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  1. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM: 32GB I find that when moving the camera around a vessel on a surface, if you move the camera down too far, when it hits the ground collider it suddenly switches perspective and stops being centred on the vessel. If you move the camera back up then it jumps back to the original perspective - making viewing anything on the ground rather janky, especially if you're wanting to look up to the sky etc... Included Attachments: KerbalSpaceProgram22023-11-2510-51-25.mp4
  2. 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 Resource Manager (RM) duplicates tank parts when attempting to delete them from the RM list The UI of the respective parts are duplicated when attempting to delete them from the Resource Manager list. The parts are not actually duplicated, I don't know if the resources themselves are duplicated as well. Severity: Low Frequency: High First, I add the tanks to the Resource Manager (RM) transfer list. Then, I remove one tank, which is placed back on the left list. Finally, I click the cross X to remove the part - it is supposed to be an arrow that allows to put the parts back in the right-side list .ipsImage { width: 900px !important; }
  3. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Pro | CPU: i5 13600KF | GPU: RX 7900 XTX | RAM: 32GB DDR5 6000 CL32 Hi. It's very complicate for me to explain this bug. I'll try to explain it with screenshots in the video below. When I have 2 engines or more and/or with a radial tank, the deltaV of my stage is broken. This video explain the bug on the VAB, you can stop the video to read the text. Now, the problem in my mission in exploration mode. I add 8 radial tank and 8 engine behind them. So my deltaV is broken. I have ~3600m/s for a ~1100m/s manoeuver but I use all my hydrogen before I finish my manoeuver. Included Attachments:
  4. Reported Version: v0.2.1 (latest) | Mods: MicroEngineering | Can replicate without mods? Yes OS: Windows 10 Home | CPU: AMD Ryzen 7 5800H | GPU: NVIDIA GeForce RTX 3060 Laptop GPU | RAM: 16 GB KSP 2 Version 0.2.1 Category: UI & UX Hardware Specs of my Laptop Video Driver: GeForce Game Ready Driver Version 551.52 Mods Installed during the Bug Note: I have tested it even without the Mod, it is still reproducible Severity: Low Frequency: Consistently reproducible Steps to Reproduce - New Save/Old Save - Launch a craft (the bug occurs when you are controlling a vehicle) - Scroll out and at the same time press the Esc button The camera then should continue zooming out whilst in the Esc Menu note: Bugs seem to work on any vehicle Description The bug is that the camera zooms out continuously, and it occurs when you press the escape key and scroll the mouse back at the same time. Included Attachments: KSP2BugReport3.mp4 AegisSpacebus2.json
  5. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 9 5900X 12-Core Processor | GPU: RTX 3080 | RAM: 48GB DDR4 Reddit post: Only 1 other person responded in the affirmative Video: Staging indicators move during a burn (I do know that the 0.2.1 burn from the footage was 'a bit screwy' because I had changed staging before performing the burn, but I had experienced that 'sliding' behaviour 1-2 times before bothering to capture 'something' to show) Obviously this is not a huge problem (unless someone stages "as indicated" and not "when empty"), just 'odd' as it was not happening before. If I had to guess, I would say that on a 1000 m/s burn with 500 m/s remaining in the 'first' stage, the 'drop stage halfway (1/2) through burn' indicator shifts towards the right "as if" the whole 1000 m/s burn remains to be performed but with the marker now showing staging-event is planned as if the currently remaining dV [pretend it's 125 m/s by this point] was all that was available from the start, putting the staging indicator at 1/8 into the whole burn, not 1/2. To reproduce: (have not tested this, but it should work) Cheat a small probe with 2 small tanks and 2 small engines into orbit, each as their own stage. Ex: HECS core /1.25m decoupler/ Donut tank + Terrier /1.25m decoupler/ Donut tank + Terrier Plan a prograde burn to consume all of the craft's delta-v. Staging will be projected, likely after 48% (or so) of the burn has run. Perform the planned burn. Watch the 'stage separation indicator' shift right (even jumping past the "burn progress bar") Profit. Included Attachments: Manoeuvreplansdifferentinksp20.2.1(handbrake).mp4
  6. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Pro 64-bit | CPU: AMD Ryzen 9 7950X | GPU: AMD Radeon RX 7900 XTX | RAM: 64GB Steps to reproduce: Click hamburger (or press ESC) in VAB to open side menu. Notice that menu item for Tracking Station is unselectable and greyed out. Expected behavior: Able to select Tracking Station from side menu while in VAB. Included Attachments:
  7. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit | CPU: AMD Ryzen 7 3800X | GPU: 4095MB NVIDIA GeForce RTX 3070 Ti (Gigabyte) | RAM: 32.0GB Dual-Channel Unknown @ 1333MHz (20-19-19-44) When I go into the R&D center while playing on my native 3440x1440 monitor and resolution, the tech tree does not cover the entire screen. If it is not meant to scale (it should, though... just increase the distance between the nodes but keep the nodes the same size), then at least have it centered. Thanks! Included Attachments:
  8. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5 5600x | GPU: RTX 3050 | RAM: 16GB I've noticed this bug since ~.1.3. (either .1.2 or .1.3, I can't remember exactly) This always happens, so it should be easy to replicate(?). The horizon and celestial cameras show the same camera angle. The horizon camera shows the planet you are orbiting/on below you, as it should, but the celestial camera does NOT show the planet off to the side while you are in orbit. Instead, it shows the planet below you just like with the horizon camera. Prior to one of the earlier patches the celestial camera behaved like how the orbital camera behaves in ksp1, so it would be great to get that functionality back. Thanks! -btw, great work with the For Science! update Included Attachments:
  9. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i7-10700 CPU @ 2.90GHz | GPU: NVIDIA GeForce RTX 2070 | RAM: 16GB Description: When trying to build a fairing, it's not intuitive to have the fairing arrows fall behind. It's also slowing down the build process. I don't think this was intended and it needlessly impacts the game negatively, thus why it's a bug report. Video Evidence: fairing_mouse.mp4
  10. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-8700 CPU @ 3.20GHz, 6 Core(s), 12 Logical Processor(s) | GPU: Geforce GTX 1070TI | RAM: 16GB Steps to reproduce: 1) Put a vehicle in orbit around any CB, such as Eve. 2) Zoom out in the map view and try to right click and select Eve as the target. 3) Discover it is impossible because it will always select the vehicle in orbit.
  11. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit (10.0, Build 19045) | CPU: AMD Ryzen 7 7800X3D 8-Core Processor (16 CPUs) | GPU: NVIDIA GeForce RTX 4090 | RAM: 32768 MB Severity: Medium? Maybe Low? it's very distracting and disorienting when it happens. Frequency: Medium, seems random and happens every few minutes for me Description: The camera seems to occasionally jump around randomly when moving with RMB. It will behave normally one moment, then suddenly snap to a new position for no apparent reason. I've attached a video in which it happens twice; once around the 10s mark, and again around 22s. I play on Fullscreen Windowed mode, in case that's relevant here. It doesn't only happeni n the tutorial, that's just when I thought to capture it. Included Attachments: KerbalSpaceProgram22023-12-2114-11-05.mp4
  12. Reported Version: v0.2.0 (latest) | Mods: Community Fixes, BepInEx, SpaceWarp, UITK | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 3 3200G | GPU: GTX 1050 Ti | RAM: 16GB 3200MHz Stepped out of a capsule and the game is yelling at me because there is no vessel control Included Attachments: 2023-12-2301-01-03.mp4
  13. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz, 2904 Mhz, 6 Cores, 12 Logical Processor(s) | GPU: NVIDIA GeForce GTX 1650 SUPER | RAM: 12 GB Expected delta-v to show for a separated vehicle but it showed 0 delta v Steps to replicate (what that I did): 1. Create a vehicle on another vehicle which separates via a decouple (eg. a probe which separates from a larger craft. Note: construct probe on larger craft, not as its own craft and then attach) 2. Separate sub craft. Included Attachments:
  14. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: i7-10700K | GPU: RTX2060 | RAM: 32GB Rendezvoused two vessels, as soon as the relative speed dropped below ~7m/s, the green markers (and probably others as well) started wobbling back and forth around on the navball even at relatively large distance from target. Included Attachments: KerbalSpaceProgram22024-02-0321-02-16.mp4
  15. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-8700 CPU @ 3.20GHz, 6 Core(s), 12 Logical Processor(s) | GPU: Geforce GTX 1070TI | RAM: 16GB The arrow to the right of the staging that lets you see expanded DV details, such as your TWR is missing in flight for a rocket with 1 stage. If you click the + button to add an empty stage, it appears and works as expected. See the following screenshots. Included Attachments:
  16. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: I9-10900KF | GPU: RTX 3080 | RAM: 32GB Hi there, the new UI is lovely! Looks good, can't wait to see more improvements. I noticed that the padlock in the intercept points are no longer lighting up when you right click to keep them deployed. Note: worked as intended again after reloading Included Attachments:
  17. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB When hovering over a facility name in the facility list (with the "Kerbal Space Center (KSC)" title) in the KSC scene, if the facility is not visible, the tooltip pops up a significant distance away from the list, making it unclear at first glance that the tooltip is connected to the list. Severity: Low Steps to reproduce: Go to the Kerbal Space Center scene. Rotate the camera so that the VAB is not visible. Move the mouse cursor over the "VAB" entry in the facility list. Observe the position of the "Vehicle Assembly Building" tooltip. Expected behavior: The tooltip pops up either next to the mouse cursor or next to the menu. Observed behavior: The tooltip pops up a significant distance to the right of the menu. Included Attachments:
  18. 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 Severity: Low Frequency: Occasional While trying to save a craft in the VAB, typing the letter "M" (upper or lower case) into any of the text boxes causes the game to immediately enter Map View. This has also occurred once whilst renaming a craft in the Tracking Station. Its occurrence is very sporadic, quitting the game clears the problem. (not sure if this should be filled under Construction, Map & Tracking or UI; I bow to your wisdom oh mighty bug hunters) Included Attachments: TypingMinVABentersMapView_logs.zip .ipsImage { width: 900px !important; }
  19. Reported Version: v0.1.5 (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 This ugly green outline was persistently present, even when not hovering the craft with the mouse. Dibz claims he also had it on a fuel tank going to map and back didn't fix quicksave and quickload did fix. Included Attachments: Dunaticon.json .ipsImage { width: 900px !important; }
  20. 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 The camera enters the terrain mesh, ignoring the colliders, when: zooming out at a maximum distance, putting the camera inside a depression / lake and then zooming in; panning left or right into a hill. Included Attachments:
  21. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 7 5800X3D | GPU: NVIDIA GeForce RTX 3080ti | RAM: 64 GB DDR4-3600 I have noticed some occasions where the science counter normally seen in the KSC view, R&D center, and Mission Control will appear in other views after entering the R&D center even once. This is a minor nuisance as it's a small enough element to not cover much of the screen, though in flight mode it does slightly overlap the vessel resources display. This is fairly straightforward to reproduce: Load exploration mode game Enter the VAB, Training Center, and Tracking Station to observe there is NOT a science counter in the top right of the screen Launch the Kerbal K0 from a launchpad to enter flight mode, and verify there is also NOT a science counter in the top right of the screen Use the ESC menu to the R&D Center Return to the KSC again, then enter the VAB, Training Center, and Tracking Station once more A science counter should now be present in all of these buildings: The attached screenshot shows a collage of the science counter in places it's not expected In the VAB, the counter seems to be present, but hidden behind the save/load buttons (thank goodness it's not the other way around!) In the tracking station, take control of the Kerbal K0 launched before, the science counter should also be visible in flight view now I would expect the science counter to not be present in the VAB, Training Center, Tracking Station, and flight view both before and after entering R&D. It seems that, regardless of the exact steps taken, if you ever visit R&D at all, the science counter will then appear in every single scene, even where it shouldn't. Perhaps the element is never removed from the UI after being created. But this begs the question of why the counter only appears in the wrong places after visiting R&D specifically (there is a counter in mission control, but visiting mission control instead of R&D in step #4 does not cause the bug to happen!). Included Attachments:
  22. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-8700 | GPU: Geforce 1070Ti | RAM: 16GB As per the title, anytime you enter and exit the map view the flight camera gets reset back to its original position, rather than keeping the position before entering map view. Anth Edit: Adding More Information: Observed Behavior: The Flight View camera angle is changing on returning from Map View, and is regularly ending up in the middle of the craft. Expected Behavior: When going from Flight View to Map View and than back again, the Flight View camera angle and distance should be identical to what it was before. Steps to Replicate: Load EveOrbitCameraTestSave.json Note position Press M twice Note change in position Press M twice Note camera is now in the middle of the craft Video Evidence: https://youtu.be/q89Vot94fn8 (11 Seconds) Result: The player has to regularly zoom out again and again.
  23. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Pro | CPU: AMD Ryzen 7 5800H with Radeon Graphics | GPU: AMD Ryzen 7 5800H with Radeon Graphics | RAM: 16 As the title suggests, if your AP does not reach beyond the orbit of a planet you are trying to have an encounter with, or if you are trying to pass behind the planet, the UI will not show the encounter lines. For example, if a moon is orbiting a planet at 1,000,000 km, and you want to approach the planet with an orbit with an AP of 999,999 the UI will not recognize that you will actually pass through the sphere of influence of the moon until you are nearly passing into the sphere of influence of the moon. To recreate, plot a maneuver node to make an encounter with the Mun. You will notice that the encounter lines will only show if your AP crosses beyond the orbit of the mun. if it drops below the orbit of the mun, the encounter lines will disappear. However, if you actually proceed on the course, you will still end up on an encounter with the mun.
  24. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 11 | CPU: 13700k | GPU: 3070 | RAM: 32gb Specs: 13700k, 16 physical cores, 24 logical cores, 5.2ghz, rtx 3070, 8gb vram, 32gb ram Severity: low Frequency: high Description: Go into VAB, place at least one plane part (Ship orientation needs to be horizontal but only way to do that is start with plane cockpit). Hold down middle mouse button and slide up or down. Middle mouse click on any part to recenter camera. Hold right click and drag to orbit and camera immediately jumps to whatever distance you panned away, either left or right. Video evidence: recording2023-06-24062100-1_5wwk7Jl0.mp4
  25. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 Pro | CPU: Intel i7-7700K | GPU: Nvidia GTX 1080 Ti | RAM: 32Gb The time to apoapsis and time to periapsis differ only a few seconds from each other, despite they should be quite different. Before passing the apoapsis both were in 3 min+ (I'd assume the time to periapsis). Afterwards they went to a few seconds (see screenshot) Included Attachments: .ipsImage { width: 900px !important; }
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