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  1. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Version 22H2 OS Build 19045.4412 | CPU: Intel Core i3 10100f | GPU: Intel Arc A770 16GB Limited Edition | RAM: 16GB 2667MHz generic DDR4 Creating a save in either mode and then leaving and reopening the game will causes saves to disappear - by disappear, I mean that opening the single player tab will show all your games except the last one played on which will still show the rectangle where all the information typically is but it will be empty. Then attempting to select one of your previous games will cause that save to just disappear. Navigating to the save folder shows that it is still there, but KSP2 will not show it to me. This is not a new bug as of the current version, but I am not sure as to which version I first encountered it. Please note: in the attached screenshots, the one a sandbox campaign called 'default' comes chronologically first. The second screenshot was the immediate result of clicking onto the empty rectangle. 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: v0.1.5 (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:
  4. 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; }
  5. Reported Version: v0.2.1 | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core I7 10th Gen | GPU: NVIDIA Geforce MX350 | RAM: 8GB Issue: Placing a part by connecting any node on it to a node on another part will cause that part to not be deleted when the player attempts to undo the action. It will instead become seperate from the part it was placed on. This does not happen for radially attached parts. Steps to Reproduce: Place any part that has free nodes Place any other part by connecting one of the nodes on it to a node on the previously placed part Click the undo button or use CRTL-Z Observe that the second part has become a seperate assembly Video Evidence: Kerbal Space Program 2 2024-06-13 02-38-49.mp4
  6. Reported Version: v0.2.1 (latest) | Mods: commnext | Can replicate without mods? Yes OS: windows 11 family | CPU: Intel 14700k | GPU: 4080 super | RAM: 32go Hello, the French text says you need a "conserve d'atterrissage". The French translation for the Small pod is "conserve", while the medium one is "boîte de sardines". you need the medium one, the "boîte de sardines", please correct it. (I learned it the hard way after 3 successfully Small pods land-on and more than 15 hours of gameplay... I decided to watch a YT guide and immediately notice that the French text for the missions was mismatching) Spicat Edit: I am also French so I can get my view on this. "Tin Can" can be confused by "Landing Can" even in English (both are "Can" but both are different for the mission). But it's even worse in French: The "Tin Can" is translated to just "Conserve" instead of "Boite de conserve" (Like it is with the translation of "Tun Can" which is "Boite de sardine"), it's not really incorrect per se, but it adds to the confusion so consider changing it to "Boite de conserve". It's like if in English, it was "Can" Mk1 instead of "Tin Can" Mk1 It's maybe the same in other languages but I can't confirm. This problem is also relevant for English though.
  7. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: And ryzen 7 5800 8-core processor | GPU: Nvidia GeForce rtx 3060 | RAM: 16.0 gb So for about an hour or so I was being driven up the wall trying to figure out what was causing my trajectory lines to disappear. After one flight I immediately went to map mode and saw the trajectory lines were there no problem. But then I went on the next stage of the flight and it disappeared. What was causing the issue was the use of sepratron-1 on the decouple debris. I took it off and bam trajectory lines are working as intended.
  8. 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.
  9. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 9 5900x | GPU: AMD RX 5950xt | RAM: 32Gb I use a non-standard keyboard layout called Colemak. So I re-bind keys in every single game I play. My WASD is WARS, Q and E are instead Q and F. When keys are re-bound from Qwerty and the game is restarted, the key bindings do not apply until you open the Input menu. Only tested in Exploration mode. Repro steps: Re-map keys (only tested with pitch, yaw, roll) Save input changes, test changes on a craft, save and quit the game Launch KSP2 again Load save file, launch a craft (do not open settings menu) Expected: key mappings should apply as bound in step 1. Actual: keys mapped in step 1 do not apply, Qwerty appears to be the default. Resolution: Open Settings > Input menu, then close it again. No key-bind changes are necessary. Return to the game, keys mapped in step 1 now apply Included Attachments: 2023-12-2120-00-34.mkv
  10. 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.
  11. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core I7 10th gen | GPU: NVIDIA GeForce MX350 | RAM: 8GB Issue: There are typos in the science texts for the Environmental Survey experiment Landed in Moho's Highlands science region. 'reaches can reach' should be either 'reaches' or 'can reach', not both 'solar system' should say 'Kerbolar system' Image:
  12. Reported Version: v0.2.1 (latest) | Mods: Docking alignment display, SpaceWarp, UITK | Can replicate without mods? Yes OS: Win 10 22H2 | CPU: Dual Xeon X5690 3.46Ghz | GPU: AMD 5700XT | RAM: 96G I had just EVA'd at the Minmus monument, collected a sample and report. Boarded the ship and manually saved (Save 2024-04-27 lv min). Mission completed in task list. Exited and did another save on exit. Quit. Ran the game the next day and loaded the top save (the exit save, quicksave_80). Discovered many maneuvers later that the mission was now not completed. Reloaded the manual save, mission back to being completed. Included Attachments: Save2024-04-27lvmin.json quicksave_80.json
  13. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core I7 10th gen | GPU: NVIDIA GeForce MX350 | RAM: 8GB Issue: There are typos in the science texts for the Orbital Survey experiment in Low Orbit above Duna's South Pole and Midlands science regions. In the 'Orbital Survey Sample' for the 'Duna/Low Orbit/South Pole ' region, "suggests Duna once powerful magnetic field" should be "suggests Duna once had a powerful magnetic field" In 'Orbital Survey Data' for the 'Duna/Low Orbit/Midlands' region, "Why there are" should be "Why are there" Images:
  14. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Not relevant | CPU: Not relevant | GPU: Not relevant | RAM: Not relevant Severity: None (small localization issue) Frequency: Always In the saves menu – and probably in other places, but I do not remember seeing it anywhere else – the date format used is month/day/year, regardless of player's language and configured date format on the computer. As an example, I set up my game in French and my computer's shortdate format is configured in day/month/year, but the date is still rendered in usual American format (see screenshot) This can be confusing for players who are used to the day/month/year format, especially if the day of the month is between 1 and 12. I think the UI should rely on the computer's configured shortdate format to decide which format to use; if this is not easily possible, an alternative could be to rely on user's language setting in KSP to use a predefined format. Included Attachments:
  15. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i5 | GPU: Nvidia GeForce GTX 1070 | RAM: 16GB Severity: high Frequency: high Description: To recreate: Have a rover on the surface of eeloo. Time warp. Stop time warp. The rover is now inside eeloo on its way to Eeloo's core. See attached video. Also: Why is Valentina inside the vessel? I did not send her to Eeloo. A kill sphere inside the planet seems to be missing, but perhaps I am teleported below it. Included Attachments: bandicam2024-01-3021-56-12-489.mp4
  16. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: Intel core i7 | GPU: Rtx 3070 | RAM: 8go Spicat Edit: "Keostationary orbit" mission description is: "Using a vehicle with a probe with a probe core, orbit Kerbin at an altitude of 2863km and an orbital speed of 1010m/s" However it seems (like the original author problem was) to not be the only requirement. My assumption is that it does need to have an AP and PE of 2863km. Author original screenshot:
  17. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 | CPU: AMD Threadripper 2950x | GPU: RTX 3080 | RAM: 32gb I transferred CH4 and Ox (both marked as OUT) into another tank (both marked as IN). The result was that the CH4 values decreased on both tanks. Seems like the Ch4 disappeared? Start:Tank 1 : 2.5 CH4 and 10.02 Ox and Tank 2: .27 CH4 and 1.06 Ox End: Tank 1: 1.72 CH4 and 11.08 Ox. Tank 2 empty (would have expected 2.77 CH4 and 11.08 Ox) I did have a 3rd tank that was full and set to = (unchanged.) Was able to reproduce multiple times in the session. Had to reload a previous save to restore levels. Video: https://www.twitch.tv/videos/2009660344?t=01h11m05s Included Attachments:
  18. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i5-10600k | GPU: RTX 3080 | RAM: 32GB DDR4-3600 Severity: None Frequency: Always Issue: There is a typo in the part description of the T-1 "Dart". In the first sentence, it says There is just a space between C7 and s, which isn't proper syntax. Expectation: There should be an apostrophe connecting C7 and s, i.e., C7's. Steps to Reproduce: In the VAB (or R&D Center), hover over the T-1 "Dart". Press Shift to expand the part description. Read the first sentence. Included Attachments:
  19. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i5-10600k | GPU: RTX 3080 | RAM: 32GB DDR4-3600 Severity: None Frequency: Always Issue: There is a typo / grammatical error in the part description of the LV-2000 "Trumpet". The wrong speech article is used in the first sentence, which reads: The "an" article is typically only used when proceeding a word that begins with a vowel. Expectation: In "to build an deep space engine", "an" should be "a". Steps to Reproduce: In the VAB (or R&D Center), hover over the LV-2000 "Trumpet". Press Shift to expand the part info and description. Read the first sentence. Included Attachments:
  20. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i5-10600k | GPU: RTX 3080 | RAM: 32GB DDR4-3600 Severity: None Frequency: Always Issue: There is a single character typo in the description of the RE-L10 "Poodle". The last sentence of the description reads : Expectation: The : after Poodle should be another ' in order to close the quotation, i.e., 'Poodle'. Steps to Replicate: In the VAB (or R&D Center), hover over the "Poodle" part. Press Shift to expand the part window and description. Read the last sentence in the description. Included Attachments:
  21. 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):
  22. 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
  23. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: 7900x | GPU: 4070 ti | RAM: 128 GB Anth requested that i made a bug report on this ------------------------------------------------ Anth Edit: Thanks to @Stephensan for posting this. Note the focus of this is on the visual glitch rather than the physics glitch that is applied. In my testing sometimes the visual glitch occurs and the physics one doesn't appear to so I wanted to have two separate issues posted on the forums ------------------------------------------------ In this case, i been dealing with a bug with rovers (wheels in general) where every 1000m~ in this case "at 2000m (more between 2000m and 2100m) it glitched one of the rear wheels and then the physics glitch happened as well." causing the craft to lose control, How to recreate bug Create a rover with any wheels Go to another planet either using teleport or getting there by rocket Start driving After 1000m the bug will start happening What does the bug do Glitches the wheels upward to "100%" fully compressed suspension In a "single frame" (extremely quickly) it resets to the original position Possible that the game physics decided that it should move the craft due to seeing that the wheels "went up" causing a phantom force that shouldn't be applied to the craft Craft loses control causing it to crash How does it affect the player Driving normally as a player should, starts off as a visual bug, that is related to the 1000m terrain glitch however, with how wheels "collide" with the ground gaining phantom forces when going in the ground this bug should be for the visual side, however it is noted that it still can have the 1000m phantom force You cannot expect when the bug trigger and cannot know if which way the bug will throw you if it decides that it should.. It hinders users driving long term on any planet causing users to need to use a lot of quicksave/adjust autosave to sub 10 seconds when going above the speed of 15-20m/s due to how frequent the gets due to the speed and distance. The video is "Supercut" of 5-7 minutes of just driving and the bug triggering and causing a crash and me reverting save, the parts cut out is(Unimportant) besides just the distance made and was just normal "straight line driving". OG video can be sent via YouTube upon request. Imnotthatinsnaea.mp4 What's included: Player.log Ksp2.log Campaign Save Known issues (thank you anth) Null colliders (i think this is on every quicksave/autosave it has one) Saves throws the "back" out for some reason i think this is due to the craft and not due to the bug, and the issues are separate due to being able do this with MANY other machines. Teleported to Duna from the KSC using cheats throwing up errors Included Attachments: TESTINGTESTINGTESTING.zip Player.log Ksp2.log
  24. Reported Version: v0.2.1 (latest) | Mods: Commnext, Microengineer, Trim Controller | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB COM for angled tailplane (Tail Connector B) is offset such that having the connector pointed to the side places its mass in the middle whereas pointing it up/down offsets its COM to either side (demonstrated in video). This has the result of giving any craft including this tailplane the tendency to roll if it is used as intended. Expected behaviour would be that pointing the tailplane to each side would shift the mass that way. Included Attachments: offsetCOMwrong.mp4
  25. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: 7900x | GPU: 4070 ti | RAM: 128 GB rather a random bug that it seems that anth cannot replicate, and i just wonder if its one of the many bugs i just find that decide to start that has no real cause. Bug where I add more campaign saves I lose fps inside the game, anywhere between 10fps down to 2fps difference i doubt a lot of people have this issue, or even know of this bug. Included Attachments: Test2.mp4 Ksp2withmorecampaigns.log Ksp2withlesscampaigns.log
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