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  1. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro 10.0.22621 64-Bit | CPU: AMD Ryzen 9 3900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM: 65459 When surface attaching RF-AD-SL 2500 (Mk3 to MD adapter) in mirror symmetry, the part supposed to be in symmetry ... isn't (see screenshot). It does attach correctly when using radial symmetry. This does not happen with other slanted parts (MD>SM, LG>Mk2). Included Attachments:
  2. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: I9 CPU Intel | GPU: 3060 6 gb (laptop) | RAM: 16 GB When using the button to look inside a built fairing if the fairing is tall enough the fairing will only "open" if your mouse is over the base/root of the fairing, not just over a part of the whole fairing at all. In the attached image the mouse is hovering over the main part of the craft in the fairing but the fairing only opens slightly, if I hover over the bottom, though, it opens properly. Included Attachments:
  3. 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):
  4. 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.
  5. Reported Version: v0.1.3.2 (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 Observed: The camera speed is affected by which pole (north/south) you're looking at: In the Tracking Station or in the Map View The closer to the North pole you are, the more the camera speed is high and vice versa when you move close to the South pole, the camera speed get closer to 0. Expected: In ksp1 the movement speed was unaffected by the position. (See the videos) Camera movements in ksp2: camera_movement_ksp2.mp4 Camera movements in ksp1: camera_movement_ksp1.mp4
  6. KSP Version : 0.10 Operating System and version: Windows 11 CPU and GPU models: AMD Ryzen 9 3900XT | nVidia Geforce RTX 3090 Founders Description of the bug: Selecting "Time Warp to Point" on Map scene always produces "reducing timewarp due to proximity to celestial body". However, in fact, the timewarp has finished successfully with no issue. A minor bug, but worth correcting for the sake new users.
  7. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Pro | CPU: Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz 2.21 GHz | GPU: GTX 1050 Ti with Max-Q Design | RAM: 16.0 GB (15.7 GB usable) I have a small craft with a DAWN Xenon engine. It's powered by 3 x Gigantor solar panels in full view of the sun. I encounter two bugs: Under timewarp, the engine no longer provides any thrust. The orbit, which changes as expected when at 1 x timewarp (approx. 0.06-0.07 m/s2 and an according change to AP/PE), appears to be "on rails" when under any degree of timewarp 2 x or greater. Potentially related, so including in the same bug report; also under timewarp, unusual behaviour of the EC resource is noted. When at 1 x, it behaves as expected (remaining full throughout as panels are generating 3 x the demand from the DAWN). When at progressively greater timewarp, the EC value drops by an amount exactly equal to 0.2 x the timewarp! That is to say, at 10 x timewarp the EC is 203/205; at 50 x timewarp it's 195/205; and at 1000 x timewarp it's 5/205. Included Attachments: BuggyCraft.zip [Anth12 Edit: Two Main Causes:]
  8. Reported Version: v0.1.3.2 (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 If you do the following: Attach a part (A) radially Attach another part (B) to that radially attached part (A) Then change the root part to B The parts will disconnect when launching and then disappear when reverting to the vab. Included Attachments: testvabcorruption.json Video evidence: 2023-08-0501-41-20.mp4
  9. 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.
  10. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: Intel(R) Core(TM) i7-9700 CPU @ 3.00GHz | GPU: NVIDIA GeForce GTX 1660 Ti | RAM: 31.83 GB Med. Severity I made a tiny satellite with xenon ion thruster so naturally I wanted to speed up time to make it accelerate faster. I did so, one step at a time up to 10x speed, then saw it wasn't maintaining prograde so I set the time back to 1x but the throttle was stuck. A message kept telling me that the throttle can't be changes while the time is not at 1x speed. But the close was ticking up at 1x speed. Fuel was being spent at a faster rate though so it was clear that the engine was still burning fuel at 10x speed. I tried turning the speed up and down a few times then gave up an shut off the engine because that function still works. This is going to make it very hard to fly long range xenon missions if this is not a one off. I restarted the game and everything worked fine... until I once again started the engine, throttled up, and advanced time for a bit. Then it got stuck again. I attached my save file... I think that's the one you would need... not sure if you need the meta file, but the JPG seems to just be a visual. Included Attachments: autosave_3.json
  11. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: i7-10700K | GPU: RTX2060 | RAM: 32GB It's very noticeable on planets with high tilt, like Eeloo, proof in attachment. Included Attachments: cam.mp4
  12. 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 Steps to Replicate: Load JoolDistortionTestSave.json Move between 10,000 timewarp and 100,000 timewarp to show its extremes. Screenshot: Video Evidence: JoolDistortion.mp4 Save File: JoolDistortionTestSave.json Additional Information: I haven't tested it for any of the other moons.
  13. 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: When the solar orbit has a certain level of being elliptical timewarp under acceleration acts in the following ways: At the AP it will work. At the PE it won't. There is a point between going from the PE to the AP where timewarp under acceleration will start working again but it ranges depending on how elliptical the orbit is. Steps to Replicate at the PE End: Load SolarOrbitSkipperTestSave.json Go to 100% Thrust Engage Timewarp. Note: Engines still visibly working but orbit not changing. Steps to Replicate it Working Correctly at the AP End: Load SolarOrbitSkipperTestSave.json Move the craft to the AP Go to 100% Thrust Engage Timewarp Note: Works as intended. Additional Information: I used a skipper for the test to eliminate it being related to low thrust engines. It will still be using the fuel even though there's no change in the orbit. Credit: @Turtle6 Showed this happening when in low solar orbit which was different to the following:
  14. 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 0.1.1.0 5 Nodes like KSP1: 0.1.3.2 With only 2 nodes: Purpose of the EM-500 Hot Plate (Mk3 Engine Mount in KSP1) according to the KSP1 wiki: https://wiki.kerbalspaceprogram.com/wiki/Mk3_Engine_Mount "It is built to resemble the rear end of the real-life Space Shuttle and features three 1.25m attachment nodes (intended for mounting the matching KS-25 engines) around one central 2.5m node." KSP1 Screenshot of the Mk3 Engine Mount being used for a Space Shuttle replica: Thoughts: Without the 3 missing nodes, attaching the engines for Space Shuttle replicas will be more difficult. Credit: Thanks to @NovaRaptorTV who brought this to my attention.
  15. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 | GPU: RTX 3060 | RAM: 16 GB When building a rocket with more than one Mammouth II or Skiper or Mainsail engine attached to a tank the ship isn't launching even if the ratio of weight/thrust is over 1 . I tried whith XL, LG and MD size of tank, its seems to work with other typer of engine (I tried Labradoodle, Rhino, Reliant and vector engines) Included Attachments: MammouthIIengine.mp4
  16. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: I5 9600kf | GPU: Rtx 2070 super | RAM: 32go ddr4 Hi, It's seems to be just a visual bug. I was entry in duna low atmosphere with small red and normal orange radial chutes opened and deccelerating my ship. I saved my game during this and after reloading the save (multiples times), chutes became invisible but still working. Here the bug : chutes were looking closed and not deployed at all but they were considered by the simulation as opened and they deccelerated my ship. In stage management, they were all greens. Tdlr; After loading a save where chutes were opened, fully fonctionnal and breaking working but invisible and in a closed visual state Sadly ive no pics
  17. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: Ryzen 5 3600 | GPU: 3080 | RAM: 32 Make a vessel out of cubic truss with a cubic truss anchor, launch vessel, while vessel is moving warp... kaboom, hard crash. Happens usually after first load from VAB, occasionally from revert to launch. Always causes strange re-arrange after loading from VAB, but the crash seems to be in unique circumstances (more parts and moving) Included Attachments: KSP2KerbalTetrisProgram.mp4
  18. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: intel i9-12900H | GPU: Nvidia 3080 Laptop | RAM: 16 GB I was sending a craft to Duna and had a flyby. Before leaving kerbins SOI, I was able to see my Duna periapsis and add maneuver nodes during the approach. After leaving kerbins SOI, i was unable to do so until entering Dunas SOI. From what i can tell this is not specific to Duna or this craft; but i have attatched a craft file if this is not the case. Included Attachments: Duna1.json
  19. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5 5600X 6-Core Processor 3.70 GHz | GPU: 3070 TI | RAM: 32,0 GB 3600 mhz (operating at 3200 mhz) cl17 Specs: Steps to reproduce: Go to VAB Pick Mk1 "Explorer" lander can Place CT-S-1 small short round truss on top Place "Baguette" fuel tanks on truss side, in x6 or x8 symmetry Launch Behold This causes any craft with this configuration on top to self destruct.
  20. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 | CPU: i7 9700 | GPU: RTX 2070S | RAM: 32Gb Every time the game loads it uses default input settings and fails to load custom input settings, including reversed pitch and other commands like numpad / for staging instead of space bar. I can get it to load all custom settings by tweaking one of them, I usually reenter pitch. Expected behaviour would be to remember and load custom input settings at game start, like KSP1 did... pls! EDIT to say this is still happening in the For Science! update. v0.2.0.0.30291
  21. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: ryzen 7 2700x | GPU: rtx 2060 6gb vram | RAM: 16gb 3000mhz To recreate the bug you need 2 kerbals, put them both on an eva in orbit and have them floating around, take control of one kerbal and using its rcs navigate yourself to the boots of the other kerbal until the magnetic boots of the other kerbal activate and attach to the kerbal in control, now switch kerbals and the other kerbals rcs will not work. It's possible that this only works if the other kerbal already has rcs turned on so try both with the rcs turned on or off for the 2nd kerbal
  22. Reported Version: v0.1.3.2 (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: 16,0 GB So one of the Clamp-o-trons on my medium drone has seized to work - I do not know how it happened. But I can now confirm that the docking port on the front side just wont dock. If i flip it and use the back port.. no problem at all. Video for reference:
  23. 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 Screenshot:
  24. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: i7-10700K | GPU: RTX2060 | RAM: 32GB They're at low distance above the ground instead of touching it. Tested so far on Mun and Minmus. See attachment. It's fine on Kerbin. Included Attachments:
  25. 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'm unsure about the cause, but as seen in the video, the thrust is gone when timewarp is toggled. As soon as timewarp is back to 1x thrust is back. You can see fuel is still being burned, but simply no thrust is produced. Later I tried again on a small satellite and it worked fine. Included Attachments: KerbalSpaceProgram22023-09-0121-58-57timewarpburnnowork.mp4
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