Search the Community
Showing results for tags 'ksp2br-fixed'.
-
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 7 3700x | GPU: RTX 3080 Ti | RAM: DDR4 16GB 3200Mhz Current game behavior disables your ability to make maneuver nodes if it believes your ship to have no deltaV. This also can occur when you have plenty of fuel in the form of monopropellent, which the game doesn't actually calculate the deltaV for. It can also cause you issues if the deltaV calculation has an error and believes your ship has none, even though you can still burn fuel. This seems intentional on the surface, but is prone to causing lots of frustration. Even if it works exactly as intended, I could want to set up a node before refueling my ship to get an idea on the potential fuel cost. How to replicate: Launch any ship in a configuration where the game detects you have no deltaV, and attempt to create a maneuver node. It will pop up an error. Included Attachments:
-
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: The Radiation Survey experiment, which is not supposed to be biome-specific, pauses if the vessel enters another biome in low (or high) orbit. This makes it functionally very difficult to collect science from this region, given that the experiment has a duration of 60 seconds and will frequently change biomes while in low orbit. The experiment also does not resume automatically when re-entering the biome. The video provided shows this occuring while transitioning from the 'Shallows' to the 'Seas' biome in Low Eve Orbit. This also occurs for other non-biome specific experiments. Steps to Reproduce: - load rad_exp_pauses_in_new_biome.json - start the radiation survey on the WSRL-01 part. note the current biome. - wait until the vessel enters a different biome. note that the experiment has been paused. Note: this also happens for other non-biome specific experiments, such as the Orbital Survey experiment Video Evidence: Kerbal Space Program 2 2023-12-21 22-52-33.mp4
-
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: 11th Gen Intel(R) Core(TM) i9-11900H @ 2.50GHz 2.50 GHz | GPU: RTX 3060 Laptop | RAM: 16.0 GB I've been messing around with rovers in my exploration playthrough and I've been trying to design a rover that can get decoupled off the bottom of a lander just before it lands on Duna. Testing it at the KSC, no matter what decoupler/docking port I use, when I try to decouple an I beam off the top of my rover all of the wheels fall off. I tried setting the impulse to 0, shooting the entire rover up into the air, and firing off the decoupler and I beam with separatrons with the same result every time. I then moved the wheels to be attached to the XS panels on my rover instead of the XS truss hubs on the bottom and they did not fall off. Included Attachments:
-
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 7 5800X3D | GPU: ASUS GTX 1070 | RAM: 32gb DDR4-3000 Launched a rocket to complete the Exit the Atmosphere mission, then once I hit 75km I tried to open Mission Control to check if I could grab a new mission to achieve orbit while I was up there. Pressing "Esc" triggers the audio cue for toggling the Escape menu, so I think it did load Mission Control, but the splash screen from loading just never dismissed. Included Attachments: .ipsImage { width: 900px !important; }
-
Reported Version: v0.1.5 (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 I encountered the return of orbital decay after loading a save. As a work around, I managed to activate time warp, but this only solved it temporarily. I am not sure if it affects other celestial bodies in the solar system. These are the steps I took after loading: 1-Begin timewarp and then exit 2- Start my power descent(descent burn) 3- record results Included Attachments: OrbitalDecayAroundMunafterLoadingaSave_logs.zip SpacePeacockDebugger.json (craft file)
-
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5500 | GPU: RTX 2060 | RAM: 40GB Severity: High Upper atmospheric heating (within the first 20km of Kerbin's atmosphere) seems to be oddly brutal, quickly building up heat and destroying most parts with even relatively low heat tolerances, particularly small and medium wings which are usually destroyed within the first 5km of the atmosphere, this issue currently renders most spaceplane designs much more difficult to use in missions as they are simply incapable of surviving atmospheric re-entry without propulsively slowing down to a safe speed to survive this atmospheric layer, which is highly impractical. I also experienced nearly identical results on Laythe, except even quicker. This is clearly an issue with the upper atmospheric layer, as the small wings are capable of surviving all the way up to 1.8km/s in the lower atmosphere (Where the air is much denser and therefore heating should be much worse), once this upper atmospheric layer is broken through heating drops off and returns to what would be expected, as shown in the attached video (Notice that the heat is dropping even through the craft has slowed by less than 100m/s). The lack of re-entry visuals in the video may be related to me teleporting into orbit, not entirely certain, could possibly be a separate bug. Included Attachments: Demonstraing the small wings "true" heat tolerance in the lower, much thicker atmosphere, they only just fail at around 1.8km/s (Air is much denser here, so they should at least be making it a good amount into Kerbin's atmosphere before exploding during reentry) Reentry time-lapse (5x speed), showing the wings overheating in the upper atmosphere very quickly and then mysteriously beginning to cool down after passing 50km despite barely losing any speed and being in thicker air. ksp2_x64.exe2023_12.16-22_18_53.16(1)-Trim.mp4
-
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Edition Windows 10 Home Version 22H2 Installed on 29/06/2022 OS build 19045.3570 Experience Windows Feature Experience Pack 1000.19052.1000.0 | CPU: CPU Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz Base speed: 3.40 GHz Sockets: 1 Cores: 4 Logical | GPU: GPU 0 NVIDIA GeForce RTX 3060 Ti Driver version: 31.0.15.4592 Driver date: 19/10/2023 DirectX | RAM: Memory 32.0 GB DDR3 Speed: 1600 MHz Slots used: 4 of 4 Form factor: DIMM Hardware reserved: 4 Severity: Low Frequency: High. Very easy to reproduce the bug. Description: I am not sure when this bug happened, but frequently the game will not activate a staging on the first click of the green button nor will it active a staging on the first pressing of the space bar. A second click/press will do, though. I believe this is not intended to be, as the tutorial itself believes that one staging input confirms separation of the craft, in tutorial "Missing the Ground 3/6". (Paige can be fooled!) Here is a video of it happening (I have to click a second time to successfully separate the stage):
-
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB After updating to 0.2, noticed that when timewarping to daytime in the KSC view, the skybox had gotten stuck and was rotating with the planet (see attached video). Tried closing and relaunching the game, only to find the skybox missing now missing (see attached video). Affects all campaigns - quicksaving/quickload, relaunching and reinstalling the game had no effect. Included Attachments: FrozenSkyboxz.mp4 MissingSkybox.mp4
-
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: 12th Gen Intel Core i7 - 12700K | GPU: NVIDIA GeForce RTX 4070 TI (16GB) | RAM: 32GB (3200 MHZ) Dr. Keri Kerman repeats the first textbox on the Minmus discoverable mission debrief, the last textbox isn't affected. Included Attachments:
-
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: Ryzen 9 5900HS | GPU: RTX 3070 Laptop version | RAM: 16GB Severity: Low - purely a UI popup, no impact on gameplay. Also a full reboot of the game resolves it. Frequency: Uhh, high I guess since it's 100% reproducible and happens 100% of the time in the given situations, but in terms of actual gameplay it would be low since you rarely run into it Description: If you load an exploration save, exit to main menu (not exiting the full game), then load a sandbox save, and launch a vessel to 10k meters you'll receive the popup informing you to check in with mission control Reproduction Steps: Start or load any exploration save. Exit to main menu. Do not fully exit game, only go to main menu. Create or load any sandbox save. Launch vessel to 10km altitude or simply load one that already fulfills 10Km above Kerbin. Receive "Science Reward Available" popup informing you to return to Mission Control to submit mission brief. Expected Behavior: I shouldn't get a popup about mission control in a game mode where it doesn't exist Extra Notes: It appears that this happens each time you load a sandbox save when a vessel meeting the initial exploration mode contact criteria once you've had an exploration save open including quick saves and quick loads (e.g. if I load a save of a vessel in LKO and receive the popup, then f5 + f9 will pop it up again). Additionally, you can already have completed the initial mission on the science save and it still seems to trigger it over on the sandbox side. I loaded my exploration save where I'm well into tier 3 and it still causes it to happen next time I'm in sandbox LKO or launching. Included Attachments:
-
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Edition Windows 10 Home Version 22H2 Installed on 29/06/2022 OS build 19045.3803 Experience Windows Feature Experience Pack 1000.19053.1000.0 | CPU: CPU Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz Base speed: 3.40 GHz Sockets: 1 Cores: 4 Logical | GPU: GPU 0 NVIDIA GeForce RTX 3060 Ti Driver version: 31.0.15.4633 Driver date: 06/12/2023 DirectX | RAM: Memory 32.0 GB DDR3 Speed: 1600 MHz Slots used: 4 of 4 Form factor: DIMM Hardware reserved: 4 Frequency: High This visual bug has been nerfed since the For Science! update, but it is still present. Under Jool's clouds, I look up and slowly move the camera around at the sun. Stop the camera a bit, move again, and a black artifact will appear. The bug is far less aggressive, as the pixels are not eaten as much. Related post: Included Attachments:
-
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel I5 12600k | GPU: Nvidia 3070Ti | RAM: 16gb GSKILL ripsaw Initial Bug Report: I landed a simple craft on the Mun, all entrances available. I've used the craft before so I know it works. When planting the flag, you can also click and run a science mission, at the same time. After those are finished, you cannot control the kerbal. Quicksave and reload and you'll be able to move the kerbal, but you won't be able to board your ship or grab onto ladders. Reloading a save does not fix it, but completely closing out the game then restarting it and loading a save DOES fix it. You shouldn't be allowed to conduct surface samples or observations while planting the flag, the cause of this bug, to my knowledge. It has happend to me twice and it is repeatable. Steps to Reproduce: Start a new science campaign Go to VAB Select Pod Launch EVA and move away from the pod Right click on Kerbal Plant flag as quickly as possible Before animation is finished Do surface sample Wait for both animations to end Press F5 Press F9 Go back to the pod and try to board Video Evidence: BlockedEVAPodInteraction.mp4
-
Map & Tracking Station Icons scaling incorrectly in map view
Guitarman_0511 posted a topic in v0.2.0
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 9 3900x | GPU: RX5700XT | RAM: 32GB 3600MHz CL16 I noticed that after the patch some Icons are not scaling correctly anymore, as can be seen in the screenshot. I did not do anything special, I just opened the map and the saw the Icon like this Included Attachments: .ipsImage { width: 900px !important; } -
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 Pro | CPU: I9-11900K | GPU: RTX 3090 | RAM: 64GB After launch of a craft, toggling the lights button for all lights or just the individual illuminator results in the illuminator blinking on briefly then off and and then ceasing to work. This is the case for all lights in the Light group of Utility. A simple craft to test was a MK1-3 capsule, Z-4K battery, and anything from the Light group from Utility. Severity: medium. Rovering in the dark is problematic Frequency: high. Always occurs. Even after quick save and revert and game reload.
-
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel(R) Core(TM) i7-9700f CPU | GPU: RTX 4070 | RAM: 32 GB DDR4-2666 As a part of the Mun or Bust Mission Brief, it says "Set up a vessel with a probe core and an antenna with a minimum range of 86 Gm around Jool." Included Attachments:
-
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 7800X3D 8-Core Processor | GPU: NVIDIA GeForce RTX 4090 | RAM: 32768MB Severity: Medium. EXTREMELY distracting and immersion-breaking. Ruined my first munar landing experience, which should have been celebratory. Frequency: Medium. My friend landed with the LT-1 "Wallaroo" landing legs and did not encounter this problem. It seems to be very consistent with the LT-5s, it happened for me four times in a row (quickloading). Description: I used LT-5 landing legs on my Munar lander and successfully landed (after having to quickload to fix another bug, where my Communotron 16s and LT-5s would not deploy. this bug is already on the forum however). What should have been an exciting and momentous occasion was instead a rather muted, disappointing affair when my lander stopped descending about half a metre above the terrain, and appeared to simply float there, shaking and oscillating for unknown reasons. My immersion was broken and I felt a little cheated out of the grandeur of a Mun landing, if I'm honest It definitely seems to be a problem with the landing legs themselves, as my craft's engines touched the surface perfectly fine when I retracted the legs. Upon extending them again, the issue appeared once more. Included Attachments: KerbalSpaceProgram22023-12-2021-46-46.mp4 MunaI.json
-
KSP2 Version: 0.1.1.0.21572 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None How to Replicate: Put the attached zipped campaign into C:\Users\>EnterUsernameHere<\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer\ Load the KSCClearSave save file. Follow the steps I took in the following video (21 seconds): https://youtu.be/5xPzwIhlZmI Link to Campaign Folder: https://www.dropbox.com/s/nsijo42xalbceq2/GirderNodeStrutTest.zip?dl=0 More Information: Happens in different locations. If I launch a rocket and have it orbit the Mun and then launch another rocket the new rocket will be missing the physical strut connection on the Launch pad. Speculation: In game scenes are using the same identifier for physical struts as they were in the VAB causing a conflict that has all crafts after the first one not be connected.
-
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64 bit | CPU: Intel(R) Core(TM) i7-6700K | GPU: Radeon RX 580 | RAM: 24 GB The "Experiment" button in the Vessel Actions UI turns blue and allows you to press it when it shouldn't. It seems to check whether the experiment is in the vessel's experiment storage, rather than whether the experiment has been done previously. This doesn't work when you revisit a location that you have been to in a previous flight or when you transmit data. After clicking the button, it runs the experiments, which result in 0 science. .ipsImage { width: 900px !important; }
-
Reported Version: v0.1.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB What I think is happening: One of the developer videos mentioned Decals. They seem to be out of place when outside a certain range when Loaded. Loading a Craft Down the Hill Means Craft up the Hill (and Outside a Certain Range) can Sink into the Terrain Loading a Craft Up the Hill Means Craft Down the Hill can End Up Higher than the Terrain: Example of Rover Falling into the Planet Because of the Same Bug: Additional Information: There's a Reaction Wheel in the rover if it ends upside down from the game bouncing it when changing to it.
-
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 This is a very annoying bug/mechanic introduced in 0.1.3 that affects all jet engines, to deactivate a jet engine now it must first be throttled down to 0 and then can be shut off, whereas before it could be immediately shut off regardless of what throttle it was at, this makes building VTOLs even more difficult than it already was, as the only way to work around this is to set the engines to switch to independent throttle when you want to shut them off so that they throttle down on their own, which is very unintuitive and clunky.
-
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:
-
Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Pro | CPU: Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz 2.21 GHz | GPU: GTX 1050 Ti with Max-Q Design | RAM: 16.0 GB (15.7 GB usable) I have a small craft with a DAWN Xenon engine. It's powered by 3 x Gigantor solar panels in full view of the sun. I encounter two bugs: Under timewarp, the engine no longer provides any thrust. The orbit, which changes as expected when at 1 x timewarp (approx. 0.06-0.07 m/s2 and an according change to AP/PE), appears to be "on rails" when under any degree of timewarp 2 x or greater. Potentially related, so including in the same bug report; also under timewarp, unusual behaviour of the EC resource is noted. When at 1 x, it behaves as expected (remaining full throughout as panels are generating 3 x the demand from the DAWN). When at progressively greater timewarp, the EC value drops by an amount exactly equal to 0.2 x the timewarp! That is to say, at 10 x timewarp the EC is 203/205; at 50 x timewarp it's 195/205; and at 1000 x timewarp it's 5/205. Included Attachments: BuggyCraft.zip [Anth12 Edit: Two Main Causes:]
-
Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz 3.19 GHz | GPU: NVIDIA GeForce GTX 1650 SUPER | RAM: 16.0 GB When deploying the wallaby landing gear as soon as the animation finishes the craft experiences a jolt that can cause the landing gear or other parts to fall of if the craft is going to fast.
-
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Pro 64-bit | CPU: AMD Ryzen 5 5600X 6-Core Processor, 3701 Mhz, 6 Core(s), 12 Logical Processor(s) | GPU: Radeon RX 5500 XT ( Trigger 6 External Graphics | RAM: 32GB installed Severity: low ( Workaround of simply setting cloud quality to low, i think user supertiefighter was the first to realize ) Frequency: High, can consistently reproduce the issue Expected Experience: Flying into cloud will obfuscate the gamescreen with white particles that will disappear or thin upon exiting the cloud. Craft dependant: No, bug can be triggered by multiple craft files Upon Flying into a cloud, Artefacts begin appearing, seemingly over anything that is not the cloud or the aircraft ( further testing shows that if the camera is sufficiently zoomed out, the space showing the craft is also subject to artefacting ). these artefacts are black and continue to obscure everything ( including the cloud and craft, if the camera is moved such that the artefact would obscure them ) until disappearing upon reaching some variable distance around 12,000 meters above sea level See screenshots below for severity of the issue and testing results Included Attachments:
-
Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: Ryzen 5 3600 | GPU: 3080 | RAM: 32 The fairing generated by the large engine plate has returned after loading a save. It should be gone, since that stage and engines have already been initiated through the staging process. Included Attachments: LargeEnginePlateFairingRespawnsonload_logs.zip