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  1. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: 7900x | GPU: 4070 ti | RAM: 128 GB rather a random bug that it seems that anth cannot replicate, and i just wonder if its one of the many bugs i just find that decide to start that has no real cause. Bug where I add more campaign saves I lose fps inside the game, anywhere between 10fps down to 2fps difference i doubt a lot of people have this issue, or even know of this bug. Included Attachments: Test2.mp4 Ksp2withmorecampaigns.log Ksp2withlesscampaigns.log
  2. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb Kinda solves itself after restarting the game, but attempting another reload brings the issue back. Savefile attached. Start the game, load, reload, observe as the lander goes weee into space. (also you can firstly attempt a docking these two because that doesn't work either) Included Attachments: ksp2_x64.exe2023_12_20-22_46_20_04_DVR.mp4 autosave_2.json
  3. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: I7 9700 | GPU: RTX 2060 | RAM: 32GB Discord tag - aski0m I was able to play normally this whole time, until I logged off yesterday. After trying several times to load into my save (see file below) it got stuck at the "creating Vessel" part of loading. I came, along with others who helped, to the conclusion that my file somehow corrupted. Ive heard that this might have to do with the 70 years of ingame time though Im not so sure about that being true. Included Attachments: autosave_1.json
  4. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB When reloading a quicksave where parachutes were deployed - they no longer are. The game still appears to have them in the deployed state though - the parts manager displays the "cut' button - which after cutting, repacking and deploying the chute(s) they deploy as normal. Either redeploying one of the chutes or just opening and closing the parts manager seems to trigger the rest of the chutes to realize they are deployed as well. Included Attachments: video.mp4 quicksave_81.json
  5. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB Appears to have happened since 0.1.0.0 Frequency: Not every time but regularly. Steps to Replicate: Simple Craft Test for Over the Top Distortion: More Complicated Craft to Show Side Distortion: Additional Information: Not just visual. It will affect crafts handling as well. Is this a floating origin problem?
  6. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Rysen 9 5950X | GPU: 3070ti | RAM: 64GB Assume this belong under UI, Then launching workspace in VAB is cleared but its not saved on launch. If you recover you return to existing workspace so its very easy to forget if you do lots of tests launches. Either save or just keep it like the reverting, later has the benefit that you can save or dispose if its a design you will not reuse.
  7. Reported Version: v0.2.1 (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 What happened: My attempt to land on Eve with 10 kerbals was almost a success but the automatic settings for landing gear was not sufficient. Upon loading a quick save where the entry trajectory was already set, the atmospheric reentry incurred overheating not seen in the first run. No changes were made to make this any different. Just loading from the save file. After parachutes deploy, I would have manually tightened the landing gear to see if it would land better. Could not load from a save with parachutes deployed as they would all be cut. As I cannot reload and have parts not overheat, a save file would be useless. What was expected: The results of entry should be the same before and after loading from a save. Evidence: Much of the video was increased to 16x speed on account of getting only 4 fps with stretched time. Included Attachments:
  8. Reported Version: v0.2.1 (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 To replicate: Have two very massive ships about to dock and when within a few seconds of docking, quick save. Now observe that docking does not cause a collision. Next, reload from quicksave. What happens: The loading screen is still up but you hear the crunching of your ships colliding as if they were in motion without the physics engine (such as a time warp) and then phased into one another when the physics engine turns on, blowing up before you even have a chance to see or interact with them. What should happen: Loading from a save should enter a pause state until the user can access the GUI and unpause it or make choices during the paused state, like adjusting camera first.
  9. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: AMD Ryzen 7 5800X3D | GPU: GeForce GTX 1060 | RAM: 32GB After testing a craft on Kerbin and attempting to land it in water, pressing "Return to VAB" broke the game. I was then only able to pan the camera around with mouse, but all UI disappeared and no keybinds worked. I restarted the game, and loaded the latest autosave, that seemed to be from when I launched or landed, not sure which one. After loading I get the POV of being in Kerbin orbit, still able to pan the camera, without UI and no feedback from any keybinds. Only thing I am able to do is ALT+F4. Loading an earlier autosave from VAB works fine. I am attaching the autosave that is broken and a craft that I used. The attached video is from loading the autosave, not when it happened the first time. First time it happened I was just next to KSC. Included Attachments: 2024-01-0717-31-44.mkv KSP2bug.zip
  10. 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 Issue: vsync on causes crafts to sink/drop into the planet intermittently on loading. Single Craft Test: Multiple Craft Test: What testing I have done: Mun, Minmus, Duna and Ike all did it. Didn't happen on Kerbin at KSC or beach/grass away from KSC. Additional Information: Doesn't appear to have anything to do with wheels/legs.
  11. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: i7 | GPU: 2080ti | RAM: 16gb I was building a spaceplane with a rocket strapped to its back via AD-25 couplers and testing it on the runway. When I go back to VAB, the plane loads incorrectly with all parts under the floor of the VAB, and I am unable to interact with the plane. Re-loading does not fix the issue, and reverting to a prior save does not either. Severity: High - because losing the time spent on a build is terrible, and I an unable to recover this space plane. I would liken it to a corrupted save file. Frequency: Always, for this craft file. I do not know how to recreate the issue from a blank slate. I think it may be something to do with space planes having a rocket meant to separate because there are other issues with spaceplane crafts that I do not encounter with rocket crafts. I was having a great amount of trouble ensuring I controlled the rocket portion of the craft and not the plane portion of the craft when I decouple the rocket from the back of the space plane. Additionally, it seems impossible to have two control vessels on the same craft that can separate in a stage. When I decouple the craft such that the rocket separates from the plane, each with their own control vessel, it does not allow me to switch between the separated crafts - it always lost track of one of them. Included Attachments: RocketCarrier.json Save2023-12-30.json Craft picture before being unusable:
  12. 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 There seems to be no limit to the number of quicksave files which are created when pressing F5, resulting in potential excessive disk usage. (My two-day-old Exploration campaign already has 52 quicksave files.) Severity: Medium Steps to reproduce: Start a new campaign. Open the campaign's save data folder in a file manager. Launch a vehicle. Repeatedly press the F5 (quicksave) key and observe the content of the save data folder. Expected behavior: The number of quicksave files in the campaign save directory reaches an upper bound, after which the game takes action (reusing filenames, deleting older quicksaves, etc.) on each quicksave to keep the number of quicksave files within that bound. Observed behavior: The number of quicksave files increases without apparent bound. .ipsImage { width: 900px !important; }
  13. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 3700X | GPU: NVIDIA RTX 2070 SUPER | RAM: 32 GB Severity: HIGH, as loading a save is impossible. Frequency: HIGH, happend every time i tried to load the save while it still had debris When wanting to load a save from the main menu, the loading bar freezes when trying to load in crafts rather then starting the game at KSC (i could still hit ESC and the sound for opening the menu was played, but the menu was covered by the load screen). But when "Max persistant debris" in settings was reduced to 0 from 50, the issue was resolved and i could load into the game. NOTE: Although I am not sure which specific piece of debris made the save unloadable, i might have a hunch. I was doing an eve mission roughly two weeks ago when i wanted to send a rover to eve where due to me not having large enough heat shields, i thought i could use a fairing to protect from interplanetary transfer speeds. Long story short, i could not and the fairing would always burn up. However, the decoupler that i had planned to use to seperate the fairing base from the rover when it was time to land would sometimes burn up before the fairing (due to the fairing not protecting the things inside it bug) and when that happend, the fairing would dissapear and the "base" would seperate from the rest of the craft (the rover) but the rover would not experience any drag or thermal pressure and would just sail deeper into Eve's atmosphere no problem. (This is another bug, but i did not report it here when it happend as i did not have an account here yet). Now it would just crash into the ground going 3000+ m/s, but since i wanted something out of the mission, i messed around and realized that when i opened a cargo bay on the rover, drag and thermal simulation resumed. But, well, having drag applied suddenly to a craft going 3000+ m/s in Eve's lower atmosphere does mean a bunch of physics stuff had to be done immidiatly and caused a lot of the craft to disintegrate suddently. But enough parts remained to land something, which i managed to do and i got some science. However a ton of debris was created when the "disintegration" occured that shot out of the solar system at extreme speeds. Now i deleted all of them (they were causing MAJOR performance issues, the fps increased by like 400% when i deleted them(20 -> 80 at the KSC)) exept the one that was going the fastest since i thought it would be a fun little thing to have around (it had left Kerbols SOI) but in retrospect i believe that it was this piece of debris that was probably going somewhere in the range of 50-100% the speed of light that had left Kerbols SOI that the game could not load. And since i had been on vacation for awhile since when i did the Eve mission, i had not played the game again since now, Apologies for having this text be so long, but i thought being descriptive would be a good idea. This is also the first time i am writing a bug report ever, so it might not be that great but hey you gotta start somewhere. Included Attachments: KSP2BUGREPORT.mp4 save6.json
  14. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 10 | CPU: AMD Ryzen 7 3700X 8-Core | GPU: NVIDIA GeForce RTX 3070 | RAM: 15.95 Severity: High Frequency: Low I quicksaved a fairly large vessel in atmospheric flight. This particular craft was already giving me some absurdly long loading times, and sometimes I could hear the craft in flight before the load screen disappeared, although this usually only happened for a few seconds as I assume everything loaded in. This time however the entire game hung on the loading screen while it displayed "applying legacy module data to vessel parts". However, I could hear my craft flying in the background, as well as the game audio. By pressing various buttons I could control the game, namely I could adjust timewarp, pause and restart the game, even open the escape menu, although I couldn't see any of the UI, only hear the audio for these actions. I also tried reloading the quicksave again. It played the sound for doing this, but nothing changed on screen. Eventually, I was forced to force-quit the game. If it helps I've attached the quicksave, or at least the most recent one in the directory, which should still be the same one. Included Attachments: quicksave_91.json
  15. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: amd 2700x | GPU: 2070 | RAM: 32 gb 2933 mhz corsair I can't save. Every time I create a save, I try to load it, and the save doesn't exist. This happens for both manual saves and quick saves with F5. I've tried uninstalling and reinstalling, but the problem persists. EDIT 01/01/2024 Apparently this bug happens due to the presenc of a dot "." in the campaign name!!
  16. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home Build 22621.2861 | CPU: 3.6 GHz, 1 Socket, 8 cores | GPU: NVIDIA GeForce RTX 3070 | RAM: 31.9 GB After a mission to land a vessel on the Mun was completed, I went about doing other stuff. After a while I wanted to check in on this craft, so I went to the Tracking Station and controlled the vessel from there. It is worth noting that I deactivated the engine right after landing. Right after the vessel is loaded, it takes off for a fraction of a second or so. The result is that the craft is falling over, so pretty annoying. Save game in attachments: 'Cereal Space Race'. Included Attachments: CerealSpaceRace.zip
  17. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: 5800 x3d | GPU: 7800 xt | RAM: 32 GB As the tile says, loading a saved game in Duna atmosphere makes the game hang, the loading screen with the green progress bar does not show up, instead the game is stuck on the initial splash screen forever. Workaround I found: Loading a saved game works once after killing the game and starting the game fresh from desktop. .ipsImage { width: 900px !important; }
  18. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 22H2 | CPU: AMD 7800X3D | GPU: NVIDIA 2070 Super | RAM: 64GB DDR5-6000 GSkill Like the title says, all satellites loose, for example the stabilization or turn prograde ability, when I save the game. I can turn it back on, if I manipulate the save file and change the state of "autoPilotState" to "true". But as soon as I save the game, it switches back to "false". The satellites are all equipped with Solar, enough batteries and have connection to KSC. Full control is established. For clarification: Satellites loose ALL autopilot abilities after saving. Steps: Load save Go to tracking station Choose one of the satellites Press the left "control" button In control of vessel but no autopilot abilities One of the satellites craft files is attached. Included Attachments: KerbalSat-1.json Start.json
  19. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: NA | CPU: NA | GPU: NA | RAM: MA Reloading quicksaves at any point in flight causes kerbal flags to be the default one, regardless of what flag was chosen at the start of the campaign. In the attached image, the top one is before loading a save, the bottom is after loading it, featuring Mike. On a side note, it also resets the parachute part model back to its default (also seen in the pics below). I’m sure this is already in the archives somewhere, but it’s still an issue now, so here’s another report. Included Attachments:
  20. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: I7 | GPU: RTX 3080 | RAM: 32
  21. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: 12th Gen Intel(R) Core(TM) i7-12650H 2.30 GHz | GPU: RTX 3050 Ti | RAM: 16gb I believe this is related to saving and loading. I created a mission using the Mk 1-3 "Gumball" command pod and transferred Bob to another vessel (Mk1 "Explorer") via EVA. The transfer took place in orbit of the Mun. I then landed on the mun, closed the game for the day, and reloaded my save the next day. During Rendevous, I noticed the Mk 1-3 "Gumball" command pod now had Val filling the empty seat left by Bob. Included Attachments:
  22. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i5-11400F @ 2.60GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 16GB Severity: Medium Frequency: Consistently unable to control craft even after reloading save, restarting game, and reverting flight. Description: Reverted flight back to launch on runway after crashing small plane. Plane spawned back to runway with no control (completely unresponsive to any input) and some UI elements missing. Music played as if I was still in the loading screen. Included Attachments: Desktop2023_12.22-12_56_43_03.mp4 CloudCruiser.json quicksave_7.json
  23. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: AMD Ryzen 5 5600G | GPU: Radeon Graphics | RAM: 16,0 GB I had been doing quite some science on my new exploration campaign but I just logged in to find it had been changed into an empty sandbox campaign. Very unfortunate. Even when I try to create new exploration campagins, they don't save the missions I do. It always returns to the first mission: Launch a rocket! Included Attachments:
  24. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: AMD ryzen 5 3600X 6-core processor | GPU: NVIDIA geforce GTX 1660 ti | RAM: 16GB so i started up a new sandbox save created a rocket and launched it but when i tried to save by pressing F5 it said game saved, but when i needed to quick load again (with F9) it said i had no saves? another person in the discord server confirmed this and it not only stops you from quicksaving/loading but it deletes the ENTIRE save, so you cant load into that world again. .ipsImage { width: 900px !important; }
  25. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: 7800x3d | GPU: 7900xtx | RAM: 32gb ddr5-6000 Specs: 7800x3d cpu, 7900xtx gpu, 32gb ddr5-6000, 1000W PSU Severity: High, stops the whole craft from working and could potentially cause a crash. Frequency: Happened this first time to me, however this is also the first time I've tried it, so I don't know the frequency. Description: I created a simple low-kerbin orbiter, then I saved and quit the game. The next time I loaded back in, the rocket lost all functionality, and is a mess of polygons. Included Attachments:
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