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  1. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Famille 10.0.22621 64 bits | CPU: AMD Ryzen 5 5600H with Radeon Graphics (12) | GPU: NVIDIA GeForce RTX 3060 Laptop GPU (6009MB) | RAM: 16236 Only a part of the rcs work on my craft although they are in the same position. This bug has not reappeared in another save with the same craft. Included Attachments: onlyapartofthercswork_logs.zip Anth Edit: Looks like its the shroud of the heat shield is partially blocking the RCS that are connected to the decoupler. Steps to Reproduce: Be in the VAB with nothing in it Grab a M1-3 Gumball Below attach a heat shield of the same diameter Below attach a decoupler of the same diameter Attach 4 RV-105 RCS ports to the decoupler down slightly from the middle of it Below attach a X200-8 tank to the bottom Launch Turn off SAS Turn on RCS Use Q or E to use roll Note: Only 2 of the RV-105 RCS ports are working. Video Evidence: 2023-10-31 00-03-23.mp4
  2. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 7 3700x | GPU: RTX 3080 Ti | RAM: DDR4 16GB 3200Mhz Current game behavior disables your ability to make maneuver nodes if it believes your ship to have no deltaV. This also can occur when you have plenty of fuel in the form of monopropellent, which the game doesn't actually calculate the deltaV for. It can also cause you issues if the deltaV calculation has an error and believes your ship has none, even though you can still burn fuel. This seems intentional on the surface, but is prone to causing lots of frustration. Even if it works exactly as intended, I could want to set up a node before refueling my ship to get an idea on the potential fuel cost. How to replicate: Launch any ship in a configuration where the game detects you have no deltaV, and attempt to create a maneuver node. It will pop up an error. Included Attachments:
  3. 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:
  4. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: amd ryzen 7 3800x3d | GPU: AMD RX 7900XT | RAM: 64 GB DDR5 @6000MHz Parts inside of the mk2 cargo bay seem to experience drag. There are 2 craft files attached to this report, one with a cargo bay with a light payload, and one with the cargo bay replaced with a short fuel tank of greater mass. The craft with the payload bay has significantly greater drag than the craft without a payload bay, as evidenced by the fact that it cannot reach a speed greater than 370 m/s, where as the craft without the bay is easily able to push past that speed and reach orbit, despite being heavier with the same external geometry. Included Attachments: SateliteTest1.json TestVehiclenopayload.json
  5. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i5-4690K @ 3.50GHz | GPU: NVIDIA Geforce GTX 970 | RAM: 16.0GB DDR3 Jettisoned Last Stage While In Atmosphere And Then This Happened Included Attachments:
  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: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 9 5900X 12-Core | GPU: AMD Radeon RX 6700 | RAM: 32 Surface of the body is not illuminated by the Sun, even tough it should be. You can circle the entire body, it will remain dark. It seems that this issue persists, even when save is loaded from from freshly started game, so that's good news (save file included). Worth noting is that, sometimes, I got trajectory lines bug upon reloading a save, so maybe it helps, The stand-up guy remains elusive though... Included Attachments: mun2.json
  8. 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: 16gb In KSP 1 "backspace" used to trigger the abort action group. This is missing in KSP 2. Please add it back
  9. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: Intel i5 4690K | GPU: NVIDEA GTX 1070 | RAM: 16gb I crashed part of my lander against a building, so some parts exploded, but the capsule was still intact so I should have been able to fly on and save the craft. Instead, the game forces me to the 'Mission failed' screen with the flight report because it thinks that "Vessel destroyed" even though this is clearly not completely the case. This is super annoying because it renders me powerless to save the rest of the craft. Included Attachments: RovyStray.json Spicat Edit: You can reproduce it with another error than "structural failure": Build any craft Attach a docking port (that we'll call A) Attach a docking port (that we'll call B) on A Copy A (so B is copied with it) Attach the copied part Video evidence: 2023-11-18 01-16-52.mp4 Additional Information: This reproduction is linked to another bug report who has the same reproduction steps:
  10. 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:
  11. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: ryzen 7 2700x | GPU: rtx 2060 6gb | RAM: 16gb 3000mhz Randomly after launch while flying in the upper atmosphere this craft has a tendancy of blowing up on its own due to a random structural linkage faliure. To recreate it take the craft which I've put in the craft file part, turn on precise control (caps lock), launch and do a standard gravity turn, while in the upper atmosphere theres a high chance that a structural linkage faliure will happen and your entire craft will blow up Included Attachments: Craft.txt Spicat Edit: Here the related bug report talking about the flight report popping even if the command pod is still intact:
  12. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5 5600x | GPU: 3070 | RAM: 64gb Behavior The Bug Does: Upon reverting from a save, the craft wobbles and breaks itself apart. Behavior: Extra Info: Additional Notes: Behavior Might Be Different When Relaunching Game Bug Behaves Differently When Freezing and Unfreezing Game Physics Using Time Warp Bug Is Random, Sparatic, And Happens Without Warning. (I have had 3 machines have this behavior but this one is easy to show and is consistent) Full Video: https://youtu.be/FHIBvulU9PQ?
  13. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5 5600x | GPU: 3070 | RAM: 64gb Behavior The Bug Does: When applying an object with a port that isn't the root part using symmetry doesn't behave only doing the object you put on Behavior: Extra Info: Additional Notes: This Might Just Be This Craft Save Itself, Due ThisIs4Bugs.json, All Anchor Points Are Considered "Invalid" There Is Objects Below The "Ground Included Attachments:
  14. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 (latest) | CPU: I9 CPU Intel | GPU: 3060 6 gb (laptop) | RAM: 16 GB This is a boosted report from 0.1.4 as the bug has not changed/been fixed. This bug happens when a kerbal is on EVA and holding onto a ladder and the craft is accelerating. The kerbal slowly, "drifts" away from the craft while still being "attached" to the ladder. Image and video show 2 different examples, on different ladders. Included Attachments: KerbalSpaceProgram22023-10-2718-24-23.mp4
  15. 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
  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 Transition from Vall SOI to Jool SOI: Transition From Kerbin SOI to Minmus SOI: Transition from Kerbin SOI to Kerbol (Solar Orbit) SOI: Additional Information: Cant test Kerbin orbit to Jool. The capture mode camera had issues. Credit goes to Suppise on discord for discovering that the Jool Moons were missing when it was inside of one of the moons SOI. Happens in 0.1.0.0 and 0.1.1.0 as well
  17. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: I7 | GPU: rtx 3080 ti | RAM: 32 Parachutes didn't deploy staging them. Vessel did drop over 200m/s second to water and survived .ipsImage { width: 900px !important; }
  18. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: 13th Gen Intel(R) Core(TM) i7-13700H | GPU: NVIDIA GeForce RTX 4060 Laptop GPU | RAM: 1 TB I was on a trajectory towards Duna and time warp didn't stop in time. The craft glitched through the surface and was set on a straight trajectory into interstellar space. I reloaded a quicksave and started recording in order to find the glitch again. It happened again in the recording, this time however the craft began to orbit INSIDE Duna. I believe the orbit being messed up was a result of the craft exiting time warp while inside of the planet. Included Attachments: 2023-11-0616-10-07.mp4
  19. 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:
  20. Reported Version: v0.1.5.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Pro 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250) | CPU: 11th Gen Intel(R) Core(TM) i7-11700K @ 3.60GHz (16 CPUs), ~3.6GHz | GPU: NVIDIA GeForce RTX 3070 Ti | RAM: 32768MB RAM 3200MHz (4 Sticks Corsair Vengeance RGB Pro 8GB) When I press the Extend button for the inflatable heat shield in the parts manager so that it extends and then make a quicksave and load that, the button switches to the unextended position even though the shield is extended. When I try to press the button it just plays the sound and nothing happens. I attached a video which can explain this better than I can. Included Attachments: Desktop2023_10.17-11_59_48.02-Trim.mp4
  21. Reported Version: v0.1.5 (latest) | Mods: See previous bug reports | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 9 | GPU: GeForce RTX 2060 Super | RAM: 32 GB Still trying to get to Moho, this time by creating multiple smaller craft and assembling in orbit. Launched the first craft (transfer stage), putting it into LKO at ~100km and watched it spin out of control as soon as the circularization burn was done. Finally got it under control and launched Moho II-1 Lander into LKO with a Pe of ~90km. Set original craft as target and used RCS to get to the target marker on the navball (in spite of having reaction wheels which, for some reason, do not seem to work AT ALL). Switched to the original craft using ]; I do this on all rendezous maneuvers when I have docking ports on the front/top of the craft so I have a direct line from one vehicle to the next. The lander craft began to spin out of control as I was setting it as a target, so I switched back to get it under control and then the original craft spun out of control. Video shows this happening. Steps to Replicate: rendezvous 2 crafts in orbit. ensure they both have control. make the craft target eachother set SAS to target on one of the crafts switch to the other craft and do the same observe the non-active craft will start to spin Workaround: Disable SAS on one of the two craft after positioning it Included Attachments: Desktop2023_10.31-13_41_58_03.mp4
  22. Reported Version: v0.1.5 (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 I encountered the return of orbital decay after loading a save. As a work around, I managed to activate time warp, but this only solved it temporarily. I am not sure if it affects other celestial bodies in the solar system. These are the steps I took after loading: 1-Begin timewarp and then exit 2- Start my power descent(descent burn) 3- record results Included Attachments: OrbitalDecayAroundMunafterLoadingaSave_logs.zip SpacePeacockDebugger.json (craft file)
  23. Reported Version: v0.1.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB Smaller Rover to Show Severity: Larger Rover to show its at each 1000m interval: Additional information: Quicksave and Quickload and the 1000m glitch will reset the distance and will now happen from 1000m away from that new Load point. Physics Warp appears to resets the 1000m glitch point as well. Why the Large Rover didn't end up on its side or on its back is because it wasn't travelling fast enough. I tried it on Minmus and it did do it at 1000m but I couldn't get consistent results because the surface wasn't flat enough. The game is reporting the Kerbal 2000m (not 1000m) away as being on a crash trajectory each time the large rover glitches
  24. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Edition Windows 10 Home Version 22H2 Installed on ‎29/‎06/‎2022 OS build 19045.3570 Experience Windows Feature Experience Pack 1000.19052.1000.0 | 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: 31.0.15.4592 Driver date: 19/10/2023 DirectX | RAM: Memory 32.0 GB DDR3 Speed: 1600 MHz Slots used: 4 of 4 Form factor: DIMM Hardware reserved: 4 Severity: Low Frequency: High. Very easy to reproduce the bug. Description: I am not sure when this bug happened, but frequently the game will not activate a staging on the first click of the green button nor will it active a staging on the first pressing of the space bar. A second click/press will do, though. I believe this is not intended to be, as the tutorial itself believes that one staging input confirms separation of the craft, in tutorial "Missing the Ground 3/6". (Paige can be fooled!) Here is a video of it happening (I have to click a second time to successfully separate the stage):
  25. 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; }
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