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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 5500 | GPU: RTX 2060 | RAM: 40GB Severity: Medium Frequency: 100% Issue: For some reason, firing any decoupler on the craft causes all jet engines to start draining from every fuel tank with methane in it, completely irrespective of crossfeed setup or fuel lines, this effect even persists through quicksaves and toggling the crossfeed option on and then off again. In the attached video I ran an experiment using a test craft with a variety of engines including methalox, nuclear and ion engines as well as one of every jet engine, the large mk3 fuel tank they're all attached to is completely drained of fuel and the only available fuel on the craft is attached via a decoupler with crossfeed disabled, firing the 1st stage causes every engine to flameout as expected (with the odd exception of the ion engine which seems to ignore crossfeed by default, I'm unsure if this is intended behaviour but figured I'd note it here), but then firing a random decoupler suddenly causes the jet engines to spring to life as they can now draw fuel from the fuel tanks, even through the decoupler they are attached by still has crossfeed disabled on it. Repro steps: Build a craft with a jet engine, a decoupler and a methane/methalox fuel tank behind said decoupler with crossfeed disabled, then attach a 2nd decoupler anywhere on the craft Launch the craft, fire the jet engine, note how it does not drain from the fuel tank behind the decoupler Fire the 2nd decoupler, note how suddenly the jet engine starts drawing from the fuel tank behind the decoupler despite its crossfeed still being disabled Video:
  2. 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 Real Life: Kerbal Space Program 1: Kerbal Space Program 2 (0.1.2.0-0.1.3.2): Based on the real life video evidence the following should be happening: When the afterburners aren't being used there is no visible heat coming out the back. When the afterburners aren't being used the nozzle should be much more closed. When using the afterburners, the nozzles should be opening and closing according to the throttle to some degree. The level of how the nozzles are being used should be strictly linked to the afterburner heat effects like the first video of the F16 shown and shouldn't open up like KSP1 does. Conclusion: KSP2 is doing this completely wrong. KSP2 should be more like KSP1 except that the nozzles need to open in a slower more controlled restricted fashion like they do in real life. Additional Information: 0.1.1.0 was doing this wrong as well but in different way. Credit: @Sciencedude37 Brought this to my attention and instructed me on how afterburners actually work. Related bug report: For the swap between cruise and afterburner, it seems the colliders are the correct way (where the animations aren't):
  3. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 7 6800H with Radeon Graphics. | GPU: NVIDIA GeForce RTX 3050 Ti Laptop | RAM: 40 GB Now, the title explains it all, but I wasn't sure if this was supposed to happen, so here we go. On the exit the atmosphere mission, I was returning to Kerbin after a nice short flight to 100km and on the way back, my ablator wasn't draining and the heat shield wasn't charring either. Now, this is important because my rocket's parachutes only deploy if the ablator is half depleted, so... Revert to save Val. Included Attachments:
  4. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: 11th Gen Intel(R) Core(TM) i9-11900H @ 2.50GHz 2.50 GHz | GPU: RTX 3060 Laptop | RAM: 16.0 GB I've been messing around with rovers in my exploration playthrough and I've been trying to design a rover that can get decoupled off the bottom of a lander just before it lands on Duna. Testing it at the KSC, no matter what decoupler/docking port I use, when I try to decouple an I beam off the top of my rover all of the wheels fall off. I tried setting the impulse to 0, shooting the entire rover up into the air, and firing off the decoupler and I beam with separatrons with the same result every time. I then moved the wheels to be attached to the XS panels on my rover instead of the XS truss hubs on the bottom and they did not fall off. Included Attachments:
  5. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Core i7-8750H | GPU: GeForce RTX 2070 | RAM: 16 What I expected to happen: In low Ike orbit, at high game time, solar panels on vessel in sunlight collect EC What actually happened: Solar panels are "Blocked by Ike" below 120km altitude Steps to replicate: Load minimal example game save .json (attached) Notice solar panels are listed as "Blocked by Ike" Interestingly, this did not replicate with a UniverseTime near zero, so I pasted in my main save's UniverseTime (almost 15 years elapsed) and then I was able to reproduce the minimal example game save above. The underlying issue is likely causing a similar error on Jool (which I also encountered) and other bodies, possibly related to high game time: Included Attachments: BugreportIke.json .ipsImage { width: 900px !important; }
  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 Issue: Cruise Mode is using the Afterburners Thrust Colliders and the Afterburner Mode are using the Cruise Thrust Colliders The following screenshots have the panels positioned to almost completely be blocking engine thrust. (There is around 0.1 m/s per 1/2 a second) Cruise Mode: This looks like it should be for Afterburner Mode. Afterburner Mode: This looks like it should be for Cruise Mode.
  7. 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 The solar panels seem to be too strong capable of holding the weight of a craft on their own. Here in the video attached I had to land horizontally (i totally didn't forget adding landing legs), so I was surprised when upon doing so the solar panels didn't break off. As shown in the end of the video the 'Unbreakable Joints' option is turned off. I don't know if this is a bug or an intended feature so I'm reporting it, sadly i don't have the craft file of this craft anymore as this was happened a while ago and I started a new campaign altogether a few days ago. Included Attachments: sol.mp4
  8. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: I7 | GPU: rtx 3080 | RAM: 32 Here you can see solar panel, right clicked info to see "Jool is blocking" it. While Jool is behind camera far away. Electric 0, had to use infinity electronic to gain control.
  9. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: I7 | GPU: rtx 3080 ti | RAM: 32 Parachutes didn't deploy staging them. Vessel did drop over 200m/s second to water and survived .ipsImage { width: 900px !important; }
  10. 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; }
  11. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5700X | GPU: RTX 3050 | RAM: 32GB Parts in question are batteries and solar panels inside a fairing. The batteries are fully inside and are 100% occluded by the fairing. However, while launching through the Kerbin atmosphere, the parts are getting heated up close to the point of destruction. Included Attachments: .ipsImage { width: 900px !important; }
  12. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 build 22631.3155 | CPU: AMD Ryzen 7 5800H | GPU: NVidia GeForce RTX 3060 Laptop GPU | RAM: 16Go What happened: The electricity of my spacecraft decreases while the Infinite Electricity button is switched on, when the ion engines are throttled. The electricity is however not consumed when the button Infinite Fuel is switched on. Expected behavior: When Infinite Electricity is switched on, the electricity should be infinite whatever the use case. The current behavior is misleading.
  13. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: I7 | GPU: rtx 3080 | RAM: 66
  14. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel Core i7-11800H | GPU: NVIDIA GeForce RTX 3070 Laptop GPU | RAM: 32 GB Merging two vehicles in the VAB to reuse command modules in a certain setup causes a bug where on reverting to the VAB any kerbals in the command module get teleported into the command module that was originally launched. Meaning that a Test1 vehicle with a command pod launched, in the VAB you merge that command pod into any other vehicle, launch that with a different kerbal and revert to VAB. After the revert your kerbal is now in the launched command pod. This goes for any case where the merged/copied parts have empty slots in the launched vehicle. If your second vehicle has kerbals in slots that are empty in the one already launched, they will teleport. Found the bug through Kerbals appearing in a mission far away, but works with any vehicle that is launched and in the game physically. Reproduction steps: 1. Create/have any vehicle with command module and save it. 2. Launch that vehicle and move/leave a crewspot empty. 3. Go to the VAB and merge your saved vehicle. 4. Put a kerbal in a crewspot that is empty on the launched vehicle. 5. Launch this second vehicle. 6. Revert to VAB. 7. Your kerbals have now teleported. Included Attachments: KerbalSpaceProgram22024-02-1312-31-46.mp4
  15. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD R9 5900X | GPU: RTX 3080 FE | RAM: 32 GB DDR4 3600 Mhz So I have two crafts side by side, one craft has x3 Communotron HG-5 attached to it, and the other has x1 RA-15 attached. The two crafts are ~10 meters apart from each other, and are orbiting Jool, facing Kerbin directly. (Jool isn't blocking the signal) The craft with RA-15 receives connection back to KSC, and is able to transmit data, but the craft with HG-5 is not able to, even though it's 10 meters away from another craft that has the capability.
  16. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb "Invalid research location" for no reason for RSCM-01 Sample grabber. Requirements were fulfilled according to part info, yet it was impossible to perform - therefore, impossible to test if the arm will work when it arrives several years later at its destination. Included Attachments:
  17. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: 5900x | GPU: tuf rtx 3080 oc | RAM: 32gb 3.2mhz Title, happens on every plane that i've used these particular legs on. Small ones have no issues. Included Attachments: RottaPlaneCraftFile.json landingLegsLarge.mp4
  18. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Enterprise 22H2 | CPU: AMD Ryzen 9 3950X 16-Core Processor 3.49 GHz | GPU: RTX 3080 | RAM: 64.0 GB When decoupling the stage in orbit from a complex (multiple dockings) craft, the craft gets destroyed. Looks like deep space kraken strikes it out of the orbit. Included Attachments: Landers.json quicksave_16.json
  19. Reported Version: v0.1.4.1 (latest) | Mods: some but not relevant for this case | Can replicate without mods? Yes OS: W10 | CPU: i7-9700k | GPU: nVidia 1080Ti | RAM: 128GB Fairing cracks after time warp on the launch pad. Included Attachments:
  20. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Famille 64-bit (10.0, Build 19045) (19041.vb_release.191206-1406) | CPU: Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 CPUs), ~2.2GHz | GPU: Intel(R) UHD Graphics 630 | RAM: 16384MB Severity: low Frequency: high : I can always reproduce it. Description: I was just spinning really fast (by pressing Q or E) and the part where starting to detach from the vessel but when i stop it stop. It's not a big deal but it's a bug. I also had fps drop when doing this. Included Attachments: 2024-02-0715-12-50.mkv
  21. 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
  22. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home | CPU: AMD Ryzen 9 7900X | GPU: NVIDIA GeForce 3090 | RAM: 64 Severity: medium Frequency: high System Specs: Cpu: AMD Ryzen 9 7900X, Graphics: NVIDIA GeForce 3090, RAM: 64 Gb, OS: Windows 10 Home Description: Whenever decoupling a part from a rocket, every strut on the decoupled part will break regardless of whether it spanned the broken connection and needed to break for the decouple to take effect. This is especially frustrating with large, composite vehicles where multiple functioning subassemblies need to decouple from the core vehicle. The type of decoupler doesn't seem to matter, even docking ports have this issue. I have not tested the issue when breaking a connection that was not created by docking two craft together. The "Core" of the vehicle seems to be determined by whatever part was considered to be the assembly anchor when it launched. The issue only seems to happen ~90% of the time. It seems to be completely random, but occasionally struts will remain intact as they should. Larger vehicles with more struts seem more marginally likely to have this issue than smaller ones. Reproduction steps: Design and launch a simple craft with struts on an outer stage. Decouple the outer stage. All of the struts attached to that stage will likely break regardless of whether it makes sense for them to do so. ^If the struts did not break during step 2, revert to launch and repeat until they do. Included Attachments: KerbalSpaceProgram22024-02-0522-08-57.mp4 NewWorkspace.json
  23. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5500 | GPU: RTX 2060 | RAM: 40GB Severity: High Frequency: 100% Issue: While investigating a bug report from @snkizI managed to figure out why fairings seem so inconsistent at times when it comes to occluding wings, it seems that procedural wing's sizes are not properly factored into occlusion calculations and the game assumes procedural wings are always some fixed arbitrary size when checking if they should be occluded, this results in some rather daft behaviour at times: Logistically from looking at this image, you'd assume that the comically stretched large "Evolution" wing peeking absurdly far out of the fairing wouldn't be occluded, while the medium "Metamorph" wing would be, buuuut a peek at their lift/drag readouts reveals that nope, that giant large wing is perfectly snug inside the fairing according to the game, meanwhile the medium wing isn't occluded at all, despite obviously being inside the fairing: Through some rather unfun trial and error I managed roughly figure out the "true" size of the medium wing, I didn't do this for the other two wings but it should be noted that they are both smaller than this (yes the large wing is technically considered to be "smaller" than the medium wing according to the fairing occlusion system, presumably due to the medium wing being so long) If the fairing is any smaller than this width, the medium wing will not be occluded, completely irrespective of its actual size, this also works in reverse (as previously demonstrated by the large wing) whereas the medium wing can be comically oversized but still technically occluded:
  24. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: 6.7.2-arch1-2 | CPU: AMD Ryzen 5 5600X 6-Core Processor | GPU: AMD AMD Radeon RX 6600 | RAM: 32006 Mb The MEM-125 engine plate will visually jettison but will not physically decouple whatever you have attached below it. Start with a MK1 command pod. Attach a MEM-125 engine plate. Change the MEM-125 engine plate deploy type to ClamshellX2. Attach a HS-125 heat shield to the lower node of the MEM-125 engine plate. Launch. Right click the MEM-125 engine plate and click "Jettison". Expected: MEM-125 engine plate is visually jettisoned; HS-125 falls to the ground. Actual: MEM-125 engine plate is visually jettisoned; HS-125 remains physically attached to the craft floating. Included Attachments: Craft.json
  25. Reported Version: v0.1.5.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Pro 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250) | CPU: 11th Gen Intel(R) Core(TM) i7-11700K @ 3.60GHz (16 CPUs), ~3.6GHz | GPU: NVIDIA GeForce RTX 3070 Ti | RAM: 32768MB RAM 3200MHz (4 Sticks Corsair Vengeance RGB Pro 8GB) When I press the Extend button for the inflatable heat shield in the parts manager so that it extends and then make a quicksave and load that, the button switches to the unextended position even though the shield is extended. When I try to press the button it just plays the sound and nothing happens. I attached a video which can explain this better than I can. Included Attachments: Desktop2023_10.17-11_59_48.02-Trim.mp4
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