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Construction Moving a radially attached part with a strut on it, break the game
Spicat posted a question in Construction
Reported Version: v0.1.3.1 (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 Severity: High. It's annoying because you can't build with struts but in the worst case, the game breaks and you have to reboot (see below) Frequency: High. Following the steps, it happened everytime Description: When you move a part that is on symmetry when a strut is connected, the game has a weird behaviour. First problem: Minor Attach on the side of your rocket a part with symmetry on (the number is not important), then put a strut connecting the rocket to your part, finally, take the part and place it again: the bug is here (in the first video I click again to put the part down and go to the KSC to show the game still work, (see below) Second problem: Major Now, do the same thing but when you take and place the part, you can see that the part is still in your hand, instead of placing it (like in the first video), delete it (with del key), now your game is broken: go to the KSC to see that. (You need to reboot the game now) I tested it on a new save. Here's the two videos: https://imgur.com/a/6bBY5Fw (Also in a zip file to find a bit more quality) Included Attachments: Videos.zip -
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 11 pro | CPU: AMD Ryzen 7 5700X 8-Core Processor 3.40 GHz | GPU: NVIDIA GeForce RTX 3050 | RAM: 16 GB Description: Trying to move the camera in blueprint mode in F2 mode will result in free camera movement breaking the background. Workaround: click the blueprint mode button to reset the camera, then click it again to leave blueprint mode Image:
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Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux Ubuntu 20.04.6 | CPU: AMD Ryzen 5 3400G | GPU: NVIDIA GeForce GTX 1080 Ti | RAM: 16GB Specs: (Obtained from Steam via Help > System Information) Severity: Med (Causes craft to look wrong and ugly.) Frequency: High (Always occurs) Description: When TOOB parts are duplicated the variable length fairing section becomes offset from the base ring section. This gap increases with each duplication. There should never be a gap between the base and the fairing of the TOOB. Steps to reproduce: Start a new vehicle in the VAB. Select any TOOB part from the structural section of the parts manager. Duplicate the TOOB: With the selection tool hold the Alt key and click on the first TOOB. Attach it to the fairing end of the TOOB. Duplicate again starting with the original TOOB. Attach to the fairing end again. Observer that there is a gap between the faring and base of the 3rd TOOB. Continue duplicating the entire assembly and attaching the duplicate to the top fairing end. Observer more gaps and also observe that the gaps get wider with each duplication. Video Evidence:
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Reported Version: v0.1.5 (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 I was constructing a rather odd vehicle, unfortunately, I had to stop because this part didn't behave as it should See attachments for a video with the exact build process https://cdn.discordapp.com/attachments/1039965578754007060/1177279870380814466/2023-11-23_17-09-41.mp4?ex=6571ee51&is=655f7951&hm=85712fc200629b2e888dd2303d67f7b8e0f53e7e3481798e3066337ff3d76f64& Video:
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Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux Ubuntu 20.04.6 | CPU: AMD Ryzen 5 3400G | GPU: NVIDIA GeForce GTX 1080 Ti | RAM: 16GB Specs: (Obtained from Steam via Help > System Information) Severity: High (This essentially makes TOOB parts unusable in anything other than the vertical orientation.) Frequency: High (Always occurs) Description: When I adjust the length of a TOOB part via the slider in the parts manager, the position of the part attached to the fairing end of the part is adjusted incorrectly. when it should be adjusted to match the location of the end of the TOOB. Steps to reproduce: Start a new vehicle in the VAB. Select any of the TOOB parts from the structural section of the parts manager. Rotate the TOOB to any angle other than vertical. Attach anything to the fairing end of the TOOB part. Adjust the length of the TOOB fairing via the slider in the parts manager. Observe that the length of the TOOB's fairing changes as expected, but the change in location of the part that is attached to the TOOB does not match the change in location of the end of the TOOB. Video Evidence:
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 I tried to build a simple rocket, but for some reason after saving the vehicle and loading it again .. it all broke. It's hard to explain, it's all underground and squished. Try it out. Included Attachments: CampaignSave.zip Peacock edit: This is caused by copying then attaching a group of parts not using the nodes on the root part/assembly anchor. Simplified Reproduction Steps: place a panel attach a second panel copy this assembly, and place it back on the original one using the nodes or the second and copy of the second panel placed perform any action that 'updates' the state of the craft twice (may include saving/loading, undo/redoing after picking up and seperately placing a part, deleting a part, and reverting to VAB from flight) Video Evidence: Note: See this comment for a more detailed explanation of this bug
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Construction Launch clamps are not vertical before being placed in symmetry mode
Vl3d posted a question in Construction
Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 As you can see in the image, when trying to place launch clamps in symmetry mode, only the controlled one is correctly aligned vertically. The other ones are at an angle, depending on the type of tank they are placed on. But the good thing is they are all made vertical after actually placing the clamp. Included Attachments: -
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:
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Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7 9750H | GPU: NVIDIA GeForce GTX 1650 | RAM: 16 GB Inflatable heat shield "HS-I Deluxe" doesn't have bottom node. For this reason it's very hard to use it like heay shield. This shield had bottom node in KSP1, but there is no node in KSP2. I don't see any reason to delete this and believe that devs wouldn't remove bottom node for any particular purposes and just forgot to add this. Attached picture for better understanding Included Attachments:
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB The cargo bays seem to be the cause of a lot of issues regarding Delta V calculations that I have encountered in the game. If you take the bottom node of an engine and attach it to any of the attach nodes on a cargo bay (any cargo bay), both that engine and any engines on the craft attached to the root of the craft via the cargo bay become removed from the vessel delta v calculation. This sometimes happens with radially attached engines (and sometimes doesn't), leaving the radially attached engine fine but any other engines removed from the delta v calculation. Also, the longer you mess around with this, the less stable the delta V calculations seem to get as during testing I managed to get to a point where I had a vessel consisting of a probe, fuel tank and engine only with no delta v, simply because a cargo bay had previously been attached to the craft. Included is a craft file of the craft I built to work out whether or not cargo bays were causing my problems. It has 0 Delta V but goes pretty far despite that. The best way to scope out this bug however just seems to be messing around in the VAB with engines and cargo bays. Included Attachments: LookMaNoDeltaV.zip
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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.
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Reported Version: v0.1.5 (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 Pick EM-500 "Hotplate" Try to place it while your cursor is on another part You can place it only when you move your cursor is aiming at nothing. It's also not working when your cursor is on another part different of what you are trying to attach to. Video evidence: 2023-11-05 22-52-32.mp4
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Construction Changing The Contents Of Fuel Tanks Does Not Update COG Marker
Kr0meel posted a question in Construction
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i5-9600K | GPU: NVIDIA RTX3080 | RAM: 16 GB In an airplane configuration, where fuel tanks are stacked horizontally I would expect the Center of Gravity marker to move forward or backwards if the contents of one of the tanks is changed. Example: Load the default "Aeris-K2" airplane: it has 2 JF-200 methane tanks, with each 2 tons of fuel in them. Open the engineering report: the plane has a total mass of 7.7 tons, and a dry mass of 3.57 Enable the COG marker: notice how it lies somewhere in the front tank. Change the contents of the rear tank from 2 tons to zero, in the engineering report the total mass is immediately updated to 5.7 tons (which seems correct) Notice however that the COG marker doesn't move at all, while it should definitely move forward: These 2 tons are a significant part of the total mass of this plane The removed mass lies at a significant distance behind the original COG. Turning the COG marker off and on again updates the marker position to what seems to be the correct location. -
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: WIN 11 HOME | CPU: CPU AMD Ryzen 7 5800H with Radeon Graphics Base speed: 3,20 GHz Sockets: 1 Cores: 8 Logical | GPU: GPU 0 NVIDIA GeForce RTX 3060 Laptop GPU Driver version: 31.0.15.4584 Driver date: 11/10/2023 | RAM: Memory 16,0 GB Speed: 3200 MHz Slots used: 2 of 2 Form factor: SODIMM Hardware reserved: 676 I know this isn't going to be very helpful but I though that I couldn't be worse than not sending it so here it is. In the video you can see that when I tried to move around the craft using the arrow , it started to also rotate around the same axis. But it wasn't moving normally , it looked like it was slipping in the air. When I stopped recording it moved a lot towards the back of the VAB and even got out of the VAB , I then rotated the camera view and the camera was teleported at the center of the craft. And I could see the outside of the VAB. And that's it I have no other useful information and was not able to replicate this bug. Sorry ): Included Attachments: bug.mp4
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Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB 0.1.1.0 5 Nodes like KSP1: 0.1.3.2 With only 2 nodes: Purpose of the EM-500 Hot Plate (Mk3 Engine Mount in KSP1) according to the KSP1 wiki: https://wiki.kerbalspaceprogram.com/wiki/Mk3_Engine_Mount "It is built to resemble the rear end of the real-life Space Shuttle and features three 1.25m attachment nodes (intended for mounting the matching KS-25 engines) around one central 2.5m node." KSP1 Screenshot of the Mk3 Engine Mount being used for a Space Shuttle replica: Thoughts: Without the 3 missing nodes, attaching the engines for Space Shuttle replicas will be more difficult. Credit: Thanks to @NovaRaptorTV who brought this to my attention.
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i5 12400F | GPU: Nvidia Geforce RTX 3060 12GB | RAM: 16GB Severity: Low Frequency: High Description: Engine shrouds and separators or decouplers will conflict visually in some conditions. This is a visual bug so it isn't affecting gameplay. But if you get this bug it will replicate itself for every separator/decoupler on the affected engine mount. You can fix it with undo button. Steps to Replicate: Add an engine mount. And you will see floating node. Add a separator or decoupler in your VAB space. Sellect engıne mount in VAB. Take the separator, stack it with the engine mount and destack it again.(For first time to replicate it) Now you can see Floating Node on part manager. Set off/on for once and connect the decoupler to the engine mount. Images:
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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
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Construction TWR does not update correctly in the Enginner's Report app
Vl3d posted a question in Construction
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 TWR does not update correctly in the Enginner's Report app when adding parts and modifying stages - please check the video. Included Attachments: KerbalSpaceProgram22023-10-3122-49-11.mp4 -
Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Independent | CPU: of | GPU: Computer | RAM: specs When adding launch clamps, each clamp/symmetry group makes its own new stage, instead of joining the current lowest stage like it did in ksp 1. If this isn’t caught before launch, it can result in the craft dropping to the ground. work around: check yo staging!
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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:
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux/Proton | CPU: Ryzen 3800X | GPU: Radeon 6700XT | RAM: 64Gb Hello, I'm having trouble building the craft, with aerodynamic forces applied (or at least shown) incorrectly. At start, when a vessel is constructed for the first time, the aerodynamic forces are shown correctly. However, after a few iterations of attempted launch/modifications the aerodynamic forces as shown by "center of pressure" gimbals become skewed to one side, with no way to change that. This could be seen in the screenshot, with pressure force shown to be directed to the left, while the stabilizer is straight. Included Attachments:
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home 64-bit | CPU: AMD Ryzen 5 5600G with Radeon Graphics (12 CPUs), ~3.9GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 16GB RAM Frequency: High (Happens all the time with clamps of non-symmetry) Severity: Med (Clamps not working as expected) Description: I was building a craft with launch clamps of different heights. I expected all launch clamps to be attached to the ground, but the launch clamps attached higher up the craft were floating! And they continued to be floating after launching the craft! Steps to Recreate: · Make a craft in the VAB. · Attach 1 launch clamp. · Attach another launch clamp just a bit higher than the first one. · Launch the craft. · One launch clamp should be on the ground, and the other should be floating. I have provided a craft file of a craft with this bug. Evidence of Bug: Included Attachments: BugWorkspace.json
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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
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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
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Construction Not Enough TWR For Craft, But No Error Message In VAB
Scarecrow71 posted a topic in v0.1.5
Reported Version: v0.1.5 (latest) | Mods: Community Fixes; Flight Plan; Interplanetary Calc; K2D2; Maneuver Node Controller; MapView Focus and Targeting; Node Manager; Space Warp | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 9 3900 12-Core Processor 3.09 GHz | GPU: GeForce RTX 2060 Super | RAM: 32 GB In previous versions of KSP2, whenever you attempted to launch a craft that did not have enough TWR to get off the launchpad, you'd get an error message showing that the TWR was less than 1. In 0.1.5, however, this message no longer appears, and with no other way to view TWR of the current craft, there is no way to know whether or not you have enough TWR until you actually try to launch. I am classifying this as a bug as this error message was the only way to see your TWR if it was less than 1 at launch. Included Attachments: Desktop2023_10.27-11_19_23_01.mp4 MohoII.json .ipsImage { width: 900px !important; }