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  1. This has happened to me, except I don't even see a Ap or Pe indicator when this happens. I'm on v0.1.4.1, no mods. Nothing seems to fix this for my craft that is currently affected. I've tried going to the KSC, then back to the tracking station to take then control of my craft. I've tried saving and exiting out of the game entirely. And just going to tracking station and then back to craft. I did some investigation and found some interesting things: My save opens up straight to the craft in flight. If I go straight to the tracking station and back to controlling the craft, it continues to follow along its trajectory (even though I can't see what that is in map view). BUT if I go to the KSC and then back to the tracking station and take control of the craft, the craft heads straight downward towards Kerbin like all momentum was lost. This is repeatable. Either way I go to the tracking station (straight from flight or from KSC) the craft's state says "landed" in the tracking station. It seems like, at least for me, the game believes the craft is landed and therefore is not showing a trajectory line. In the screenshot example below I wasn't even in orbit yet, just suborbital: I would like to be able to provide a save file, I'm just not sure how to do that.
  2. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows | CPU: 11th Gen intel(R) Core(TM) i5-1135G7 @ 2.40GHz | GPU: Intel(R) Iris(R) Xe Graphics | RAM: 16 GB this bug report is very simple, I've been able to recover kerbals in for science just by walking them out of there landers and recovering them from the tracking station, from Duna to Moho. Included Attachments:
  3. 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:
  4. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home | CPU: I7-4790 | GPU: Nvidia GTX 1070 | RAM: 16GB I've had several moments where the SOI exit indicator for celestial bodies would not show up. The trajectory clearly exists the sphere of the SOI of the celestial body, however, the SOI indicator is not there and the orbit path continues past the sphere. I've seen this with leaving Minmus and Ike as well. Included Attachments:
  5. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb Right click trajectory menu changes position to some far place in future orbit (or the center of Kerbol, couldn't tell) when hovered on. The remaining time to clicked point stays normal and it can be clicked only in that weird position. Encountered on escape trajectory from Kerbin. Reproducible, encountered many times but not sure what are the requirements. Included Attachments: right.mp4 Spicat Edit: Steps to reproduce: Load hover_bug.json or just have a craft in Kerbin orbit transfering to Kerbol orbit Right click Hover your mouse near the future kerbol orbit of your craft Video Evidence: 2024-02-12 21-34-15.mp4
  6. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb Planned trajectory around Kerbol turns into a straight line as soon as it reaches escape velocity into interstellar space. Orbit tesselation doesn't seem to work quite well. Included Attachments: traj.mp4
  7. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb Skybox on planet surface not in line with map view. An old bug, still present, despite skybox moving now across the sky. Not only on Kerbin. Nevermind the flipped Jool in attachments, it's because of southern hemisphere. But the nebulae aren't in the same positions. https://forum.kerbalspaceprogram.com/topic/222608-skybox-changes-position-when-vehicle-launched-from-kerbin-ascends-past-21km/#comment-4355790 Included Attachments:
  8. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb PE/AP markers remain in place when rightclicked to extend info, blocking the time to node. Included Attachments:
  9. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb Buttons for debris in the left menu in Tracking Station are cut off. Active vessels are fine. Included Attachments:
  10. 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 The tooltip stays when you click on left click and can clutter the view (especially when making a maneuver). Steps to replicate: Go to the map view Left click on a craft or a planet Workaround: Exit map view Left click on the object again Video evidence: 2023-12-24 00-16-24.mp4 If this is supposed to be a feature, please put it on the right click and show a lock icon like the AP/PE.
  11. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: Intel i5-10300H | GPU: Gtx 1650 Ti | RAM: 16gb After updating to 0.1.4.0, I logged on to find that I am unable to see trajectories for any of my crafts while in map view. I was previously able to on 0.1.3. and most other previous versions. It is clear the trajectories are there, but having no lines makes interplanetary missions almost impossible. Thank you for reviewing and hopefully fixing soon! Included Attachments:
  12. Reported Version: v0.2.0 (latest) | Mods: See previous submissions | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 9 3900 12 Core | GPU: GeForce RTX 2060 Super | RAM: 32 GB RAM As part of the Exploration mode, I went to the Mun Arch and planted a flag right in front of it (first image). When going to the tracking station, even with the Flag filter enabled, the planted flag does not show up (second image). Planted Flag: Tracking Station:
  13. 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 I had a vessel in orbit around eve. Then I switched to a vessel in tylo orbit.... The game first displayed the wrong (i.e. previous vessel) in Tylo orbit before it eventually loaded the correct vessel. Creepy side-effect: Now eve follows me around where ever I go, and the Sun appear unusually dark in map view. See image. I generally noticed that swicthing between vessels causes major visual problems. Included Attachments:
  14. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit | CPU: Intel Core i9-10900KF 3.70GHz | GPU: Nvidia GeForce RTX 3080 | RAM: 32 Planets and moons that have a probe, debrie or vehicle orbiting them are blocked in the map view. When moving the cursor over the planet or moon, only the vehicles or probes can be set as targets. I tried this on Duna, Jool, Eve. Even when zooming in, I was not able to set the celestial body where I wanted to go as targed, because I could only see the sybols from the stuff I send there, which was now orbiting the Moon/planet. This first occoured when I visited Duna. For the trip back home to Kerbin I wanted to set Kerbin as the new targed, but it was blocked by countless probes and vessels that were orbiting Kerbin. Happened in all game modes. Included Attachments:
  15. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb Vessel icons, while now small, still block the celestial bodies from being clicked on which makes it odd that the issues weren't closely connected and fixed at the same time but nevertheless. Included Attachments: ico.mp4
  16. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 7 3700x | GPU: Nvidia RTX 3080 Ti | RAM: DDR4 16GB 3200Mhz These issues pertain to both the deleting of the first node causing all nodes to be deleted, and unusual behavior in the properties of consecutive nodes. Node Deletion Reproduction Steps: 1. Create a Maneuver Node 2. Create a Maneuver Node after the first one 3. Delete the first Maneuver Node 4. Observe all nodes were deleted. This shouldn't happen and isn't the way KSP 1 functioned. The second issue is unusual node behavior. Essentially, the second node will not function like a regular node when you attempt to use it. If you were to give the node a lot of prograde, it will say something completely different will happen than the reality of what would happen. It's not accurately predicting what said burn would do. Node Unusual Behavior Reproduction Steps: 1. Put a vessel with plenty of deltaV in Low Kerbin Orbit 2. Set up a Mun intercept with the 1st Maneuver Node which sets you up to burn to Mun orbit. 3. Place a second Maneuver Node on your Mun Intercept periapsis, and attempt to input enough retrograde to create a circular orbit. 4. Observe how the second node doesn't allow you to create a circular orbit, and instead predicts unusual and incorrect burn behavior. Both of these issues currently prevent the usage of consecutive maneuver nodes, but they are essential for setting up more complex burns, like consecutive gravity assists. I've attached a screenshot showing how attempting to create a node that would leave me in Mun orbit instead predicts some incredibly unusual orbital behavior. Included Attachments:
  17. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 7 5800X | GPU: EVGA FTW3 3080 Ti | RAM: 2 X 16GB I don't know how to replicate this glitch, but during this flight I was somehow able to see two apoapsis nodes, two ascending nodes, and two descending nodes. When moving the camera, the UI for some reason kept showing the former position of a node, causing not one but two of the same node to appear on screen. I could easily tell which of the two were fake, due to one of the duplicate nodes not being attached to my orbit. If I remember correctly, I believed the duplicates stayed stationary relative to my screen rather than my orbit. The fake nodes also flickered, especially when the camera moved. Note: I could still see duplicate nodes even if I didn't have an upcoming maneuver. Included Attachments:
  18. 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 3060 Ti | RAM: 32GB When a vehicle's mission elapsed time as displayed in the Tracking Station exceeds 6 hours, the count of hours is not properly wrapped into days. Severity: Low Steps to reproduce: Launch a vehicle into Kerbin orbit. Return to Kerbin Space Center. Advance time by 6 hours (1 day). Observe that the UT time display on the time warp gadget shows a time 1 day later than before advancing time (e.g., "1d 2h" before advancing is now "2d 2h"). Go to the Tracking Station. Observe the MET displayed for the vehicle launched in step 1. Expected behavior: The vehicle's MET shows "1d 0h" (and some number of minutes and seconds). Observed behavior: The vehicle's MET shows "0d 6h".
  19. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i5 | GPU: Nvidia GeForce GTX 1070 | RAM: 16GB I noticed that the game does not unload the scene when switching between flying/tracking station/mission control which I think is smart. But: after I landed my rover on a hill on eeloo and switched to R&D after applying brakes (i thought) i could see (Thanks to the buggy menu background) that the rover was rolling away. In fact, It could have crashed and exploded while I was in this menu and be completely unaware of that. I can even rotate the camera with the left mouse button while in the menu! I wonder if the explosion sound would play. I would say this is a bug and that the physics of crafts on planetary surfaces should be frozen while the screen is covered with menus. Concerning the menu background bug: This is probably my own fault to some degree as I set the display resolution manually in a config file, since I am playing on a widescreen monitor and ksp2 only supports a limited number of default resolutions (why? ) Reproduce by: Setting resolution to widescreen by editing C:\Users\THEUSER\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Global\Settings.json ("ScreenResolution":"3440x1440" in my case) drive a rover across any planet swich directly to R&D menu and scroll all the way to the right: The craft is displayed and camera controls are working, craft may be rolling! Included Attachments: .ipsImage { width: 900px !important; }
  20. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit (10.0, Build 19045) | CPU: Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz | GPU: NVIDIA GeForce RTX 2080 Ti | RAM: 16384MB In the attached screenshot, the planned trajectory (orange) passes deeply through Ike's SOI, but the actual trajectory (blue) stays in Duna's SOI (I've also attached a save to reproduce the problem). However, the only planned maneuver has 0 delta-v, so the two should be identical. After advancing time far enough, the actual trajectory suddenly updates to show the Ike encounter. Included Attachments: quicksave_9.json .ipsImage { width: 900px !important; }
  21. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 7 3700x | GPU: Nvidia RTX 3080 Ti | RAM: DDR4 16GB 3200Mhz Certain conditions in KSP impose timewarp restrictions on the active vessel such as being in low orbit of a celestial body. However, if you swap to the tracking station, these restrictions should be lifted so you can timewarp to a launch window for instance. This isn't the current behavior, instead the tracking station will retain the timewarp restrictions placed on the vessel. In order to get around this, you have to first go to KSC, and then to the tracking station, and only then will the timewarp restrictions be lifted. This is very troublesome as it introduces a significant loading time. I find myself having to constantly do this in gameplay. Reproduction steps: 1. Set up a craft in a situation that imposes a timewarp restriction such as low Kerbin orbit 2. Hit ESC and select Tracking Station 3. Observe that you are unable to timewarp any faster than the vessel could due to it's timewarp restrictions. Here is a screenshot showing the Tracking Station with restricted timewarp. Included Attachments:
  22. Reported Version: v0.1.3.2 (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 Observed: The camera speed is affected by which pole (north/south) you're looking at: In the Tracking Station or in the Map View The closer to the North pole you are, the more the camera speed is high and vice versa when you move close to the South pole, the camera speed get closer to 0. Expected: In ksp1 the movement speed was unaffected by the position. (See the videos) Camera movements in ksp2: camera_movement_ksp2.mp4 Camera movements in ksp1: camera_movement_ksp1.mp4
  23. Reported Version: v0.1.5 (latest) | Mods: Community Fixes, MapView Focus and Targeting, K2D2, Micro-Engineer, Maneuver Node Controller, Flight Plan | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 9 | GPU: GeForce RTX 2060 Super | RAM: 32 GB Created a maneuver to go from LKO to Moho. LKO Ap ~324km, Pe ~300km. Burn originally calculated 2279 m/s of dV, but after burn timer hits 0 bar shows dV remaining to be burned. Furthermore, the original plotted trajectory was not matched upon burn. Images below show the plotted course, dV requirements, and new trajectory. Should have had an encounter with Moho after the burn finished, but no encounter at all. Included Attachments:
  24. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb It doesn't happen always, the cause is not found by me yet. Two variables in video: targeting another craft and focusing the camera on celestial body instead of the craft, perhaps it's related to those. Included Attachments: cam.mp4
  25. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 (Updated Fully) | CPU: i7-1300k | GPU: Gigabyte GeForce O.C. Eagle 3080ti (Updated Fully) | RAM: 128GB After reaching orbit, I've discovered when you create a node, tab out of the game and back into the game, if you execute the maneuver node the data displayed in the UI is not accurate. Sometimes a 30 second burn will take 1+ minutes to countdown, the indicator lights (4 Circles), will go through their states despite there still being time on the clock. In addition the staging/burn bar at the bottom of the UI will animate regardless of when you initiate the burn. Resolution to the problem is to restart the game, but the issue always returns. Nodes are effectively useless and I've had to resort to "Eyeballing" it.
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