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  1. 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 The camera clipping start distance is much higher in flight, than in the VAB. What does this mean? Well take a look at Shaun the Sheep here: With a clipping start of 1 meter, we can see the entirety of his beautiful head. However, if we increase the clipping start distance, in this case to 2.7m (in KSP that increased clipping distance is the case during flight), we are suddenly exposed to the terrors of what's inside Shaun. Arguably nobody wants to see that. In the same way the game does this. As a result you can not zoom in on things closely in flight properly. This is a shame when trying to make camera shots inside the cockpit, or close the the vehicle's body. See the attached image .zips for in game examples. I just found the Shaun the Sheep illustration to explain the problem better. Included Attachments: clippingbugimages1.zip clippingbugimages2.zip
  2. Reported Version: v0.2.1 (latest) | Mods: Alarm Clock, BepInEx, Docking Alignment Display, Flight Plant, Micro Engineer, Node Manager, SpaceWarp, UITK for KSP 2 | Can replicate without mods? Yes OS: OS Name Microsoft Windows 10 Home | CPU: Processor AMD Ryzen 9 5900X 12-Core Processor, 3701 Mhz, 12 Core(s), 24 Logical Processor(s) | GPU: NVIDIA GeForce GTX 1080 Ti | RAM: 32,0 GB Science experiments performed on the ultimate quarterpipe on dres give an unmodified amount of science. This includes at least surface samples, crew observations, environment samples and radiation measurements. These experiments provide science at the same rate as would they would on Kerbin. I have not tested all biomes on Dres, but it at least does not appear in the Eye of Dres or Equatorial Ridge biomes.
  3. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Window | CPU: AMD Ryzen 9 7900X 12 Core 4.7 GHz | GPU: NVIDIA GeForce RTX 4070 | RAM: 64GB When performing time warp at higher speeds, the "Experiment Interrupted", and " Not Enough Resources" warnings show up repeatably, cluttering the alert tab and also lagging the game significantly. This warning seems to be alerted at regular intervals. I have made sure all crafts can stay powered through the nights, have hibernated them, and no science was ongoing or halted, but does not seem to stop this spam. If the warning is legitimate, then it should specify which vehicle is doing this, and shouldn't be spammed. My game is localized to Korean, so the actual English alert text might be different. Corrected the localization. Included Attachments: 231227053006.mkv autosave_4.json
  4. 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
  5. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 | CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz | GPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz | RAM: 16 GB On kerbin, plugging in the altitude of 2438 to the coords 0.44 S 52.047 W leaves the craft at an altitude of 8 ASL, but 2439 at those same coords leaves me at 175 ASL. My speed inputted was 150 and my craft was just a command pod, a T400 fuel tank, a chute, and a reliant, four parts. Sea Level Altitude at 2438m is 8m: Sea Level Altitude at 2439 is 175m: .ipsImage { width: 900px !important; }
  6. KSP2 Version: 0.1.2.0.22258 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: None Picture in Picture with VAB and Craft Folder Showing it in Real Time: https://youtu.be/6gERqVmmtU8 (34 Seconds) Autosave Basically Spams the Save Folder Over Time: The following is a partial screenshot from Diana Gearhead on discord: Possibly the same code as the following:
  7. 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: Players who want to play 24/7 can't play due to having to take snack breaks Steps to Replicate: Start playing the game Observe you get hungry after a certain amount of time has passed Note: not eating may cause faintness, fatigue and rapid unscheduled dissasemblies Cause: The human digestion system Recommended Solution: get rid of hunger. Image: Video Evidence: Credit: Thanks to Danny2462 for pointing this out
  8. 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 Background: For those uninitiated: Science Data/Samples are automatically combined when vessels dock, or a kerbal boards a vessel Science Data/Samples are automatically copied to both entities when vessels undock, or a kerbal dissembarks from a vessel Issue: There is currently no way to transfer science data from crafts that contain no docking ports/crew space to another vessel. This is an oversight that makes it impossible to perform certain strategies of science collection, such as collecting science from multiple biomes with a probe core-controlled craft and then sending a crewed mission to go collect it. Steps to Reproduce: Create rover with a probe core, battery, science experiment and a command seat Launch EVA Kerbal Change to rover Complete experiment Change to Kerbal Have Kerbal try to retrieve science without getting into the command chair Video Evidence: Suggestion: Automatically share science between a kerbal and a robotic probe once they get within a certain (close) range from one another, or show a "Collect Science" button in the action menu for a Kerbal on EVA near a probe. Included Attachments: no_science_transfer.json
  9. 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:
  10. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: AMD Ryzen 5600x | GPU: AMD RX7600 | RAM: 16GB I just realised that after 20-something in-game-years the time has reset. It's not some GUI bug as it's in the save file (UniverseTime). Can't pinpoint when that happened exactly. Now older crafts have a negative MET as the launch time is after the current universe time. (please don't introduce time traveling to KSP! ) Could not recreate it with an older savefile from before that event. When timewarping the time progresses to 30y and beyond without issues. So unfortunately I can't really find out what lead to this issue. Included Attachments:
  11. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: i9-13900K | GPU: RTX 4090 | RAM: 32GB Lost Valentina from a "Revert to VAB" a few days ago...was truly heartbroken by it. And literally witnessed today - Raiz Space (YouTube streamer) lose Bob on a revert as well. Would be horrible if KSC has a bunch of MIA kerbals. He discovered MIA Bob at 9.27 in the video. Included Attachments:
  12. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250) | CPU: AMD Ryzen 5 5600G with Radeon Graphics (12 CPUs), ~3.9GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 16384MB RAM Frequency: High (Happens all the time.) Severity: Med (Resources transfer not working as expected) Description: Expected Behaviour: Ablator is untransferable, due to the nature of ablative heat shields. Explanation below: Observed Behaviour: Ablator can be transferred between heat shields. Steps to Replicate: 1. Build a craft with 2 or more heat shields. One should have less ablator. 2. Launch. 3. Open the “Resource Manager” app. 4. Try to transfer ablator, just like how fuel and other resources are transferred. The ablator should be transferred between the heat shields. No workaround to disable ablator transfer. All Evidence: https://i.imgur.com/Y5ISLMe.mp4 Included Attachments:
  13. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 (10.0.14393) 64bit | CPU: i7-6700HQ CPU @ 2.60GHz (8) | GPU: NVIDIA GeForce GTX 950M (2010MB) | RAM: 16282 When I press "PLAY" in the client, the status goes to "Launching" for 1/2 second, then "Running" for 2-3 seconds, and ... nothing. Button goes back to "PLAY" again. I can't even catch anything in Task Manager. I'd post a log file, but I can't find any. No "Ksp2.log" is generated. The only interesting new-ish file I can find is ".crash", and it's empty. But when I launch the game by running "KSP2_x64.exe" directly, everything starts up and runs beautifully, "Ksp2.log" and all. Not that I really care, I ran KSP1 outside the client anyway, made it easier to juggle mods and versions. I'm mostly missing "playtime" and possible achievements. KSP1 starts without problems through the Steam Client, of course. Win 10, latest Steam Client as of 3. Jan 2024 (reinstalled from scratch), KSP2 0.2.0.0.30291 (reinstalled from scratch).
  14. 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 I guess I got used to the alarm clock added to KSP1 that stops warp and tells you when you have a maneuver coming and you can jump to the effected craft. Don't have that in KSP2. Don't know what the planned feature for this is and when it comes but I'm filing this as a bug because it turns out there is a red warning of an inactive maneuver that jumps up on the screen but the warp speed doesn't pause or reduce to 1x so by the time to read this warning, it's too late. You kind of half implemented what we need. You give the notification, but you don't take the simple step to abandon warp. This affects craft that you leave focus by returning to the KSC or any of its buildings, excluding the tracking station. You can warp time from the KSC waiting for the sun to come up before entering the VAB to select a craft and during this warp, I noticed this issue. .ipsImage { width: 900px !important; }
  15. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i7-6700 CPU | GPU: NVIDIA GeForce GTX 750 Ti | RAM: 16 GB I have been exploring Dres to gather some science and when I took a surface sample at the Ultimate Quarter Pipe the science I earned from it was usually low compared to the rest of the planet. Included Attachments: .ipsImage { width: 900px !important; }
  16. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600H with Radeon Graphics | GPU: NVIDIA GeForce GTX 1650 Laptop | RAM: 16 GB I collected a surface sample after landing in eve's ocean with the rover arm part and noticed the science reward was quite low for the destination Space Peacock note: this also happens on Vall and Laythe Included Attachments:
  17. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Tatakae! Ouendan | CPU: Brain | GPU: Eyes | RAM: Not enough In the bug report form on the KSP forum (this very form!), the "Category" field defaults to "Crash", meaning that a user can unintentionally submit a non-crash bug as a "Crash" by forgetting to select an appropriate category. It might be better to have an empty or "(Select one)" default value and reject the submission if the category has not been changed from that default. Severity: Depends on how annoyed the bug reviewers get by improperly classified "Crash" bugs. Apologies: if any of the bugs I've submitted today got filed under "Crash" for this reason. .ipsImage { width: 900px !important; }
  18. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7500F | GPU: AMD Radeon RX 7800 XT | RAM: 32GB DDR5 Landed at the north pole of the Mun for science experiments. Jeb is magically moving on his own, spinning in place. Loading a quicksave whilst a Kerbal is on EVA will fix this. Included Attachments: KerbalSpaceProgram22023-12-3009-42-54.mp4
  19. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i7-6700 CPU | GPU: NVIDIA GeForce GTX 750 Ti | RAM: 16 GB? Honestly, this might just be an issue with my GPU because it is very very under the minimum recommended but I thought I should report this anyway. I just got the game and the first launch didn't have this problem but every launch after has. The strange thing is that in the Tracking Station, the magenta sphere is opposite of the sun. It also clips through the ground and objects as if it were being drawn on top of everything else. I don't really have an idea on what could be causing this. Included Attachments:
  20. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-4770k 3.50GHz | GPU: NVIDIA GeForce RTX 3060 Ti | RAM: 20GB I've never really cared about a game to where I had to 'report a but' till ksp. I'm not sure how to exactly go about doing this, but I wanna help dev team as much as I can. Okay I updated FOR SCIENCE! and loaded a saved game. Went in VAB and there was a ship in there already. I was trying to add a part in VAB and it would not let me click on anything. The 'green outline' showed up on the parts, and 'click' sounds were there, but there was no physical interaction with -anything- So, I left VAB and this happened.Example 1 The KSP bg sound was going on, birds and such. But the view was this. Oddly, I was still able to have those "Green lines" interact with my mouse, but clearly... not in VAB menu. While this was going on, I had no control over anything other than those moving-the-mouse-over-things interactions. Otherwise, nothing was really 'clickable' I did the file integrity thing, started a new file, and it was fine. I still have the other save file on hand if I need to look into anything from here. Also, not sure if this is anything either, but this what the steam icon that I had after the update. I think its still like this? idk... But heres a pic. example 2 I hope this can help in anyway to progress the games dev. jkpart- (dont tease me about how old some of my PC is....) LOL Idk how to find any other information about this bug, but I'm willing to be contacted to help figure that out for you all. .ipsImage { width: 900px !important; }
  21. 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:
  22. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-6700K 4 GHz | GPU: Nvidia GeForce GTX 1660 Super | RAM: 16 GB Images talk for themselves. A pill-shaped object appeared in the KSC view after recovering a landed vessel. This "object" seems to be located at a specific place because when we zoom out, it "shrinks", but it will also disappear if we rotate the camera enough. The object seems to disable rendering of the water in the field of view, but not the land and the sky. Included Attachments:
  23. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i5-8400 | GPU: NVIDIA GTX 1050 Ti | RAM: 16 GB Severity: Low Frequency: High Relevant graphical info: Three monitors, game resolution set at 1920x1080 with V-Sync turned off. Upon starting the game, the window mode of the game (for a lack of a better name, the option that is either Fullscreen, Borderless, or Windowed) is often different upon relaunching the game compared the window mode that the previous instance of the game was on. While I am not 100% sure what the cause is, I am pretty certain that it has to do with both the window mode of the game's previous instance and the way that you closed that previous instance of the game. On top of this, I also see that those two aforementioned factors also determine what monitor my game appears on upon launching it; sometimes the game only launches on the leftern-most monitor as opposed to the central monitor, which is my primary monitor that I always play the game on and also where the launcher appears. While I have already filed a separate bug report on this, I only looked at the closure methods in that bug report, but it appears that the game's window mode also has a role in this, so I decided to track that as well while doing this bug report. Below is a chart of the combinations of all the factors and the reproducible results of each combination. Keep in mind that the ones with an asterisk ( * ) proceed to convert to Fullscreen after the startup credits fade away. The monitor that the game appeared in is located in brackets for each combination; the game's previous instance was always on the central monitor. "Exit" option in the main menu "Close Game" option in the game's escape menu "Close Window" option when right-clicking the game's icon in the taskbar Termination in the Task Manager Fullscreen Borderless* (center) Borderless* (center) Windowed* (left) Windowed* (left) Borderless Borderless* (center) Borderless* (center) Borderless* (left) Borderless* (left) Windowed Windowed (center) Windowed (center) Windowed (center) Windowed (center) Windowed (Minimized) N/A N/A Windowed (left) Windowed (left) When the game is on Fullscreen or Borderless and is closed via the Taskbar & Task Manager, the game is is minimized before closure in order to access the Taskbar / Task Manager. Because of this, I hypothesize that when the game is closed while minimized, it defaults to starting on the left monitor. Otherwise, it will start on the monitor that it was last played on. As for the window mode issue, it seems that Windowed works as intentional, but upon relaunch, Borderless turns into Fullscreen after the startup credits and Fullscreen relaunches as either Borderless or Windowed (probably depending on if the previous instance was minimized when closing) and turning into Fullscreen only after the startup credits. And again, this is all reproducible on my computer/setup, but I'm not sure if this issue is reproducible for other people. I probably rambled here for way too long, but hopefully this all helps!
  24. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i5-8400 | GPU: NVIDIA GTX 1050 Ti | RAM: 16 GB When starting up the game in a setup consisting of three monitors, despite the launcher being in the central monitor (which is monitor number 2 in the display settings and is set as the primary monitor), the game launches on the left monitor (which is monitor number 3 in the display settings). This can be fixed by changing the game to "Windowed" mode, dragging the window to the central monitor, and then switching the game back to "Borderless" or "Windowed". Upon relaunching the game, the game only appears on the central monitor again if the game was previously exited via the in-game "Exit" option on the main menu or via the "Quit Game" option in the game's escape menu. However, if the game was closed via the "Close window" button accessed by right-clicking the game's icon on the taskbar (which is often how I personally exit from fullscreen games) or via termination in the task manager, the game will once again appear on the left monitor upon relaunch. Edit: While writing this bug report, which covers a different but similar issue, I realized that I had only tested this bug in the "Borderless" optioning the graphics settings. Upon looking a little more into it, I found out that this bug probably has to do with the fact that the game window is minimized while the game is being closed.
  25. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: - | CPU: - | GPU: - | RAM: - I was making a bug report, and in the 'what mods' field I pressed enter to go to the next line, but instead my bug was sent away before I could upload videos of the bug. this costed me a serious 3 minutes as I had to wait 2 minutes before I could start a new bug report, and had to rewrite my entire bug again (this only works when all required fields are filled, but it is still annoying) Hi anth
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