Jump to content

Search the Community

Showing results for tags 'ksp2br-regress'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 24 results

  1. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: AMD Ryzen 9 5950X | GPU: AMD Radeon RX6700 10GB | RAM: 32GB Corsair Vengeance RGB DDR4 3200mhz As the title states, I'm unable to bind E on any keybinds. I would like to set it to yaw rather than roll. However whether I try to bind it "E" just acts like an "Accept" or "Enter" keybind, even when trying to rebind the keys. KSP and KSP2 are backwards with the roll and yaw default keybinds in comparison to every other flight game I have ever played where Q/E are typically yaw and A/D are typically roll. Specs: Win11 CPU: Ryzen 9 5950X GPU: AMD Radeon RX 6700 10GB RAM: 32GB DDR4 3200rpm cooling: H100i Capellix AIO liquid cooler PSU: Corsair C750M mobo: ASUS ROG B550F Peripherals: Corsair Scimitar Pro RGB mouse Razer Blackwidow keyboard Logitech G432 headset Stream Deck MK2 Power A Xbox Series S Controller Thrustmaster T-flight HoTaS 4 (I felt it necessary to include peripherals due to potential conflicts, but if this is the case I have never experienced conflicts with them or their respective software together in the past) This topic was previously brought up in this post: Post is claimed to be resolved as of v0.1.3 but I am on v0.1.5.0.28833 Included Attachments:
  2. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: 12th Gen Intel Core i7 - 12700K | GPU: NVIDIA GeForce RTX 4070 TI (16GB) | RAM: 32GB (3200 MHZ) While in the menu view of the KSC, the atmosphere acts weird, only seems to happen at night, and doesn't happen when in flight. Don't know how to replicate, but the KSC was directly behind Kerbin from Kerbol, if that somehow helps with anything. Included Attachments: Desktop2023_12.21-14_44_16_01 (1).mp4
  3. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i7-10700K | GPU: GeForce RTX 3070 Ti | RAM: 32GB I primarily use ESDF instead of WASD, and trying to bind the E key to any of the dual functions (e.g. pitch, yaw, roll) will exit the key input window without any changes being saved. If E is used as the first input (e.g. pitch up) it will exit the window and not even allow input of the second function (e.g. pitch down). If a different key is selected for the first function, that one will save correctly, but then trying to use E for the second function will exit the window and not save.
  4. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 I tried to build a simple rocket, but for some reason after saving the vehicle and loading it again .. it all broke. It's hard to explain, it's all underground and squished. Try it out. Included Attachments: CampaignSave.zip Peacock edit: This is caused by copying then attaching a group of parts not using the nodes on the root part/assembly anchor. Simplified Reproduction Steps: place a panel attach a second panel copy this assembly, and place it back on the original one using the nodes or the second and copy of the second panel placed perform any action that 'updates' the state of the craft twice (may include saving/loading, undo/redoing after picking up and seperately placing a part, deleting a part, and reverting to VAB from flight) Video Evidence: Note: See this comment for a more detailed explanation of this bug
  5. Reported Version: v0.1.3 (latest) | 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 gb So... I found out that if I undock vehicles while on pause, when you unpause the vehicle disintegrate. Video for reference. Sorry the quality is a bit bad.
  6. All of these bug reports relate to crafts that are falling apart in the following situations: Undocking Decoupling Normal Use of a rocket Child craft disassemble on Parent craft being destroyed/damaged. Undocking when paused When attaching to a physicless part.
  7. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: Ryzen 9 5900HX | GPU: 6800M | RAM: 32GB DDR4 3200MHz All of the UI elements with an amount of transparency, including the hamburger, Kerbal viewpoint, Staging window, the text map telling you which celestial body you are in their sphere of influence etc. have artifacting constantly, in both VAB and in-flight views. The artifacting is less prominent when in space, but that may just be different things that are less visible artifacting. Included Attachments: 2023-06-2218-07-20.mkv
  8. 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 It's a regression because 0.1.0.0 seems to be working as it should but 0.1.1.0 and 0.1.2.0 are not. (video down further for difference) 0.1.2.0 Regression: I hit my YouTube upload limit but it is basically identical to 0.1.1.0 0.1.1.0 Regression: https://youtu.be/iv_0ekZ7rBg (38 Seconds) Things of note here are: Sounds have a delay before they can be heard. If turned off and on quickly the sound gets more and more delayed before its heard (with a quiet rumble sound) Throttling to zero then going to Map View then throttling to 100% the engines make no noise Going back to Flight View the sound is still missing but turning off and on in Flight View the sound returns with the delay Quicker Way of Just Having the Engines Quiet on Staging the Engines in 0.1.1.0 + 0.1.2.0: Load 0100SoundTestLaunchPad Throttle to Zero MapView Throttle to Full Space Bar Save File From Videos: https://www.dropbox.com/s/sdkkisofbc8qbsx/0100SoundTestLaunchPad.zip?dl=0 0.1.0.0 How it was originally: https://youtu.be/6OUCXdMNblI (20 Seconds) Things of note here are: Sounds are relatively instant when turning off and on engines quickly Sounds do change their sound a little bit when turning off and on engines quickly Sounds work if the engines were off in Flight mode and turned on in Map View There's a quieter rumble in Map View that goes back to full sound in Flight View Additional Information: Any reference above to turning engines on and off is actually Z and X to throttle 0 to 100 to 0 etc. If actually launching the rocket properly sometimes it works sometimes it doesn't on its way up in regards to the sound completely turning off in Map View (a little more intermittent) It happens in space as well. It's not just a launch pad issue. Save File attached below for that as well. Save File for Orbital Rocket Testing: https://www.dropbox.com/s/ix0qts5kp584ate/0100SoundTestOrbit.zip?dl=0
  9. Reported Version: v0.1.3 (latest) | Mods: Space Warp, MicroEngineer, dV Stage info, CheatMenu, ManeuverNode Editor, InterplanetaryCalc,BepInEx | Can replicate without mods? Yes OS: Win11 | CPU: i7-8086k | GPU: rtx 4090 | RAM: 24gb ddr4 Ive been able to reproduce this 5/5 times once you get to the final stage wait 10-30 seconds and it will fall apart Included Attachments: 2023-06-2820-14-09.mkv ICBMs.json
  10. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home v.22H2 | CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz | GPU: NVIDIA GeForce GTX 1660 TI | RAM: 16,0 GB It seems something is up with the "glue" that keeps things together in space. Collision is bugged that's for sure. things just start falling a part once they get hit by something else. Dropped fuel tank for example:
  11. Reported Version: v0.1.3.1 (latest) | 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: 16gb So I was de-orbiting a warped docking assembly with two crewed escape shuttles. I had to re-orbit the two shuttles after the de-orbit burn so i could land them one at the time. I had an issue where when I undocked two shuttles, landed the first one and then took control of the second one - it would look like this: I decided to investigate the bug. So I loaded the load before the undocking and landing and investigated. I did 3 takes: Undock one vehicle at the time and attempt to move them both by changing between them by using [ (i think - i have a danish keyboard and move them on å) Undock one, do the re-orbit burn, undock second, do re-orbit burn. Undock one: Quick Save + Quick Load - Re-orbit, undock the other: Quick save + Quick load - re-orbit and check if vehicles were still in one piece. Results: The 1st shuttle would fall a part as soon as swapped back to it with "[" hotkay after undocking the 2nd shuttle. The 1st shuttle would fall a part as soon as I had re-orbited the 2nd shuttle and I used the "[" hotkey to change to it No shuttle would fall a part - I successfully landed the 1st and recovered then took control of the second via. the tracking station and landed that one. Detailed walkthrough can be seen in this movie: Included Attachments:
  12. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 2600 Six Core | GPU: Nvidia GeForce GTX 1070 | RAM: 32.0 GB Severity: Med - Can reproduce consistently. Not game breaking or crash-inducing, but makes some missions difficult/impossible. Bug Description: When decoupling a smaller vessel from a larger main vessel and having the main vessel crash/be damaged, the smaller vessel seems to fall apart at every attachment point, including fuel tanks, engines, and crew capsules. Only tested in Kerbin's atmosophere. Video of bug attatched. Included Attachments: MomentsclipfromJun272023.mp4
  13. 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 0.1.1.0 is working correctly Supplied Save Files are created in 0.1.1.0 and Tested in 0.1.2.0 Ground Craft can be the active vessel of not the active vessel to cause problems Video Evidence: https://youtu.be/0d-9ZwiQq2o (25 Seconds) Steps to Replicate Video: Save File from Video and Active Orbital Craft Tests Below: https://www.dropbox.com/s/godu8cvzosqj6fo/0110ActiveCraftOrbit.zip?dl=0 Save File for Active Ground Craft Tests Below: https://www.dropbox.com/s/krrbbjoda43ww1r/0110ActiveCraftMunSurface.zip?dl=0 Simpler Ways to Replicate: Additional Information: The video shows AP and PE being affected. It can affect AN/DN and inclination lines between crafts as well. I just couldnt replicate easily.
  14. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 3600 6-Core Processor | GPU: NVIDIA GeFore RTX 3060 | RAM: 15.93 GB Just as the title says. This is highly repeatable and has happened every time I have tried.
  15. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 7 5800X3D | GPU: RTX 4090 | RAM: 31.92 System Specs: Severity: High/Med Frequency: High - Happens every time Description: Attaching Grumble seat to STJ-3125 causes an odd crash after loading onto runway. Crash only gets worse after reverting to VAB. Also (and not included in the attached video) when I can fly the vehicle using a different structure part (but still including STJ-3125 elsewhere on the vehicle) the vehicle still falls apart after using any decoupler. It has to be a bug within the STJ-3125 code. Included Attachments: bugs.mp4
  16. 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 Regression because 0.1.0.0 and 0.1.1.0 do not do the teleport at all. Crafts are being teleported into the parent bodies or outside the Kerbol system if the following happens: The EC is 0 or possibly a chunk (instead of it being gradual) of EC is taken that brings it under zero The engines are firing. Timewarp is 100000x is repeatedly turned off and on. Teleport to Inside Sun via Solar Orbit: Teleport to outside Kerbol System via Kerbin Orbit: Additional Information: This was brought to my attention by The Space Peacock on the Intercept Games Discord and we worked together to come to these conclusions. Only Tested for Kerbin and Solar Orbit. I used skogs craft file who posted the initial bug report I found which uses a spark because at first we thought it was related to an ion engine issue. I will decide to merge the two when Dakota is back from the weekend. skogs's Bug Report:
  17. 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 Important Vessels for this bug report are: Craft Files: Main Issue: Both the ShortLander2 (9fps) and Kerbal Transporter (13fps) are collectively causing fps drops in the game when in map view if either is the active vessel. If anything else in the scene is the active craft the fps isnt negatively affected in map view in the same way. Kerbal Transporter appears to be a more significant issue than the ShortLander2. Note: I didnt realise the Kerbal Transporter was a more significant part of the problem until later on in this bug report so it might seem a little odd which crafts I was testing but it will still show the issue. Sorry about that. In the videos below I am focused on testing ShortLander2 and KerbalTestStand (Platform): Video Evidence: Save File From Videos: https://www.dropbox.com/s/b8e82dqqu4jwpji/0120LowFrameRateLander.zip?dl=0 The following graph's information are from the videos and shows differences in fps in Flight View vs Map View between 0.1.0.0, 0.1.1.0 and 0.1.2.0: Excel Sheet for Graph: https://www.dropbox.com/s/l1muzuyqylzr4o2/PerformanceDifferences.xlsx?dl=0 Important Information: Try deleting the Kerbal Transporter first and then reload the save and then delete the ShortLander2 first to see how the Kerbal Transporter seems to be a more significant problem than the Shortlander2.
  18. 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 Important Notes: Regression because this started after 0.1.0.0 Save file has a craft with wheels just outside of range of the nullref spam area. So no nullref spam will occur if going directly to the KSC Screen without moving forward. Steps to Replicate: Load 0120RoverOutofNullRefRange Move the craft forward approximately the same amount as this video: https://youtu.be/scrP8TKVz4A (21 Seconds) Go to KSC Screen. (Log file will be spamming at this point) Go to Tracking Station and control craft to show it's unresponsive. Save File: https://www.dropbox.com/s/78u9mmn1l839s69/0120RoverOutofNullRefRange.zip?dl=0 Craft File: https://www.dropbox.com/s/uh75i6pw7ow3n1z/Rover%20TR4.zip?dl=0 Log Files: https://www.dropbox.com/s/5vns789moyj49oa/Ksp2.log%2BPlayer.log.zip?dl=0 Additional Information: I tested with a landing leg as well which wasn't contacting the ground. If it was retracted the bug didn't happen but did happen when it was extended. Area covers at least from close to the rover up to LaunchPad1. I didn't do much testing outside that area. So I don't know far it covers.
  19. 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 Issue: Launching via the VAB and using the countdown gives a delay which allows the player time to get to the KSC Screen and watch the launch from there. This worked in 0.1.0.0 but doesn't work in 0.1.1.0 or 0.1.2.0. Campaign Folder: https://www.dropbox.com/s/fmltb0j9jx0wnwp/CampaignFolder.zip?dl=0 0.1.0.0 Works: 0.1.1.0 Fails: 0.1.2.0 Same as 0.1.1.0 i.e. Fails: Making it work by bypassing the countdown entirely: Additional Information: Tried to do this with a craft near the launchpad but there was nullref spam in the log file so I had to remove that part of the bug report.
  20. While in flight with a new save, these random black splotches appeared and remain in a persistent location on my screen. Switching to map view and back did not help
  21. 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 Note I used a 0.1.2.0 save for the following: 0.1.0.0 This also happens 0.1.1.0 The Craft collides with the ground (FIXED) 0.1.2.0 The Craft acts like 0.1.0.0 again (REGRESSION) Steps to Replicate: Load 0120MapModeCollisionTestSave Timewarp (or not) to near the ground Wait for lack of collision Save File: https://www.dropbox.com/s/25s0jd0uyel6duo/0120MapModeCollisionTestSave.zip?dl=0 Video Evidence: 0.1.1.0 https://youtu.be/Vzt2cbnL2cY (16 Seconds) 0.1.2.0 https://youtu.be/63eGir1NAA8 (24 Seconds) Log Files: https://www.dropbox.com/s/tsrpnqgwlgnucuj/Ksp2%2BPlayer.zip?dl=0 Additional Information: 0.1.1.0 Does collide with the ground in Mapmode but when I zoom out I am looking at Kerbin so maybe this regression was a part of trying to fix that? Tested with Kerbin (atmospheric) as well and the same thing happened.
  22. Jason_25

    Engine Bug

    The parts manager toggles and the on/off action group toggles for jet engines no longer function correctly. In order for jets to turn off they have to "spin down" and the throttle must be set to zero. This is terrible but there is a workaround. Use the independent throttle action group toggles to achieve nearly the same thing. This almost ruins VTOLs if not for the workaround. This bug only applies to jets and not rockets. If someone was going for realism they would know that the turbopumps in a rocket have a similar spool up spool down time like a jet engine but they probably were not going for realism and this is just a bug.
  23. Others have mentioned no-load control reversals before. This is somewhat different in that I see the reversal on vehicles that are using more of a single wing style that uses elevons. My "trainer" spaceplane which is the first I built in this game has now become afflicted with this reversal on Patch 2. It now has no roll control because of course that must be turned off when inverting the wing which is really another bug. Luckily it retains just enough SAS control to effect roll. Also the "roll animation" appears to be correct but the physics are what are reversed with it which can be particularly confusing.
  24. KSP1 Version: 1.12.5.3190 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 Expected Behavior: Look to video evidence below for KSP2 0.1.1.0 (and KSP1 1.12.5) Observed Behavior: Look to video evidence below for KSP2 0.1.2.0 How to Replicate: Extract Attached Save folder to the appropriate location. Load 0110SaveKerbinMunEncounter.json (used for the video evidence below) Find the PE that is in the videos below for KSP2 for the Mun and pin/lock it to show the actual distance information. Right Click on Kerbin and focus. Get close to Kerbin for finer movement of the node around Kerbin. Move the node around Kerbin to move the Periapsis (locked info) until it collides with the Mun. Move the node in the other direction to get the PE to show again. Results of Testing: KSP1 video is there to show how it was done before KSP2 0.1.1.0 appears to act the same as KSP1 which is good 0.1.2.0 is dropping the information when the PE shows up again. Following image (rough I know) shows what it's going from and to. Video Evidence: KSP1 1.12.5 (Good): https://youtu.be/54x8IBEsNgw (8 Seconds) KSP2 0.1.1.0 (Good): https://youtu.be/skEDT-TOh6Q (16 Seconds) KSP2 0.1.2.0 (Bad): https://youtu.be/6VF9UrSpBo4 (11 Seconds) Save Folder: https://www.dropbox.com/s/8b79cmim05yct4p/Maneuver%20Node%200110.zip?dl=0 Additional Information: Maneuver node isn't necessary to cause this to happen. @Dakota For your consideration.
×
×
  • Create New...