the ship Expected Behavior: Struts should function correctly,
  22. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB Constructed fairings don't count to Engineer's Report Rocket dimensions. This is annoying if you want to make 1:1 replicas of rockets.
  23. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro Insider Preview 10.0.23451 64-bit | CPU: AMD Ryzen 7 3800X 8-Core Processor (16) | GPU: AMD Radeon RX 6950 XT (16338MB) | RAM: 32678 After building a craft for about 20 minutes, the symmetry options no longer work (limited to 1x symmetry only) - despite working great beforehand. Included Attachments: KSP2SymmetryBug.mp4 Explorer2.json VABSymmetryBug_logs.zip
  24. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: NVIDIA GeForce RTX 2060 | RAM: 32 GB Severity: low Frequency: high Description: When changing the Deploy Type of a already built fairing (e.g. from ClamshellX4 to ClamshellX3) the fairing doesn't update in the Construction view in the VAB. Workaround: Change the Deploy Type, Save the Ship and reload it or merge another workspace with this one. The correct Deploy Type will be visible afterwards. Included Attachments:
  25. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core I7 10th Gen | GPU: NVIDIA GeForce MX350 | RAM: 8GB Issue: If there are multiple copies of the same craft in the same workspace in the VAB, deleting a copy of the original craft will cause the struts on the original one to dissapear. This can be archieved by merging a craft into an exiting workspace with that same craft. The craft does not have to be identical; as long as it comes from the same original workspace, it will trigger the bug. Steps To Reproduce: Connect any two parts in the VAB Place a strut and/or fuel line between the two parts Save the workspace Merge the workspace you just saved into the current workspace. This should result in 2 copies of the same craft being in the current workspace. Delete the active (merged) craft. Observe that the struts/fuel lines on the other dissapear. Note: The craft do not have to be identical. This can be verified by placing another part on the craft after Step 3, before Merging the workspaces. Alternative Reproduction: Connect any 2 parts in the VAB Place a strut and a fuel line between the two parts Pick up the craft by its root part and press CRTL-C Place the original craft back down and press CRTL-V Place the copy of the craft in the workspace Delete the copied craft. Observe that the struts and fuel lines on the original dissapear. Note: hovering over the root part and pressing CRTL-C will not trigger the bug. it has to be picked up. Video Evidence: Method 1 Method 2 Additional Information: This behaviour only seems to occur when starting from a clean workspace. Trying to perform the bug multiple times in the same workspace may cause it to not occur. Deleting the original craft will not cause the copy to lose its struts/fuel lines. Struts/fuel lines placed on a copy of a craft will also not dissapear when a copy of the copy is made and deleted, but subsequent copies made WITHOUT picking up the craft and using crtl-c ctrl-v will have those struts/fuel lines missing.
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