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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: v0.2.1 (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:
  3. 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
  4. 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
  5. 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:
  6. 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:
  7. 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
  8. 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:
  9. 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:
  10. 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:
  11. 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:
  12. 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:
  13. 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):
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 9 5900x | GPU: AMD Radeon 6700 | RAM: 32 I've launched a relatively simple rocket. Before circularization burn, a smaller landing vessel is decoupled from payload bay, and I've tried to dock it to the front of the main rocket. Attempt was unsuccessful, I managed to touch decouplers, but my lander bounced off (my bad). A few seconds after, main rocket suddenly started plummeting towards Kerbin. I cannot reproduce the bug. I've reloaded the save file and docked with success, but I have both save files before and after the bug (main craft still plummeting). Hopefully that'll help. For any more details, feel free to write... Included Attachments: savegames.zip
  20. Reported Version: v0.2.1 (latest) | Mods: Commnext, Microengineer | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB The Diverterless inline air intake has 1t of methane fuel but doesn't show up in resource manager. Included Attachments:
  21. 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:
  22. 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.
  23. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win10 | CPU: i710700k | GPU: rtx2060 | RAM: 32gb "Invalid research location" for no reason for RSCM-01 Sample grabber. Requirements were fulfilled according to part info, yet it was impossible to perform - therefore, impossible to test if the arm will work when it arrives several years later at its destination. Included Attachments:
  24. Reported Version: v0.2.1 (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 This bug seems to be related to this: Although that being said. The result is achieved without using any time warp: Bug Documentation: Bug replication steps: Fly a craft away - take control of either the base or the cew shuttle 02 Result will be that it have fallen through the floor. Note: I have a map bug - but I've never experienced that before.. The bug report is not about that though. Included Attachments: Basefallthroughground-notimewarppackage.zip .ipsImage { width: 900px !important; }
  25. Reported Version: v0.2.1 (latest) | Mods: Community Fixes v0.13.0 for KSP2 v0.2.1 | Can replicate without mods? Yes OS: Windows 11 Professionnel 64-bit (10.0, Build 22631) (22621.ni_release.220506-1250) | CPU: AMD Ryzen 5 2600 Six-Core Processor (12 CPUs), ~3.4GHz | GPU: NVIDIA GeForce RTX 4060 | RAM: 32768MB Hello I noticed that for the second time Jeb has teleported himself from the list of available kerbal crew to an active rover. The first time Jeb teleport himsleft to a rover on Minmus, for the second time it's in a rover on Mun. Rovers are different and have different command parts. I noticed that the teleportation occured while I was returning a crew of 4 kerbals from a long mission. I have mod installed in my game, but the first occurence of the bug occured with any mod install in 0.2 version of KSP 2. The severity of this bug is quite low since I can return Jeb with teleportation in the cheat menu, but I first have to find him among all the craft with available space for crew in my game.
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