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  1. 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.
  2. 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
  3. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux Ubuntu 20.04.6 | CPU: AMD Ryzen 5 3400G | GPU: NVIDIA GeForce GTX 1080 Ti | RAM: 16GB System Specs: Frequency: High* (seems to happen every time; I put an asterisk because I've really only tried this in one scenario so far) Description: During long periods of timewarp the SWERV seems to separate from itself. There seems to be two sections of the SWERV, a plate that is typically attached to a fuel tank. And the main engine section. It's the main engine section that seems to become skewed apart from the plate during timewarp. This skewing seems to depend on the direction the craft is pointed in while timewarp is happening. The center of thrust of the SWERV seems to move with the skewing causing it to come out of alignment with the center of mass making the craft completely unstable. A year of timewarp seems to be generally the right amount of time to get this to happen. Video Evidence: swerv_skew_bug.mkv Save File: SkewedSWERV.json Included Attachments:
  4. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: AMD 5600X | GPU: NVidia 3060ti | RAM: 32GB (8x4) DDR4 (MK3 to Large Fuel tank) Fresh launch after 1.5.0 update, new game. Uninstalled mods after update, should not affect anything. There's one between the cockpit and Hydrogen, and one in hand just below the cockpit. Included Attachments: .ipsImage { width: 900px !important; }
  5. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 7800X3D | GPU: RTX 4090 | RAM: Corsair Vengeance 64 GB (4x16) 6600MHz Activating the jetpack while submerged significantly increases the buoyant restoring force, overpowering any water drag. You can use this to build a lot of upward momentum using the water like a trampoline each time you resubmerge.
  6. 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 Note: Link at the bottom of this bug report shows that the thrust collider I am talking about is the one that should belong to Cruise Mode. Currently it is working for Afterburner mode. Screenshot Below Indicates the following: Panels shows nearly full blockage to engine thrust so the craft barely moves (0.1m/s increase per 1/2 second approximately) That the thrust collider is most likely flush with the main housing of the Panther That the Thrust Collider should be inside the nozzle Additional Information:
  7. Reported Version: v0.1.5 (latest) | Mods: Micro Engineer, Lazy Orbit | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5500 | GPU: RTX 2060 | RAM: 40GB A somewhat minor issue, but for some reason panther engines while in afterburner mode are incredibly prone to being occluded, causing them to abruptly produce no thrust in spite of being functional with even the slightest amount of clipping. .ipsImage { width: 900px !important; }
  8. Reported Version: v0.1.5 (latest) | Mods: See description for full list | Can replicate without mods? Yes OS: Manjaro Linux + Steam Proton | CPU: AMD Ryzen 7 5800X | GPU: AMD Radeon RX 6700 XT | RAM: 32 GB Spicat Edit: This bug work with no mods and on windows (see below) Initial bug report (hidden for visibility) Craft file: Test.json Video evidence (from Spicat with the craft file provided): Spicat Edit: Steps to reproduce: In the vab, put a pod Attach a launch clamp to it (optional but it's to see the bug better) Attach a hub on top Next to the craft (in a different subassembly), put a tank and attach a decoupler Take the tank and attach it to the hub so that the decoupler is the part separating the hub and the tank - Important Copy the decoupler (thus, with the tank) Attach the copied part to another hub connection Launch and decouple Result: When the copied part is decoupled, he thinks that it's still part of the craft, so the camera follow and the part still reacts to the input. Video evidence (with all the steps): 2023-11-01 00-05-18.mp4 Steps to reproduce (Docking port version): In the vab, put a pod Attach a clamp to it (it's not mandatory like above) Attach a docking port to the pod (or any other part, a truss in the video below) Attach an engine to that docking port (to detach it) Copy the docking port (with the engine on it) and attach it next to other one Go to the launchpad Undock the docking port (the one that was copied) Video evidence: Additional Information: The version with the docking port also work if you attach another docking port instead of an engine but it triggers another bug (You can see what does the version with only docking port in it):
  9. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: i7-12700k | GPU: RTX 3070Ti | RAM: 32GB I launched a 3 part rocket (capsule, fuel, engine) at 10,000m, I eva'd the Kerbal. Using the rocket pack I got him on a trajectory to land in water offshore of KSC. Using UP thruster on the jetpack he was stable at 186m/s on contact with the water. He lived! Seems kinda sus to me.
  10. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: amd ryzen 7 3800x3d | GPU: AMD RX 7900XT | RAM: 64 GB DDR5 @6000MHz Parts inside of the mk2 cargo bay seem to experience drag. There are 2 craft files attached to this report, one with a cargo bay with a light payload, and one with the cargo bay replaced with a short fuel tank of greater mass. The craft with the payload bay has significantly greater drag than the craft without a payload bay, as evidenced by the fact that it cannot reach a speed greater than 370 m/s, where as the craft without the bay is easily able to push past that speed and reach orbit, despite being heavier with the same external geometry. Included Attachments: SateliteTest1.json TestVehiclenopayload.json
  11. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 3600 | GPU: NVIDIA GeForce GTX 1070 | RAM: 16GB System Specs: Severity: Medium Frequency: High Description: I built a plane with wing-mounted engines, took off from KSC, pointed East and started time-warping. When I was over the desert I noticed my engines had displaced (translated) upward relative to their original position. I disengaged time warp and noticed my craft pulling nose-down. I reverted to VAB to make sure I hadn't accidentally launched with them like that, but the craft was correct in the VAB. I launched again with the same conditions and was able to repeat the phenomenon. Steps I took building the rocket.: I started with the Mk1 Raven command pod, followed by two JF-200 fuel tanks and a Tail Connector A. From there I placed an MPW-500 Metamorph (in mirrored symmetry mode) attached to the second fuel tank. I transformed the Metamorphs to: Wing Span: 0.11 Wing Angle: 0.33 Root Length: 0.31 Root Thickness: 0.04 Tip Length: 0.01 All other variables were left unchanged. About 1/3rd the way down the wing I placed an Engine Pre-cooler (with translation to center it on the same plane as the fuselage), with a Mk3A Nose Cone on the prograde side of it. On the retrograde side I placed a Mk1 Diverterless Supersonic Intake (rotated so the intake is on the underside of the wing) then a J-33 Wheesley, all in mirrored symmetry mode. On top of the Mk1 Intakes I placed LPS-250 Transforms, and left them unchanged. Then I placed LY-10 landing gear on the Pre-coolers and disabled their steering, and finally I placed a single LY-10 on the underside of the Mk1 Raven. Craft File: Plane2.json Screenshot: .ipsImage { width: 900px !important; }
  12. 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: 15.91GB I encountered this bug where landing gear can be stuck in "blocked" even when the blockade is cleared. What I found even more weird, is that at some point it can happen so that, even though the craft is fully symmetrical, one gear may get blocked while its mirrored counterpart is not.... Second video: https://cdn.discordapp.com/attachments/938349432943038475/1148280664769167540/Kerbal_Space_Program_2_2023-09-04_17-32-39.mp4 Included Attachments: KerbalSpaceProgram22023-09-0417-19-53.mp4 RovyStray.json
  13. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Processor 13th Gen Intel(R) Core(TM) i7-13700, 2100 Mhz, 16 Core(s), 24 Logical Processor(s) | GPU: Name NVIDIA GeForce RTX 4090 | RAM: 32GB Specs: Image Here (provided in form from but submittal) Severity: Medium Bit of a nuisance to have an unpredictable load behavior Frequency: High When docking it was fine but once you load the save game and load it will attach fuel lines incorrectly Description: I launched two vessels from the same save file. Once docked everything was fine. I saved the game then reloaded and when loaded one of the vessels fuel lines will connect to the other but not vice-versa. Only one vessels fuel lines go rogue. A quick peak into the save file vessel JSON and it looks like to me the GUIDs are duplicate. So it must be attaching to the first tank of that GUID it finds. Included Attachments: Dragoon.json Save2023-11-05.json
  14. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB I've found that a lot of the time when a part is initially covered by a fairing - it still won't deployed due to it being blocked after the fairing has been ejected. Has had this happen with landing gear, ladders, solar panels etc.. Attached one ladder example with the original craft file Included Attachments: DAV-01.json
  15. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux Ubuntu 20.04.6 | CPU: AMD Ryzen 5 3400G | GPU: NVIDIA GeForce GTX 1080 Ti | RAM: 16GB System Spec Description Running the Dawn Engines seems to cause incorrect electric charge drain. This effect seems to be magnified exponentially when time warping. In the video I'm attaching you can see that at 1X time warp the EC drops slightly when I turn the engines on. From 507.5 to 506.7. It holds at this slightly lower level. When I increase the time warp. The amount by which it drops seems to increase exponentially. This prevents time warping above 100X. I would argue that it's incorrect for the EC to drop even slightly when the engines are turned on at 1X time warp. Because the amount of charge consumed is less than the amount generated. Included Attachments: dawn_ec_bug-2023-11-06_18_14.45.mp4
  16. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Famille 10.0.22621 64 bits | CPU: AMD Ryzen 5 5600H with Radeon Graphics (12) | GPU: NVIDIA GeForce RTX 3060 Laptop GPU (6009MB) | RAM: 16236 Only a part of the rcs work on my craft although they are in the same position. This bug has not reappeared in another save with the same craft. Included Attachments: onlyapartofthercswork_logs.zip Anth Edit: Looks like its the shroud of the heat shield is partially blocking the RCS that are connected to the decoupler. Steps to Reproduce: Be in the VAB with nothing in it Grab a M1-3 Gumball Below attach a heat shield of the same diameter Below attach a decoupler of the same diameter Attach 4 RV-105 RCS ports to the decoupler down slightly from the middle of it Below attach a X200-8 tank to the bottom Launch Turn off SAS Turn on RCS Use Q or E to use roll Note: Only 2 of the RV-105 RCS ports are working. Video Evidence: 2023-10-31 00-03-23.mp4 .ipsImage { width: 900px !important; }
  17. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: WIN 11 HOME | CPU: CPU AMD Ryzen 7 5800H with Radeon Graphics Base speed: 3,20 GHz Sockets: 1 Cores: 8 Logical | GPU: GPU 0 NVIDIA GeForce RTX 3060 Laptop GPU Driver version: 31.0.15.4584 Driver date: 11/10/2023 | RAM: Memory 16,0 GB Speed: 3200 MHz Slots used: 2 of 2 Form factor: SODIMM Hardware reserved: 676 Description: idk what caused it but when I'm outside of Kerbin's atmosphere this vessel will suddenly start to wobble with or without SAS, sometimes it is so strong that the rocket just break. I tried to simplify it to find out what was the issue but the more parts I remove the less significant the wobble is. The vessel that I will upload can't just auto destroy due to wobble but it can be destroyed if you decouple the next stage when to rocket is going crazy. Original.json is my original craft that can go CRAZY Bug.json is the simplified version that can still go pretty nuts I tried to reduce the part count as much as possible and came up with this design of vessel that still have that bug while having a total of 8 Parts. (see SIMPLE.json) Steps to Replicate: Launch My Vessel (Don't have to orbit it , just shoot it strait up) Warp till altitude > 70 (out of atmosphere) Stage the booster for the original craft , but not or the "bug" (simplified) craft Wait , if it don't start try to pitch round. Activate SAS if it has started to wobble to make it worse. Video: Included Attachments: original.json bug.json SIMPLE.json
  18. 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.
  19. KSP2 Version: 0.1.0.0.20892 Operating System: Windows 11 CPU,GPU and RAM: i9 9900KF, RTX 2060 (6GB VRAM), 32GB RAM Mods: 0 Description of the problem: The rockets bend very easily, making them quite difficult to launch, especially if they are large. Solution: Modify in the PhysicsSettings.json file and increase the parameter called "JOINT_RIGIDITY"
  20. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: intel i7 6700k | GPU: rtx 4060ti | RAM: 32 gb jet engines can fire under water how to reproduce crash jet into water and cotinue firing the engine use stock aeris. Included Attachments:
  21. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7 5820k | GPU: 6700XT | RAM: 32GB Coming down to land on the Mun, and using time warp to speed up is fine. But as soon as i set the time to "normal", either using the hotkey or clicking on the bar to slow time back down, the landing legs fall off my craft. .ipsImage { width: 900px !important; }
  22. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB Found that when switching to map view while the animation for deploying the LT-2 "Wombat" landing legs is playing messes up the model positioning - with the feet seemingly in the right place, but the state of the parts of the legs are in the stowed orientation (see image). Might also be the case for other landing legs - will test and find out Included Attachments:
  23. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 10 Pro 10.0.19045 64-bit | CPU: Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz (8) | GPU: NVIDIA GeForce RTX 2060 SUPER (8019MB) | RAM: 32683 I've set the 'chutes (both para and drogue) on this rover to deploy when safe. However, they consistently deploy immediately on arming and so are destroyed. When I list this as "always" happening I mean on this car, On a normal deployment on an incoming capsule they work as you would expect. Steps to reproduce: 1) Get the rover up to an "unsafe speed" - 450 to 500 m/s should work. 2) Stage the 'chutes, watch 'em shred... Might this be happening in this instance because of the higher atmospheric pressure at sea level? Included Attachments: Chutesonroverdeployatunsafespeedaredestroyed_logs.zip
  24. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: WIN 11 HOME | CPU: CPU AMD Ryzen 7 5800H with Radeon Graphics Base speed: 3,20 GHz Sockets: 1 Cores: 8 Logical | GPU: GPU 0 NVIDIA GeForce RTX 3060 Laptop GPU Driver version: 31.0.15.4584 Driver date: 11/10/2023 | RAM: Memory 16,0 GB Speed: 3200 MHz Slots used: 2 of 2 Form factor: SODIMM Hardware reserved: 676 try to build any rocket then send it to space , then turn off SAS and start pitching the rocket (you could use an engine that is not centered or slightly rotated to help the pitch). When you have a certain amount off rotation speed the parts of your spacecraft will slowly move away from each other. Steps To Replicate: Have a craft in orbit that has control turn of SAS spin up the craft along any axis except the Z axis continue this until the parts of the craft start pulling appart Video: spinbug.mp4
  25. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 RoveMax XL3 wheels can accelerate continuously by holding W key and alternatively pressing A and D. I reached 55 m/s before suddenly the rover flips. Included Attachments:
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