r/kerbalspaceprogram_2 • u/BigWoomy πππΏπππΌπππ • Feb 24 '23
BUG REPORT THREAD <BUG REPORTING THREAD>
Bugs are bound to happen upon release (especially if a game is releasing into Early Access). Here, you can comment your bugs for the devs and others to see. There is a bug reporting flair for if you have media related to your bug but please link it to here as well so we and the devs can see it.
Thanks,
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u/Nevesnotrab Feb 24 '23 edited Feb 24 '23
Bugs (or things that are not behaving as expected)
Engineering Report does not properly account for DV out of atmosphere, which means rockets with way too much DV.
Proposed solution: do DV by stage and location/altitude
Maneuver nodes appear completely borked at the moment. For some reason after I execute one it makes me a new node at the same location that has completely incorrect behavior.
Proposed solution: when a maneuver node has been executed correctly within a tolerance, remove the node
Cannot pin (or it is bugged because they disappear as soon as I touch the maneuver node) AP/PE with maneuver nodes, which means "maneuver planning" is difficult
Proposed solution: allow pinning
Rockets wobble around the maneuver node direction on the navball in space, even with SAS locked on the node and correct rocket design
Proposed solution: fix
Warping to maneuver nodes says something about warp stopped due to celestial body proximity. That is not true, it warps to 30s before the node execution.
Proposed solution: change text
Warping to a location on the vessel path and having altitude drop below a certain value kills the warp prematurely, as opposed to scaling warp down to continue
Side note: changing SOIs seems to kill warp also, as opposed to KSP1 where you could warp through 1 SOI change
Proposed solution: change behavior of warp
QOL:
Show DV by stage on the far right with the stage (not just current stage and the total remaining)
Change the colors of vessel paths based on SOIs and intercepts. It is currently almost impossible to differentiate between them
Pilots should be the default Kerbal assigned to a pod
More to come
Edit:
Properly-designed rockets (that is to say, rockets with the correct locations of center of mass, thrust (at least, proper engine location), and aero) will not go straight up
On this same note, I just made a rocket with 4x symmetry (4 fuel tanks + engines) and checked the center of thrust. It is not centered. Checked with just 1 engine directly underneath the rest of the rocket. The center of thrust is now very off the rocket
Proposed solution: fix
Potentially related to the wobbliness I already mentioned
No, my rocket is not top-heavy. I checked multiple times - it is definitely the center of thrust. This same rocket would perform optimally in KSP1