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Zatie12

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Everything posted by Zatie12

  1. I posted an example video here: Thanks and apologies if this issue has already been reported KSP Version - latest patch 0.1.1.0 Update Operating System and version (Windows 10, Windows 11) - Windows 10 Pro CPU and GPU models, any other system information which could be relevant - 13900K / 40-series GPU Description of the bug. Expected Behavior - Launch button to head to the pad Observed Behavior - Rapidly/accidentally double clicking the launch button appears to destabilise the UI, elements stop responding to user input and unable to go to the launch pad anymore. Reverting to launch causes the game to stop responding to all user input Steps to Replicate - As per video, rapidly double click the launch button in the VAB Fixes / Workarounds (if known..) A list of ALL mods. If the list is long, please consider using a spoiler window. - no mods/stock KSP2 Other Notes / Screenshots / Log Files (if possible..) - Video attached in first post
  2. Thanks for those suggestions. I discovered it's my joystick that was plugged in and I had it set up at one point and probably the deadzone/sensitivity wasn't quite right! Unplugged it now :-)
  3. I seem to have an issue where, when RCS is enabled, there is a constant retro RCS thrust being fired that drains away all of the RCS reserves if left unattended. It can be overridden by inputting RCS thrust commands but when no keys are held it reverts back to retro thrust. I've tried with SAS on or off, doesn't seem to have an effect. It also doesn't affect Kerbal jetpack RCS. It could be a mod, or a setting that I have somehow enabled. Just wondering if anyone has encountered this and knows what the cause is? Running a fairly standard set of mods for reference: 000_ClickThroughBlocker 001_ToolbarControl 666_ModuleManagerWatchDog.dll 999_KSP-Recall 999_Scale_Redist.dll AstronomersVisualPack BetterTimeWarp CameraTools CommunityCategoryKit EnvironmentalVisualEnhancements KAS KerbalEngineer Kerbaltek KWRocketry MechJeb2 ModuleManager ModuleManagerWatchDog NavyFish PlanetShine ProceduralFairings SCANsat Scatterer Sigma Squad SquadExpansion StockWaterfallEffects TriggerTech TweakScale Waterfall Thanks
  4. Hi Community I'm attempting to perform a transfer from Kerbin (4000km circular orbit) to Duna using Transfer Window Planner. I've followed the instructions, but the computed mode doesn't seem to get anywhere close. Screenshot attached. Just wondering if anyone knows what I'm doing wrong! Thanks :-)
  5. Thanks! A combination of selecting rigid attachments throughout the main body and selectively using autostruct on some heavy peripheral components works a treat.
  6. Hello all I recently came back to KSP after a very long break, I played about 700ish hours during the 0.1x version era. Naturally I installed a bunch of the latest versions of the mods I used to know and love (KW Rocketry, etc). I see that the physics especially with large space stations is still just as sketchy as it used to be, still thrashing a single CPU core when there are 12 available and still not using GPU compute resources (as far as I can tell). The good old infinite energy creation mechanism whereby a completely stationary construction will slowly oscillate more and more aggressively until it spontaneously self destructs in a huge explosion still exists too I see :-) Anyway, this isn't a bashing session, I love KSP! This was more a related but simple question, is there a mod or struct these days that behaves rigidly like a "real world" piece of metal would, i.e. it doesn't flex and bend like jelly? Ta :-)
  7. Hi Folks I've come back to KSP after a year or two and seem to remember there were a few issues at the time with the relatively new 64-bit client. I've also noticed that Steam is still running the 32-bit client by default. Are there any issues with 64-bit these days or is it still recommended to run 32? If no issues what's the recommended way to get steam to run the 64-bit version instead? Thanks!
  8. Hello Folks I have a space plane with Mk2 Rocket Fuel tanks. I've made an atmospheric version (replaced the RAPIER engines with Turbojets and added some more intakes) and I'd quite like to replace all the Mk2 Rocket Fuel tanks with Mk2 Liquid Fuel tanks (i.e. so I'm not carrying around unnecessary Oxidizer). I can't easily replace the tanks manually because they're integral to the structure of the vehicle, it would require a total disassembly. Is there a mod or other technique that can easily do this, or should I start editing the craft file? Thanks
  9. Hey Folks I've waited a few weeks before getting stuck into 1.0, partly to ensure all the mods I love to use have been updated and are generally working properly. Is it still worth installing these mods in 1.0: FAR - after the updates to the stock aerodynamics Toolbar - the game has it's own toolbar now Kerbal Joint Reinforcement Enhanced Navball - Updates were made to the navball before 1.0? I'm happy to install these mods, I love them, I've used them for a long time. I'm also concious that I'm limited with the 32-bit binary under Windows and memory consumption becomes a problem (hello Active Texture Management). I would like to keep my 1.0 build as slim as possible so I'm checking for opinions on how beneficial these mods are now that 1.0 has landed. Thanks!
  10. Thought I'd share this with the RemoteTech community - a nice view before Jebb starts his daily work servicing this RT cell tower 10km from KSC... And here He is thinking about the task ahead.... He's almost there! Climbing.... Almost There! And finally a view of the cell tower:
  11. Probably I am doing something wrong.. I have the brakes set and release them by pressing B. It takes roughly 8 seconds before the aircraft starts moving.
  12. I've been wondering this for a long time.... Why does it take approximately 8 to 9 seconds after commanding brake release for the brakes to actually release?
  13. Hello all, I'm probably doing something wrong - I'm trying to increase the size of the landing gear however there's no scale slider on these ones. Any help appreicated http://i.imgur.com/hxH8vDC.png Thanks
  14. Hello Folks I'm having some trouble running KSP with B9 v5. In both cases (32 and 64 bit), the game crashes once the load bar reaches the end. When I run the 32 bit version I get out of memory errors in the crash log looking like this: [ ALLOC_PROFILER ] used: 67212B | peak: 0B | reserved: 8388608B Could not allocate memory: System out of memory! Trying to allocate: 22369620B with 4 alignment. MemoryLabel: NewDelete Allocation happend at: Line:0 in Overloaded New[] Memory overview [ ALLOC_DEFAULT ] used: 211268489B | peak: 0B | reserved: 223911216B [ ALLOC_GFX ] used: 981242149B | peak: 0B | reserved: 1003576096B [ ALLOC_CACHEOBJECTS ] used: 222792B | peak: 0B | reserved: 12582912B [ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B [ ALLOC_PROFILER ] used: 67212B | peak: 0B | reserved: 8388608B Crash!!! When I run KSP 64, there are no memory related errors in the output log however the game is still crashing. The last few lines of the log are: (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [ModuleManager] ModuleManager: 1164 patches applied, 91 hidden items (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) PartLoader: Compiling Part 'B9_Aerospace/Parts/Adapter_C125/part/B9_Adapter_C125' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) EffectList: Created 11 effect types (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Crash!!! Any ideas how to resolve? Thanks
  15. Yes, you're absolutely right. Thank you very much Edit: Also thank you Shania_L for the post too
  16. Am I doing anything wrong? (if my history in KSP has taught me anything, probably I am) The cargo bay, when snapped to the propulsion tank, doesn't seem to be in-line
  17. When right clicking on an antenna in the VAB and selecting the option "Start deployed", is it possible for the mod to default to Mission Control at the launch pad? At the moment, the antenna is active but it has no target. Would it be better to target Mission Control by default? There may be reasons why not, it's just a thought. If the deployed antenna targets Mission Control by default it might make it a little easier to launch vehicles into orbit as the dish is automatically communicating with the ground station. Thoughts?
  18. I just loaded my game up and I also have these two new menu backgrounds
  19. Hello all, Does anyone know if there's a mod that can provide turn coordination/yaw damping that is compatible with FAR and Procedural Dynamics? Thanks
  20. Hello all, I seem unable to be able to complete the Rockomax "Skipper" test contract. I activate the engine when the criteria is met but the contract doesn't complete. I guess I'm doing something wrong. Any ideas? SS: http://i.imgur.com/LRs89XX.jpg Thanks!
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