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  1. 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
  2. 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:
  3. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 | CPU: Core i5 12600KF | GPU: RTX 4070 Ti | RAM: 32 Gb First undock or decouple from an orbiting station with the landing vessel being the last active stage in the chain. So far everything is normal. After then returning to the station, docking, transferring fuel to the lander, undocking, activating the lander engines it appears as no stage is active. I get no Delta V indication at the bottom right even though I can use the engines and the vessel is fueled. Also I can't plot any maneuver because ''vessel out of fuel''. Included Attachments:
  4. KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.1.0.21572 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None Transition from Vall SOI to Jool SOI: Transition From Kerbin SOI to Minmus SOI: Transition from Kerbin SOI to Kerbol (Solar Orbit) SOI: Additional Information: Cant test Kerbin orbit to Jool. The capture mode camera had issues. Credit goes to Suppise on discord for discovering that the Jool Moons were missing when it was inside of one of the moons SOI. Happens in 0.1.0.0 and 0.1.1.0 as well
  5. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home Single Language 64-bit (10.0, Build 22621) | CPU: 13th Gen Intel(R) Core(TM) i7-13700HX (24 CPUs), ~2.1GHz | GPU: NVIDIA GeForce RTX 4060 Laptop GPU | RAM: 16 During EVA, when using RCS to move the Kerbal around, sometimes they can survive high speed landings. Most of the time Kerbals are destroyed but sometimes they do survive like nothing happened. I've noticed this only on Mun so far, don't know for other planets and moons yet. Included Attachments: wee.mp4
  6. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 (64 bit) | CPU: AMD Ryzen 9 5900X 12-Core Processor | GPU: NVIDIA GeForce RTX 3070 | RAM: 65450 Mb Low priority issue that Kerbals (or at least Bob) appear to twerk when in shallow water. What I did: Flew simple rocket West from KSC and splashed down in shallow water (in beach region) EVA'd kerbal and took crew report and surface sample (splashed down / beach) Swam to water line to repeat science on dry land (landed / beach) Kerbal stood up when water was shallow (knee to waist height) When not controlling kerbal, it would perform squats / twerk Probably cycling between "I'm in water so I need to switch to swim mode" and "The water is too shallow so I need to switch to walk mode" Walking to dry land or deeper water stopped the issue What I'd expect: The kerbal to make up it's mind whether it needs to swim or stand Or Situational music to be added that the kerbals can dance to. Included Attachments: KSP2Bug1.mp4
  7. 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.
  8. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win | CPU: AMD Ry 7 4800 | GPU: NVID RTX 3060 | RAM: 16gb i left the pod and it starts to move and wont stop until i board again Included Attachments: KerbalSpaceProgram22023-12-1916-35-04.mp4 quicksave_1.json
  9. 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
  10. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel Core i7-9700 | GPU: NVIDIA GeForce RTX 2060 | RAM: 15.81 Craft suddenly disappears from view and then reappears on a much higher energy trajectory, usually out of the system. I've found this a few times on launching from Kerbin with a variety of different craft. Not sure if there is a pattern, but it occurs in the upper atmosphere, sometimes when fast forward has previously been used. Once set-in it reoccurs (even restarting the game doesnt help) and is now present in every launch.
  11. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: 12900k | GPU: 3090ti | RAM: 32gigs 5600Mhz DDR5 I have discovered something interesting. A possible bug. Maybe. I’m unsure. I’m noticing two different outcomes when pressing spacebar to do my next stage (decoupling in this scenario) vs manually pressing the part and clicking decouple. I’m going to share 2 videos. The first video is when I’m pressing the spacebar to decouple with the next stage. Notice the smooth transition of the decouple. The vessel moves straight away from the other one. As it should. The 2nd video is manually clicking the part and then clicking decouple. Notice the awkward transition? It’s decoupling and moving away at an angle. It’s not moving straight away as it did when I clicked spacebar. I’ve repeated this multiple times over and over. Same result everytime. Now this had me thinking, could this be related to the inconsistency of undocking? Undocking has been one of my biggest pet peeves in this game since launch. Sometimes it works great, like in the first video. And sometimes the vessels disconnects and moves away at a weird angle as shown in the 2nd video. Undocking is done by clicking the part and then clicking on “undock” just as I did in the 2nd video, but with decoupling instead. Is there some kind of bug with manually clicking on a part to do an action like that versus using the spacebar to trigger the next stage? Video evidence: Pressing spacebar: IMG_1235.mp4 Pressing decouple: IMG_1236.mp4
  12. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: 13th Gen Intel(R) Core(TM) i7-13700H | GPU: NVIDIA GeForce RTX 4060 Laptop GPU | RAM: 1 TB I was on a trajectory towards Duna and time warp didn't stop in time. The craft glitched through the surface and was set on a straight trajectory into interstellar space. I reloaded a quicksave and started recording in order to find the glitch again. It happened again in the recording, this time however the craft began to orbit INSIDE Duna. I believe the orbit being messed up was a result of the craft exiting time warp while inside of the planet. Included Attachments: 2023-11-0616-10-07.mp4
  13. 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
  14. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb The true Herobrine of KSP2 Steps: 1. Load attached save. 2. Observe. 2.5 If doesn't happen, repeat: go on EVA, return to ship, observe I suppose it's worth mentioning that the ship had no trajectory in map view after liftoff. This usually gets fixed after reload, so I suppose better steps are as follows: Land anything on Dres. Get out, plant a flag, take it down, return to ship, liftoff, repeat step 2.5 making sure no trajectory is present. No decay present while using jetpack. Video Evidence: Ksp2 X64.Exe2024 02.11-23 55 24 10 Dvr.mp4 Save file: dec.json
  15. 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
  16. 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:
  17. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb Unclear how that happened. The one thing I did was to right click at the trajectory on SOI boundary and "Warp here". The ship then warped there but on the boundary wouldn't move any further. The orbital parameters were changing but not the position. And the flight camera was going crazy. Even got a hint of some rock for a about 5 frames. Timewarping again solved it. Included Attachments: ksp2_x64.exe2024_01.18-01_06_13_08_DVR.mp4
  18. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz | GPU: NVIDIA GeForce GTX 1070 | RAM: 16GB I am trying to land on Duna (had a similar uissue with Kerbin). I lowered my PE to 200m, but as soon as I got into the atmosphere, I started to rise. So I lowered my PE more. But I was still rising, Finally my PE was -300km and my speed had reduced to 14m/s. I was 46 km up and effectively stationary. Restartinbg didn't help. Included Attachments: DunaLanderLaunch2.json autosave_2.json Spicat Edit: Video evidence: 2024-02-07 22-50-44.mp4
  19. 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:
  20. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Home OEI | CPU: AMD Ryzen 7 7700X | GPU: ASUS TUF GeForce RTX 3080 OC 10GB | RAM: Kingston Fury Beast 32GB 5200MHz My ship started vibrating just after I put it on a trajectory out of the star system... Whenever I made time freeze, the ship would start goin nuts and would "bug out" off screen (I could move my camera around so you could see the ship staring to tweak tf out)... Idk what the hell is wrong with the craft, I do not know if it is able to be replicated, I do not know how to fix it either... I tried quick-saving and reloading but that just made it bug out 10x worse... Help... Here's the clip: Included Attachments: Deep-SpaceStation1.json .ipsImage { width: 900px !important; }
  21. Reported Version: v0.2.1 (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 This save file was made on a modded game. After removing all non-essential mods the bug persists. Load the save Timewarp closer to EVE encounter Set EVE as target and point to target with SAS Timewarp to the exact moment of SOI change in the map Wait for timewarp to stop automatically as you get close to the SOI change. Wait for the magic to happen The game is now officially confused and will keep putting you in Eve SOI and back to Kerbol SOI very fast. Timewarp a bit further to get out of the "Danger zone", the game now recognising you to be in Eve SOI Recording with mods: https://cdn.discordapp.com/attachments/1039965578754007060/1204784682244513864/Kerbal_Space_Program_2_2024-02-06_17-37-29.mp4?ex=65d5fe2c&is=65c3892c&hm=43a1c93ae5546d927bfa825883ce95a46cf28cfc4989ffaea02ffc0c4efed4df& Recording without non-essential mods in attachments Included Attachments: KerbalSpaceProgram22024-02-0719-51-23.mp4 quicksave_eve_soi_bug.json
  22. 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
  23. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Fast CPU | GPU: RTX 3700 Mobile | RAM: 16 gb Hey there, a bug which I encountered several times is that my apoapsis and periapsis are being raised while flying through the atmosphere. Dunno if it already has been reported. Included Attachments: KerbalSpaceProgram22024-02-0316-43-04.mp4 Atmosphere-SciencetoJoul.json quicksave_1.json
  24. Reported Version: v0.1.3.2 | 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 Hello. I wanted to send up 3 of these Mun Landers to dock with my Mun Station: To make sure I could put them all into the faring and them not bounding around like the head of a chicken I decided to put decouplers on them and strut them in place - the reason I use decouplers is its the only way I currently know that will break the strut so the crafts can be separated. How ever I found that the docking ports not only didn't work - the decouplers would stay with the craft and be tethered to it - If you used time warp, they would drift away. But they would still react to the SAS commands of the craft. I tried to use a fix that has worked for other broken ports - setting an action group to undock and then press it even if it isn't docked - but it didn't work. I have left two save files in this folder: https://1drv.ms/f/s!AhGsvJ5Xnc4dsSxTvfRqdU9Cp23R?e=5iMsKT PS. I forgot to crew them.. SO you will have to spacewalk between vehicles if you want to test them. Included Attachments:
  25. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: i9-10850k | GPU: 3070 | RAM: 32GB Encountered an issue where two extended shielding docking ports are unable to automatically connect and join the two spacecraft upon contact. These two vehicle builds were able to dock with each other prior to today's patch. This potential bug was encountered during a rendezvous on a 250km Kerbin orbit. Both spacecraft had each others' docking ports set as targets with SAS on. Included Attachments: GenericLander.json
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