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Flight Launch Countdown Only Plays For A Fraction Of A Second
The Space Peacock posted a question in Flight
Reported Version: v0.2.2 (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 launch countdown only plays for 100ms. This is not enough time for the vocal countdown and launch VFX to complete. Steps to Reproduce: Launch any vessel from any launchpad Video Evidence: Kerbal Space Program 2 2024-06-13 04-17-38.mp4 -
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: And ryzen 7 5800 8-core processor | GPU: Nvidia GeForce rtx 3060 | RAM: 16.0 gb So for about an hour or so I was being driven up the wall trying to figure out what was causing my trajectory lines to disappear. After one flight I immediately went to map mode and saw the trajectory lines were there no problem. But then I went on the next stage of the flight and it disappeared. What was causing the issue was the use of sepratron-1 on the decouple debris. I took it off and bam trajectory lines are working as intended.
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i5 | GPU: Nvidia GeForce GTX 1070 | RAM: 16GB Severity: high Frequency: high Description: To recreate: Have a rover on the surface of eeloo. Time warp. Stop time warp. The rover is now inside eeloo on its way to Eeloo's core. See attached video. Also: Why is Valentina inside the vessel? I did not send her to Eeloo. A kill sphere inside the planet seems to be missing, but perhaps I am teleported below it. Included Attachments: bandicam2024-01-3021-56-12-489.mp4
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 | CPU: AMD Threadripper 2950x | GPU: RTX 3080 | RAM: 32gb I transferred CH4 and Ox (both marked as OUT) into another tank (both marked as IN). The result was that the CH4 values decreased on both tanks. Seems like the Ch4 disappeared? Start:Tank 1 : 2.5 CH4 and 10.02 Ox and Tank 2: .27 CH4 and 1.06 Ox End: Tank 1: 1.72 CH4 and 11.08 Ox. Tank 2 empty (would have expected 2.77 CH4 and 11.08 Ox) I did have a 3rd tank that was full and set to = (unchanged.) Was able to reproduce multiple times in the session. Had to reload a previous save to restore levels. Video: https://www.twitch.tv/videos/2009660344?t=01h11m05s Included Attachments:
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 7 7800X3D | GPU: MSI Gaming GeForce RTX 4080 16GB GDDR6X PCI Express 4.0 | RAM: 128 GB DDR5-6000 What Happened: While taking off from Minmus in a Northly direction, I used the time warp and noticed my Ap stopped changing. Fuel was still being consumed. The trajectory arc was also not changing. Evidence: I tried loading from a quick save and even restarting and this bug persists, so I'm attaching the quick save. Video: Included Attachments: BuggedSave.zip
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 9 5900x | GPU: AMD Radeon 6700 | RAM: 32 I've launched a relatively simple rocket. Before circularization burn, a smaller landing vessel is decoupled from payload bay, and I've tried to dock it to the front of the main rocket. Attempt was unsuccessful, I managed to touch decouplers, but my lander bounced off (my bad). A few seconds after, main rocket suddenly started plummeting towards Kerbin. I cannot reproduce the bug. I've reloaded the save file and docked with success, but I have both save files before and after the bug (main craft still plummeting). Hopefully that'll help. For any more details, feel free to write... Included Attachments: savegames.zip
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Or others? | CPU: Hi The Space Peacock | GPU: Or SpiCat | RAM: Or Dibznr Crafts detached from the main craft (ie they don’t contain the root part) seem to only remember the last atmospheric pressure value for calculating the shape of the engine plume. Quicksaves do not fix it as far as I’m aware. This happens every time in my experience after flying a few starship boosters recently for particular reason. The Falcon 9 booster pic went most of the way to space, and after separation and switching back to the booster from stage 2, descended back to sea level, unbeknownst to the engine plumes. I am unaware if this affects the twr of the craft. Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb 1. Load autosave_3.json 2. Go to tracking station 2. Go to KSC 3. Go to tracking station 4. Focus on Default Name-9 (it's orbiting Pol), observe stable orbit. 5. Load the vehicle and look what happens to flight parameters Included Attachments: snap.mp4 autosave_3.json
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD 5600X | GPU: Nvidia 3070 FE | RAM: 32 If you get far enough away from a landed ship obviously the ship unloads and stops having physics applied to it. Which is fine. But then if you walk back to the ship (especially if you are using time warp on EVA) then the ship will often just randomly explode. I had this happen a couple times on Duna, where the ship seemed to explode "in place." Often landing gear would get damaged and then the craft would tip over. I then landed in the water on Laythe and had a similar thing happen but this time the ship seemed to fall out of the sky from approximately 100m above the surface of the ocean, destroying it. On subsequent reloads I was able to position the camera to view the craft before physics was applied to it and noted that it was perfectly upright (not the orientation it was left in) and hovering about 100m above the ocean. When I got close enough it started having physics applied and fell. I unfortunately did not take screenshots, but I do have game save files I will upload as soon as I can. Included Attachments:
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 22H2 | CPU: 13th Gen Intel(R) Core(TM) i7-13700HX 2.10 GHz | GPU: NVIDIA GeForce RTX 4070 | RAM: 16GB When attempting to use Toggle action within Custom Action Groups, many Toggle actions fail to work. What has been noticed when Part Manager is opened, when pressing the appropriate Custom Action Group Hotkey, you can see the the action "flash," and the part Status gets stuck on "Working." If I manually extend/retract/deactivate engine, it will go to the correct state until you try to change the state with one of the broken custom actions. This was initially discovered in a modded installation, however, mods were disabled and the issue still persists. Below is a quick list of what I have tested so far: Working: Wheesley engine - Cycle mode works Panther engine - Cycle mode works HG-5 antenna - Toggle Antenna works DTS-M1 antenna - Toggle Antenna works Not-working Wheesley engine - Toggle Engine does not work Panther engine - Toggle Engine does not work SP-4L solar panel - Toggle Panels does not work LT-1 Walleroo landing leg - Toggle Leg does not work I have also seen the landing legs "flip out" occasionally when not working. They will spring open and partially be extended, but the animation and drawing of them is not correct. The lower strut portion will be standing straight up and not connected to the upper strut portion. I have also seen the solar panels become frozen, where they are no longer able to be extended or retracted, even when manually going to the part and not using the action group hotkey. Attached video shows part manager, a craft that was created to show different parts having the issue, and then shows me attempting to press hotkey 4 to toggle the landing legs. You can see the Status hang on working, and you can see the "Leg Extended" field briefly flash like it is trying to change it from off to on (or on to off). In this video, you can see the landing legs glitching as well as described above as "flipping out." Included Attachments: KerbalSpaceProgram22023-12-3114-45-35.mp4
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD 5600X | GPU: AMD 6950XT | RAM: 32 GB IDK if this is floating point error but its darn annoying after setting up perfect triangle orbits etc.; I made sure the polar and equatorial relay probes were all in perfectly circular orbits with 700,000m apoapsis and 700,000 periapsis. I shut off RCS, and I point them radial-in. I can time-warp the game for a while and they will hold their orbits seemingly on rails. But whenever I reload the game, they spit out new orbits with error. Sometimes the error is small, 1-2 meters, other times larger, 3 m or more or so. Not always additive either, I had some orbits go down to 699,997 m, up to 700,003, 700,000, 700,001, 699,999, etc.; I also have a wider 60,000 km triangle orbit at the equator but it's hard to tell how far off those are because the game doesn't even show me precision past "60,000 km" so for all I know they are hundreds of meters off. Included Attachments:
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb AP and PE values below navball show 0m while in kerbolar orbit. The timer for both is the same and acts like a clock, keeps rising a second per second. Seen in multiple craft. Possibly only appears after loading a save? Included Attachments:
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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 Overview: A persistent issue where Kerbals, wheels and landing legs fail to interact properly with the ground in saves with a large number of flags planted, resulting in Kerbals freefalling in place indefinitely and wheels/landing legs clipping into the ground and not functioning, this issue seems to be independent of the location of planted flags in the save and also seems to be time dependant too (see below). Kerbal Floating Immobile Until using RCS Where She Looks like She's Skiing: Issue Gone with the Removal of the Flags: UT Time Is A Major Factor: Tylo: Laythe: The above issue happens within a range of UT times and not other times. Duna: Eeloo: Credit: @DibzNr Gave me his save files in relation to his bug report: @Moredice Gave me his save files in regards to Eeloo and I used his save to launch to Duna.
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Flight Burn Orientation for Maneuvers incorrectly 'resets' when staging mid-burn
Flush Foot posted a question in Flight
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 9 5900X 12-Core Processor | GPU: Gigabyte RTX 4070Ti-Super | RAM: 48GB DDR4 I initially thought I might be imagining this, or that maybe decoupling a spent stage (two crafts / two burns) imparted a small rotation to my craft, but in Monday's play-session, I saw my craft (and I believe maneuver-marker, to which I was 'locked on') noticeably re-orient itself once the previous stage was released. <<I have video now showing this on a test / dummy craft>> My best guess is that, along with the moving 'separation indicator' reported here, the game recalculates where the burn "should" have been pointing all along, as if the whole burn was using the engine(s) now available to it. In the bug-package (craft, save-file), there is a vessel cheated up to 2700km x 2700km circular orbit, with a ~700 m/s delta-v first stage and a planned burn (calling for significant changes to Pe and inclination). Execute the burn locked onto the maneuver-marker as indicated. Upon detaching the spent-stage, the marker violently shifts itself by -40 degrees, (305-deg to 265-deg) which also leads to a dramatically different orbital outcome. <Edit / additional observation (2024-03-25)> Not even occurring solely when changing from high-thrust to low-thrust… it just happens any time staging occurs mid-burn; for example, I had a Jool craft with a central stack of Lrg Hydrogen tanks with a SWERV engine, 2 radial stacks of the same, and a final 2 radial stacks of tanks without engines (tanks fuel-line fed the radial+engines which then fed the central stack, à la asparagus) and when I dropped the ‘unpowered’ but still spent tanks mid-burn, my trajectory shifted, though perhaps less violently. </Edit> Included Attachments: Multi-stageManoeuvresinKSP20.2.1.mp4 Multi-stageManoeuvresMisbehavinginKSP20.2.1_logs.zip -
Reported Version: v0.1.4 (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: 16gb In KSP 1 "backspace" used to trigger the abort action group. This is missing in KSP 2. Please add it back
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Professional | CPU: AMD 5800x | GPU: Zotec 3070 with improved fans. | RAM: 64GB CL14 Photo is a screen grab of the after math, I've also had this happen on loading in 0.2 where the rocket just shakes itself into exploding from loading. This time I quickly hit the launch button to show the seperation otherwise you'd get a photo fo a large explosion. It happens very quick and I don't have a video yet and it's only happened like 3 times on me. Rocket Set-up when this has happened, the most complex was: Payload - 2nd Stage - Core Stage = 3 or 4 Boosters Included Attachments: Spicat edit: Related bug from previous version
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Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: Intel i5 4690K | GPU: NVIDEA GTX 1070 | RAM: 16gb I crashed part of my lander against a building, so some parts exploded, but the capsule was still intact so I should have been able to fly on and save the craft. Instead, the game forces me to the 'Mission failed' screen with the flight report because it thinks that "Vessel destroyed" even though this is clearly not completely the case. This is super annoying because it renders me powerless to save the rest of the craft. Included Attachments: RovyStray.json Spicat Edit: You can reproduce it with another error than "structural failure": Build any craft Attach a docking port (that we'll call A) Attach a docking port (that we'll call B) on A Copy A (so B is copied with it) Attach the copied part Video evidence: 2023-11-18 01-16-52.mp4 Additional Information: This reproduction is linked to another bug report who has the same reproduction steps:
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: i7-13700k | GPU: GTX 1080 Ti | RAM: 32GB As you can see... I'm under the South Pole. No Santa either. What Happened: Lost control of my airplane, dived towards the South Pole's ice, and instead of crashing, clipped under the terrarin. It appears that the craft is suspended by the water body close by. It did not appear to be move despite active engines and changing velocity. Replication: N/A didn't even try, it took 20 minutes to fly this far
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Flight When rover returns to Minmus base it may flip around on load in
BechMeister posted a question in Flight
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz | GPU: NVIDIA GeForce GTX 1660 TI | RAM: 16,0 GB Dokumentation of Phenomena: Explanation of bug: I noticed when ever I returned back to base with my rover - either one of the landers, the base or all was flipped around upon arrival. I decided to make a test to see what happened. When 1.6km away from base I pressed ] to swap to the base, and as soon as I loaded it I could see the landing legs etc was compressed and it would start flipping. I dont know if its because the base load in with the same ground inclination as the rover just had? and its a issue on small bodies like Minmus - were the curvature is very hard. I have not experienced this problem when the landers arrived. PS. I found that the flip doesn't always happen. Included Attachments: BaseFlipBugPackage.zip .ipsImage { width: 900px !important; } -
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: ryzen 7 2700x | GPU: rtx 2060 6gb | RAM: 16gb 3000mhz Randomly after launch while flying in the upper atmosphere this craft has a tendancy of blowing up on its own due to a random structural linkage faliure. To recreate it take the craft which I've put in the craft file part, turn on precise control (caps lock), launch and do a standard gravity turn, while in the upper atmosphere theres a high chance that a structural linkage faliure will happen and your entire craft will blow up Included Attachments: Craft.txt Spicat Edit: Here the related bug report talking about the flight report popping even if the command pod is still intact:
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Flight Craft Wobbles and then Shakes Itself Apart After Loading a Save File
Stephensan posted a question in Flight
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: Upon reverting from a save, the craft wobbles and breaks itself apart. Behavior: Extra Info: Additional Notes: Behavior Might Be Different When Relaunching Game Bug Behaves Differently When Freezing and Unfreezing Game Physics Using Time Warp Bug Is Random, Sparatic, And Happens Without Warning. (I have had 3 machines have this behavior but this one is easy to show and is consistent) Full Video: https://youtu.be/FHIBvulU9PQ? -
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: i7-14700KF | GPU: 2070 SUPER | RAM: 32GB Severity: Medium. Frequency: Unsure. Issue: In orbit around Duna I expect that when my crafts trajectory enters Ike's SoI the affect on my crafts trajectory will be shown correctly, i.e. that Ike's gravity will change my trajectory. What is happening is that after a standard launch from Kerbin into Duna orbit, intersecting Ike's SoI doesn't show to have any impact on my orbit trajectory. But when passing into the SoI the trajectory is then updated. With a manuever node it seems like when the Periapsis is higher than ~393k (hard to get exact number) above Ike the game simply stops showing that the craft will enter the SoI. Included Attachments: KerbalSpaceProgram22024-03-0921-46-08.mp4 AutoSaveRevolution03_04_202423_39.json
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: i7-14700KF | GPU: 2070 SUPER | RAM: 32GB If you have a kerbal on a ladder in Orbit and then timewarp, they start to float away from the craft. When you stop timewarping they snap back to where they should be. Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 (latest) | CPU: I9 CPU Intel | GPU: 3060 6 gb (laptop) | RAM: 16 GB This is a boosted report from 0.1.4 as the bug has not changed/been fixed. This bug happens when a kerbal is on EVA and holding onto a ladder and the craft is accelerating. The kerbal slowly, "drifts" away from the craft while still being "attached" to the ladder. Image and video show 2 different examples, on different ladders. Included Attachments: KerbalSpaceProgram22023-10-2718-24-23.mp4
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Flight Sling Shot Docking (Vessel flies away during docking)
Anonymous Bug Reporter posted a question in Flight
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: i5-9600k | GPU: NIVIDIA GeForce GTX 1060 6gb | RAM: 16.0 Have had issues with docking since day one w/ KSP2 and while I think you have fixed most I encountered a new one while building a station. While trying to dock a resupply/module I would get a weird sling shot effect were either one or both vessels would suddenly launch away from the other right before docking was complete. I was moving bellow 0.2m/s on the two attempts this happened. I also had one attempt where my resupply jumped to about 3k away from the station. All there attempts happened when in control of the resupply. I am pretty sure sas was enabled on all three attempts on both vessels with thrusters on the resupply being active only. I did get it to end up working thought I think the only condition that may have changed was sas was off on the station and the station itself had to target dock to rotate to. I rotated it manually to be close. I should still have the save file and can try to replicate again if you want pictures and video.