Davidian1024 Posted June 26, 2023 Share Posted June 26, 2023 (edited) Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux Ubuntu 20.04.6 | CPU: AMD Ryzen 5 3400G | GPU: NVIDIA GeForce GTX 1080 Ti | RAM: 16GB Specs: (see further below for how to give us all the info we need here) Spoiler Computer Information: Manufacturer: ASUSTeK COMPUTER INC. Model: PRIME B450M-A Form Factor: Desktop No Touch Input Detected Processor Information: CPU Vendor: AuthenticAMD CPU Brand: AMD Ryzen 5 3400G with Radeon Vega Graphics CPU Family: 0x17 CPU Model: 0x18 CPU Stepping: 0x1 CPU Type: 0x0 Speed: 3700 MHz 8 logical processors 4 physical processors Hyper-threading: Supported FCMOV: Supported SSE2: Supported SSE3: Supported SSSE3: Supported SSE4a: Supported SSE41: Supported SSE42: Supported AES: Supported AVX: Supported AVX2: Supported AVX512F: Unsupported AVX512PF: Unsupported AVX512ER: Unsupported AVX512CD: Unsupported AVX512VNNI: Unsupported SHA: Supported CMPXCHG16B: Supported LAHF/SAHF: Supported PrefetchW: Unsupported Operating System Version: Ubuntu 20.04.6 LTS (64 bit) Kernel Name: Linux Kernel Version: 5.15.0-75-generic X Server Vendor: The X.Org Foundation X Server Release: 12013000 X Window Manager: GNOME Shell Steam Runtime Version: steam-runtime_0.20230509.49499 Video Card: Driver: NVIDIA Corporation NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 Driver Version: 4.6.0 NVIDIA 530.41.03 OpenGL Version: 4.6 Desktop Color Depth: 24 bits per pixel Monitor Refresh Rate: 60 Hz VendorID: 0x10de DeviceID: 0x1b06 Revision Not Detected Number of Monitors: 2 Number of Logical Video Cards: 1 Primary Display Resolution: 1920 x 1080 Desktop Resolution: 3840 x 1080 Primary Display Size: 20.75" x 11.65" (23.78" diag), 52.7cm x 29.6cm (60.4cm diag) Primary Bus: PCI Express 16x Primary VRAM: 11264 MB Supported MSAA Modes: 2x 4x 8x 16x Sound card: Audio device: Nvidia GPU 82 HDMI/DP Memory: RAM: 15913 Mb VR Hardware: VR Headset: None detected Miscellaneous: UI Language: English LANG: en_US.UTF-8 Total Hard Disk Space Available: 467875 MB Largest Free Hard Disk Block: 51023 MB Storage: Number of SSDs: 9 SSD sizes: 2000G,2000G,1000G,500G,63G,4510M,0B,0B,0B Number of HDDs: 0 Number of removable drives: 0 Severity: Med (Can be highly disruptive to a mission. Could convince you that a particular engine is active when it's not or vice versa. The workaround is to keep a very careful mental note of which engines are active and which are not.) Frequency: High (I believe this occurs all the time with all engines. I've tested it with at least one of each of the methalox, methane, monopropellant, xenon and hydrogen based engines) Description: The engine Activate/Deactivate control within the parts manager has text that changes to report the current state of the engine. This text does not seem to always update when it should. It then ends up reporting that the engine is in the opposite state of what it actually is. Steps to reproduce: Launch anything with any engine. (This could be just an engine. The new extendable engines are good choices because their extended/retracted state visually shows what state the engine is actually in.) (Optional) Cut the throttle or set it low enough to not lift off or otherwise interfere with the test. Or build a craft with the engine on top pointing up. Right click the engine to pull it up in the parts manager. Click the Activate/Deactivate button. Observe the text of the activate/deactivate control. Use other means to determine whether the engine is actually active or not. Repeat steps 4-5 as needed. Sometimes, it would take multiple presses of the button to get the state to be out of sync with the actual engine state. Also, I think that triggering a stage that would activate and engine counts as a press of this button or call to some underlying function or whatever. FWIW, I've sometimes been able to get the state indicated by the text to match the engine's actual state by changing the throttle of a running engine. At least I think that's what did it, I'm not able to get this to work consistently. I also want to stress that the way this control is designed is highly counterintuitive. A toggle switch would be much clearer to the user. Seeing the switch in the green activated state or black deactivated state would make it easy to know at a glance what state the engine is in. As things currently are, you have to parse text and imply deduction in order to determine what state the engine is in. Example(when things are working): The engine is active. The button text reads "Deactivate". If you as the user want to know what state the engine is in, you first have to parse this text, which is telling you that if you click the button it will deactivate the engine. Then you have to deduce that this means the engine must be active. Nothing actually directly indicates the current state of the engine. This is much more complicated than it needs to be. It becomes problematic if you have many engines which need to be in different states depending on your mission. Included Attachments: Edited July 8, 2023 by Anth12 Link to comment Share on other sites More sharing options...
Anth Posted August 30, 2023 Share Posted August 30, 2023 This is fixed as of 0.1.4.0 Link to comment Share on other sites More sharing options...
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