Jump to content

Search the Community

Showing results for tags 'ksp2br-v0.1.4'.

  • 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

  1. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: Intel i5-10300H | GPU: Gtx 1650 Ti | RAM: 16gb After updating to 0.1.4.0, I logged on to find that I am unable to see trajectories for any of my crafts while in map view. I was previously able to on 0.1.3. and most other previous versions. It is clear the trajectories are there, but having no lines makes interplanetary missions almost impossible. Thank you for reviewing and hopefully fixing soon! Included Attachments:
  2. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 pro | CPU: i9 9600kf | GPU: rtx 3080 | RAM: 32 gb i switched from rover on mars to plane on laythe and well the video speaks for itself. Included Attachments: PlanetsCollideVideo.mp4 test.zip
  3. Reported Version: v0.1.4 (latest) | Mods: Lazy Orbits was used to create the 8001 test save then removed | Can replicate without mods? Yes OS: Windows 10 | CPU: i9 9900K | GPU: 3070ti | RAM: 32GB Expected Behaviour: That when a craft isn't rendered the game treats 1 craft as one entity (no matter how many parts it has) and that the craft is on rails to improve overall performance. Note: This behavior might be different then a craft is using its engines. Observed Behaviour: That KSP2 is calculating the physics of all parts of all crafts whether they are rendered or not, causing performance issues. 3 Tests: What the tests will prove: Test 1 will show KSP1 maintaining maximum performance regardless of how many parts there are in the save when theres only a 1 part craft in scene. Test 2 will show KSP2 with a massive drop in performance which is directly related to the amount of parts in a save no matter if they are rendered or not. (Used the Lazy Orbits Mod) Test 3 will show similar to test 2 (Lazy Orbits Mod Not Used) Test 1 + 2: KSP1+KSP2 8x1000 part crafts being deleted one at a time while focused on a 1 part craft on Vall. (Includes Videos + Save File) Test 3: KSP2 10x250 part crafts being deleted one at a time while focused on a 1 part craft on the Mun (Includes Video + Save File) Results from Videos on a Graph (lower is better): Note that KSP1's FPS is converted to ms/frame. Excel File: KSP12TestResults.xlsx Conclusion: KSP1 only calculates 1 craft as 1 part when it isn't rendered and is out of physics range regardless of its part count. KSP2 calculates the physics of every part of every craft in a save causing performance issues the more parts there are in a save file. Additional Information: Colonies has the potential to have players using a lot more than 8000 parts in a save file. This will affect performance even more severely and also means for longer and longer load times. Original Bug Report (0.1.1.0):
  4. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i9 9900K | GPU: 3070ti | RAM: 32GB Video Evidence: Steps to Replicate: Launch EnginePlateColliderTestCraft.json Decouple Rotate 180 degrees using W to match the video Credit: @QwertyHpp gets 100% of the credit for this. They gave me everything I needed to test this. Original Bug Report:
  5. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: i7-11800H | GPU: RTX 3050 Laptop | RAM: 16GB Severity: Low (not game breaking obviously but c'mon man i wanna see the curve) Frequency: as frequent as eclipses go The game kinda cheats when simulating eclipses, it just darkens the surface of whichever planet or moons SOI you're in which only looks appropriate on the surface. Here are the screenshots of the Mun getting brighter as I get out of Kerbin's shadow. Screenshot Transitions from Dark to Light:
  6. 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:
  7. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5 5600x | GPU: 3070 LHR (OC'd) | RAM: 64gb Anth1256 requested me report this bug.. The abort Button does not function in its entirety when putting items in the AGM.. How to replicate it. -Craft File In Report What Happens? Pressing the Abort Button only does half the actions that it is supposed to do, in this case, only decoupling the craft, but not activating the engines only AFTER pressing it the a second time. Edit: Upon further testing, it works ONCE properly then it goes to this bug. Urgency? Eh, i be rather disappointed losing Kerbals in science mode due to the Abort Button not functioning properly, but as of right now Anth only really requested me to report it. Included Attachments: Tacobautit.mp4 WgateverTgusUs.zip
  8. 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
  9. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 22H2 (build 19045.3324) | CPU: AMD Ryzen 9 5950X | GPU: Asus ROG Strix GeForce 1080 Ti OC 11gb | RAM: 32 gb 3200MHz DDR4 In the VAB, while "Center of Mass" indication is enabled, the indicator does not move accordingly as fuel amount is being modified in fuel tanks. One needs to disable and enable the CoM indicator again, pick up another part from the part picker (does not need to be attached to the craft) or detach and reattach any part on the craft to update the CoM's position. How to reproduce: Place two fuel tanks connected with one another. Enable the "Center of Mass" indicator. Right click one tank and change its fuel contents to zero. Observe that the CoM did not move. Either disable and enable CoM indication again, select a new part from the part picker or detach and reattach one of the fuel tanks. Observe that the CoM did in fact move. The screenshot illustrates the issue, the video demonstrates the issue, the craft file contains simply the two fuel tanks from step 1. Included Attachments: Window04-09-202300-20-22.mp4 fuel_tanks.json
  10. 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
  11. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5 3600 | GPU: 3070 LHR (OC'd) | RAM: 64gb The J-X4, J-404, J-20, J-90, J-33 engines have a bug when sometimes when a sudden lost of air it puts itself in the opposite position of mode/reverses thrust.. Get any of these parts Turn on engine Turn off intake of air Either three things happen; A: It works normally B: It stalls the engine and puts it in the opposite position of where it was C: It double stalls and nothing happens and it works normally How often it happens? about 80% it did it for me, but when needing to mass test/video it showed they worked only about 20% to produce this bug thus no video will be shown... Need to test it separately. I recently did a bug report with the J-33 but upon further testing, and OTHER users reporting it aswell, i decided to report it.. Video Evidence: Desktop2023_09_01-21_27_35_01.mp4
  12. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5 3600 | GPU: 3070 LHR (OC'd) | RAM: 64gb quite easy, both modded and unmodded gameplay.. Note: also happens to all other jet engines, see merged report Grab the J-33 Engine Put the engine in the a situation where it was on and then it loses air (or cut air from turning off a inlet) Engine "spools down" and then puts itself in reverse. Additional Info: it sometimes puts itself back if it double stalls.. annoying and happens a lot on start up on runway/accidental turn ons in space etc. Included Attachments: Desktop2023_09_01-21_27_35_01.mp4
  13. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Home 10.0.22621 64-bit | CPU: AMD Ryzen 9 5900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24339MB) | RAM: 65458 When I try to edit a fairing when attached to a fuel tank, the game will not remember what I saved the fairing as. However, if I take the fairing off and make it, then put it on the tank and offset it, it understands what is going on. Steps to Replicate: In the VAB Load reDIRECTion(Bugged).json Click on the wrench Pull the green arrow up into the tank Attempt to close the fairing on the tank using the green tick Note: It disappears which it shouldn't Video Evidence: https://youtu.be/lfafueY2_MI Save File: reDIRECTion(Bugged).json Updated Log File: FairingnotBeingPlacedwhenConnectedtoFuelTank_logs.zip
  14. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 7 5800X | GPU: AMD Radeon RX5700XT 8GB | RAM: 16GB 3200 MHz Severity: Medium (feature not working as expected) Frequency: Always Azerty keyboards are translated like qwerty keyboards. Some default keybinds (and also the hidden ones like Ctrl-A in the VAB) are therefore placed somewhere else and resetting it in the settings just print the qwerty key instead of the one pressed on the keyboard. Example: [M] is the default keybind for Map View. On azerty keyboards, [M] don't work and you have to press [,]. Example: While resetting Map View keybind in the settings, pressing [M] on the azerty keyboard register [;]. Same for pitch, pressing [Z S] register [W S] The screenshot given below shows Toggle Map View bind to [;], while I pressed [M] on the keyboard Suggestion: Disable [Phyiscal Keys] option in Unity's input manager, if enabled. Included Attachments:
  15. Reported Version: v0.1.4 (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 Steps to Replicate: Place two parts Place a strut between them Move one side of the strut The camera move even when you focus on another part. Additional Information: This work for inline or radially attached parts. Included Attachments: 2023-09-1014-17-14.mp4
  16. Reported Version: v0.1.4 (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 Problem: Steps to Replicate: Put one inline part Put another inline part and rotate it in a way that it's "in mirror" with the other part Use symmetry of 3 or above Place struts between the two parts Additional information: Both parts don't have to be the same (It just need to be rotated by 180° ("in mirror")): Included Attachments:
  17. Reported Version: v0.1.4 (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 Steps to Replicate: Place one part Use symmetry (Every symmetry work (except 1)) Place struts on the part Delete it, either with the "Del" key or with the "bin" at the bottom of the vab menu Included Attachments: 2023-09-0423-54-27.mp4
  18. Reported Version: v0.1.3.2 | 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 Hello. I wanted to send up 3 of these Mun Landers to dock with my Mun Station: To make sure I could put them all into the faring and them not bounding around like the head of a chicken I decided to put decouplers on them and strut them in place - the reason I use decouplers is its the only way I currently know that will break the strut so the crafts can be separated. How ever I found that the docking ports not only didn't work - the decouplers would stay with the craft and be tethered to it - If you used time warp, they would drift away. But they would still react to the SAS commands of the craft. I tried to use a fix that has worked for other broken ports - setting an action group to undock and then press it even if it isn't docked - but it didn't work. I have left two save files in this folder: https://1drv.ms/f/s!AhGsvJ5Xnc4dsSxTvfRqdU9Cp23R?e=5iMsKT PS. I forgot to crew them.. SO you will have to spacewalk between vehicles if you want to test them. Included Attachments:
  19. (Current for EA Release Build, Last Edit: 3 March 2023) Hi, Figured I'd compile my own noticed issues along with the others that people have noticed here on the forums, if you notice something new, note it down! I'll do my best to organize these. Side note: It does look like some parameters, like Eve's Sea Level Pressure being changed from KSP1, until someone tells me otherwise, I won't label this as a bug. Units of Measurement Surface Gravity: Units are labeled as m/s, when the value given is in G's (1.00034 vs. 9.81 for Kerbin) Related Threads: Author: Sginga Forum Thread: https://forum.kerbalspaceprogram.com/index.php?/topic/214147-tracking-station-data/#comment-4249399 Circumference: Values given for the physical characteristic "circumference" make no sense, I have tried figuring out what these values are, It's not related to the planetary radius, SOI or orbit, I'm honestly at a loss (props if you can figure out what the devs are trying to show here) Related Threads: Author: Rook116 Forum Thread: https://forum.kerbalspaceprogram.com/index.php?/topic/213361-kerbin-tracking-station-information-incorrect/#comment-4244728 Atmosphere: Units here are given as (atm), when the values given reflect the densities, which have units of (kg/m^3). Atm is a unit of pressure where 1 atm = 101,325 Pa Related Threads: Author: ShadoxFilms Forum Thread: https://forum.kerbalspaceprogram.com/index.php?/topic/212899-different-celestial-body-properties-are-presented-in-the-tracking-station-why/#comment-4243319 Eccentricity: Value should be unitless, current UI shows it having units of degrees Related Threads: Author: Trickplay Forum Thread: https://forum.kerbalspaceprogram.com/index.php?/topic/214331-planetary-data/ Localization / Typos General Typos In descriptions: Grammar is hard, I completely empathize. Other times, describing astrophysics is even harder. Related Threads: Author: Zipmafia Forum Thread: https://forum.kerbalspaceprogram.com/index.php?/topic/213718-typos-in-synopses-of-kerbin-and-dres-in-tracking-station/#comment-4246376 Author: Strawberry Forum Thread: https://forum.kerbalspaceprogram.com/index.php?/topic/214160-disrepencies-and-bugs-in-the-tracking-station-menu-descriptions/ Display Planet order does not make sense: If it were by orbit, order would be Moho, Eve, Kerbin, Duna, Dres, Jool, Eeloo. It's obviously not alphabetical either. Author: Shadoxfilms Forum Thread: https://forum.kerbalspaceprogram.com/index.php?/topic/214163-all-noted-tracking-station-bugs-for-celestial-body-information-so-far/&do=findComment&comment=4252139
  20. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Proton GE 8.6 on Nobara 38 | CPU: i9-10850k | GPU: RX 7900XT | RAM: 24 GB In the attached craft file, the Rapier engines drain Methane from all fuel tanks, including from the rocket in the payload bay. Crossfeed is disabled on the radial decoupler (TT-38X). I will test in Windows 10 tomorrow if no one else has this bug. I suspect the struts might be involved somehow. Oxygen is not drained where it shouldn't be. EDIT: Haven't been able to reproduce on Linux with the same craft file as well as a new craft using the same parts. The only difference to the try that worked I can think of is that a landing gear exploded on takeoff. Included Attachments: NewWorkspace.json
  21. 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:
  22. 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 I know this was expected behavior in KSP 1 and we needed a mod to fix it (ex. Persistent Rotation), but how can we use acceleration during time warp if SAS does not maintain heading? IMO if SAS is on, the craft should hold the set orientation / direction / heading during time warp. I consider SAS being automatically disabled during time warp a bug.
  23. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: R7 3800X 4300MHz | GPU: RX6600 2500MHz | RAM: GSkill 2x16GB 3000MHz Loading into VAB starts fine, but after a while sound becomes static, also making other computer audio cut in and out. Seems to mostly be tied to how many parts are in scene / how much audio gets played in the VAB. Muting the game through Windows Volume Mixer does NOT fix the popping. Latest update: Sound seemed fixed at first, but after a bunch of reverts to VAB popping has returned and persists now whenever in VAB. Included Attachments: 2023-08-2311-55-09.mp4
  24. 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 debris have their UIDs visible in Tracking Station instead of their default names (see image). Included Attachments:
  25. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: AMD Ryzen 7 5800H | GPU: rtx 3070 | RAM: 32 Well, since first EA release there is no option to select 16:10 resolutions like 2560 x 1600 or 1920x1200. I have to go and edit cfg to get it. C'mon it's 1h job to fix this. Legion 5 Pro - Mobile RTX3070 and AMD Ryzen 7 5800H Latest Nvidia drivers. Same on desktop with i7 4090 and 2070 Best,
×
×
  • Create New...