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  1. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win11 | CPU: i7-13700K | GPU: 3070ti | RAM: 64gb I got the Plant Flag on Pol mission completed by planting a flag on Minmus, either in the Arctic Ice or Ice Sheets biome.
  2. Reported Version: v0.2.0 (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: While taking off from Minmus in a Northly direction, I used the time warp and noticed my Ap stopped changing. Fuel was still being consumed. The trajectory arc was also not changing. Evidence: I tried loading from a quick save and even restarting and this bug persists, so I'm attaching the quick save. Video: Included Attachments: BuggedSave.zip
  3. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 11 | CPU: i5-10300H | GPU: rtx 3050 (laptop) | RAM: 16gb My rover is having weird problems while trying to climb a mountain. It's spinning, sometimes it will sort of "teleport" into a different position. See video for a better description. Included Attachments: Ksp22023_12.22-18_53_30_02.mp4
  4. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: AMD Ryzen 5 5600X | GPU: 3080 TI | RAM: 32GB Issue: Placing Landing Legs on Trusses Causes Camera Disconnect and Drops The Legs after triggering a stage. Severity: med/low, apparently there is some way to "reconnect" the camera, but it is very tedious Frequency: high, reproducible 100% Description: When placing landing legs on trusses, once triggering a stage after the initial launch, will cause the legs to fall off the trusses and "disconnect" the camera from the craft, meaning the craft will start to distance itself ever so slightly from the camera location until it is entirely out of view. Furthermore, the landing legs will simply drop off the craft when the stage is triggered. I have attached a rocket that will achieve this effect 100% of the time. The reason I know the landing legs on the trusses are to blame is that I modified the rocket until the bug no longer occured, which happened once the landing legs were placed directly on the methalox tank. If required I can upload a video, but as said you should be able to reproduce this 100% of the time. Included Attachments: BUGGED_VEHICLE.json
  5. 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:
  6. This has happened to me, except I don't even see a Ap or Pe indicator when this happens. I'm on v0.1.4.1, no mods. Nothing seems to fix this for my craft that is currently affected. I've tried going to the KSC, then back to the tracking station to take then control of my craft. I've tried saving and exiting out of the game entirely. And just going to tracking station and then back to craft. I did some investigation and found some interesting things: My save opens up straight to the craft in flight. If I go straight to the tracking station and back to controlling the craft, it continues to follow along its trajectory (even though I can't see what that is in map view). BUT if I go to the KSC and then back to the tracking station and take control of the craft, the craft heads straight downward towards Kerbin like all momentum was lost. This is repeatable. Either way I go to the tracking station (straight from flight or from KSC) the craft's state says "landed" in the tracking station. It seems like, at least for me, the game believes the craft is landed and therefore is not showing a trajectory line. In the screenshot example below I wasn't even in orbit yet, just suborbital: I would like to be able to provide a save file, I'm just not sure how to do that.
  7. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 7 6800H with Radeon Graphics. | GPU: NVIDIA GeForce RTX 3050 Ti Laptop | RAM: 40 GB Now, the title explains it all, but I wasn't sure if this was supposed to happen, so here we go. On the exit the atmosphere mission, I was returning to Kerbin after a nice short flight to 100km and on the way back, my ablator wasn't draining and the heat shield wasn't charring either. Now, this is important because my rocket's parachutes only deploy if the ablator is half depleted, so... Revert to save Val.
  8. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5700X | GPU: RTX 3050 | RAM: 32GB Parts in question are batteries and solar panels inside a fairing. The batteries are fully inside and are 100% occluded by the fairing. However, while launching through the Kerbin atmosphere, the parts are getting heated up close to the point of destruction. Included Attachments: .ipsImage { width: 900px !important; }
  9. 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:
  10. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: 12th Gen Intel Core i7 - 12700K | GPU: NVIDIA GeForce RTX 4070 TI (16GB) | RAM: 32GB (3200 MHZ) Came back from a Mun mission and to my surprise, the Ocean disappeared, didn't know Kerbol got hotter :klueless: . Fix: Restarting the Game. Included Attachments:
  11. 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:
  12. 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:
  13. 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
  14. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 11 | CPU: 5950x | GPU: 4090 | RAM: 64G For craters below sea level, the lighting rendering of sunlight is incorrect and seems to be blocked, resulting in complete darkness Included Attachments:
  15. Reported Version: v0.2.0 (latest) | Mods: BepInEx, Commlines, Community Fixes, Flight Plan, Hide Orbits, K2D2, Maneuver Node Controller, Node Manager, Orbital Survey, Patch Manager, SpaceWarp, UITK for KSP 2 | Can replicate without mods? Yes OS: Windows 10 Home 19045.3803 | CPU: i7-13700KF | GPU: NVIDIA RTX 3060 12GB | RAM: 32 GB I'm not sure if it's always happening, but it seems to happen every time I launch the specific rocket in the video, as well as happening with other rockets occassionally. The vessel will suddenly have many of it's parts slightly offset from each other mid-flight, without apparent reason. I've also found that this causes the craft to no longer be able to correctly/accurately find SAS points (prograde, etc.). It is off by a degree or two, but there's no indication that the craft is attempting to correct this (no movement on the Pitch/Yaw/Roll indicators). EDIT: On vessels affected, it seems to happen after a non-physics time warp. EDIT 2: I believe I've identified what causes the issue. It seems to be associated with the Tiny Reaction Wheel (TRW-0625). I isolated it after carefully removing each part from the vessel, flying it above 70k, then doing a few short time warps at 0 thrust. Issue doesn't occur when the Tiny Reaction Wheel is not on the vessel. Included Attachments: 2023-12-2923-45-33.mp4 OrbitalRelayProbeMk8.json
  16. 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
  17. 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
  18. 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:
  19. 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
  20. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Core i7-8750H | GPU: GeForce RTX 2070 | RAM: 16 What I expected to happen: In low Ike orbit, at high game time, solar panels on vessel in sunlight collect EC What actually happened: Solar panels are "Blocked by Ike" below 120km altitude Steps to replicate: Load minimal example game save .json (attached) Notice solar panels are listed as "Blocked by Ike" Interestingly, this did not replicate with a UniverseTime near zero, so I pasted in my main save's UniverseTime (almost 15 years elapsed) and then I was able to reproduce the minimal example game save above. The underlying issue is likely causing a similar error on Jool (which I also encountered) and other bodies, possibly related to high game time: Included Attachments: BugreportIke.json .ipsImage { width: 900px !important; }
  21. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 22H2 | CPU: 13th Gen Intel(R) Core(TM) i7-13700HX 2.10 GHz | GPU: NVIDIA GeForce RTX 4070 | RAM: 16GB When attempting to use Toggle action within Custom Action Groups, many Toggle actions fail to work. What has been noticed when Part Manager is opened, when pressing the appropriate Custom Action Group Hotkey, you can see the the action "flash," and the part Status gets stuck on "Working." If I manually extend/retract/deactivate engine, it will go to the correct state until you try to change the state with one of the broken custom actions. This was initially discovered in a modded installation, however, mods were disabled and the issue still persists. Below is a quick list of what I have tested so far: Working: Wheesley engine - Cycle mode works Panther engine - Cycle mode works HG-5 antenna - Toggle Antenna works DTS-M1 antenna - Toggle Antenna works Not-working Wheesley engine - Toggle Engine does not work Panther engine - Toggle Engine does not work SP-4L solar panel - Toggle Panels does not work LT-1 Walleroo landing leg - Toggle Leg does not work I have also seen the landing legs "flip out" occasionally when not working. They will spring open and partially be extended, but the animation and drawing of them is not correct. The lower strut portion will be standing straight up and not connected to the upper strut portion. I have also seen the solar panels become frozen, where they are no longer able to be extended or retracted, even when manually going to the part and not using the action group hotkey. Attached video shows part manager, a craft that was created to show different parts having the issue, and then shows me attempting to press hotkey 4 to toggle the landing legs. You can see the Status hang on working, and you can see the "Leg Extended" field briefly flash like it is trying to change it from off to on (or on to off). In this video, you can see the landing legs glitching as well as described above as "flipping out." Included Attachments: KerbalSpaceProgram22023-12-3114-45-35.mp4
  22. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Pro 64-bit (10.0, Build 22621) | CPU: Intel Core i9-10885H | GPU: NVIDIA Quadro RTX 5000 Max-Q | RAM: 64GB Is anyone experiencing issues with Escape towers fired with the Abort action group? I've tried making both a Mercury clone with sepratrons and an Apollo clone with the bottle rocket without success. If the motor(s) and coupler are in the same action group only the coupler fires. If I put the coupler in say the Brake action group and the motor(s) in the abort action group, they work pressing Brake followed by Abort. I would expect an abort action should fire both the coupler and motor(s) together. I confirmed this is the behavior in KSP 1 (Coupler and escape tower in the abort action group, fire together). This is an un-modded installation of 0.1.5.0.28834 Homer Included Attachments: NewWorkspace.json
  23. 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; }
  24. Reported Version: v0.2.0 (latest) | Mods: See previous submissions | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 9 3900 12 Core | GPU: GeForce RTX 2060 Super | RAM: 32 GB RAM As part of the Exploration mode, I went to the Mun Arch and planted a flag right in front of it (first image). When going to the tracking station, even with the Flag filter enabled, the planted flag does not show up (second image). Planted Flag: Tracking Station:
  25. 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 Overview: A persistent issue where Kerbals, wheels and landing legs fail to interact properly with the ground in saves with a large number of flags planted, resulting in Kerbals freefalling in place indefinitely and wheels/landing legs clipping into the ground and not functioning, this issue seems to be independent of the location of planted flags in the save and also seems to be time dependant too (see below). Kerbal Floating Immobile Until using RCS Where She Looks like She's Skiing: Issue Gone with the Removal of the Flags: UT Time Is A Major Factor: Tylo: Laythe: The above issue happens within a range of UT times and not other times. Duna: Eeloo: Credit: @DibzNr Gave me his save files in relation to his bug report: @Moredice Gave me his save files in regards to Eeloo and I used his save to launch to Duna.
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