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  1. Rocket download here https://drive.google.com/file/d/1V88bacJOnow65gsWFgV2mxYtl3Rm1bfe/view?usp=sharing
  2. Basically, whenever I try to upload a new PFP, the forum says “Error -200” and "Sorry, and unknown server error occurred when uploading this file.
  3. System Info KSP Version: KSP2 Build ID 10624168 Operating System and version: Windows 11 / Version 22H2 CPU and GPU models: AMD 5800X / NVIDIA RTX 3700 / 32GB RAM Mods Installed: None Description of the Bug Expected Behavior: Wing shouldn't be upside down when placed on "NCS 200" Observed Behavior: Wing is placed upside down when placed on "NCS 200" attached to the plane with mirror symmetry. This is specific to wing pieces and does not apply to stabilizers or control surfaces. Steps to Replicate: Open new workspace Build a plane in horizontal mode as shown in my recording using "NCS 200" and any wing part Fixes / Workarounds: Using stabilizer or control surface works as expected on "NCS 200" Recording of behavior: https://imgur.com/a/uKRTk2j
  4. Getting this message when trying to put fuel tanks on the smaller two nodes. I can get the first to attach, but trying to get a second (both appropriately sized) fuel tank to attach gives this message. Anyone know what I'm doing wrong?
  5. This game has seen many creations which the creators cannot have imagined would be possible, like stock piston engines, rotating hinges, and even submarines. However, as far as I know, this is the first real trebuchet to be created in Kerbal Space Program*. *Scott Manley did make a trebuchet several years ago, however it had no sling, no hinge, and used a mod for the bearing. For those who do not know, a trebuchet is a form of siege weapon used in the Middle Ages in Europe. Before gunpowder artillery was invented, the trebuchet was the largest, most powerful weapon used against fortified castles, and many were so large that they had to be built on the site of the siege itself, as they were too massive to be transported easily. The biggest trebuchets were able to lob boulders weighing nearly half a ton hundreds of meters[citation needed]. A trebuchet in general is actually quite simple, being essentially a first class lever. The energy needed to operate the arm is provided by gravity (or lots of really strong guys pulling on ropes, in the case of a traction trebuchet), and an extremely heavy counterweight is mounted on the end opposite the throwing arm. A sling is often used to transfer as much energy as possible to the projectile, and the counterweight is usually mounted on a hinge to relieve stress on the arm and help conserve energy. This design proved so effective that trebuchets continued to be used in warfare long after gunpowder weapons arrived on the battlefield, and their construction is so simple that many people still build recreations of them today. The projectile fired by my trebuchet is a stayputnik probe core. It may be too light to smash buildings, but because of its weight (or lack thereof), I can make the counterweight lighter and still get a cool looking projectile. The sling is a KAS winch, which can be extended to various lengths to allow for different release angles. The only problem with this (aside from the fact that I had to use a mod) is that the projectile must be released by an action group, making it nearly impossible to achieve a consistent, repeatable release. As you can see, I can launch the projectile a considerable distance using nothing but the power of gravity and instinct. By tuning the length of the sling and finding the best time to release the projectile, I daresay that this machine could actually launch even farther, but I haven't tested it yet. Here's the trebuchet after firing. Technically it can be reloaded because it uses a KAS winch, but I'm not sure if the action group used to release the ball would remain. To give you an idea of just how big this is, try and find the Kerbal standing in front of the machine. FIRING PROCEDURE Stage once to release the hinge. This allows it to swing freely. Extend the sling to the desired length. I typically use 10 meter long sling for my shots. Stage again to release the arm. it should not fire because of the landing legs I have placed in the way. Press G to retract the landing legs, allowing the arm to swing upwards. Once you do this, you have committed to the shot, and you must act fast in these next steps to get a good angle and range. Switch to the arm (it's a good idea to test which key you need to press before you pull the legs back) and watch for the sling to reach your desired release point Once the sling is in position, press 1, triggering AG1, which releases the projectile from the sling ??? Profit!! DOWNLOAD Required Mod: KAS If you can make a further shot than me, post a picture of it here, and I'll keep a leaderboard of record shots. Whoever can make the furthest shot will get... uh... an honorary Kerbal Siege Engineer certification? Yeah, that sounds good. If you make it on the leaderboard, you can make people refer to you as *insert name here*, KSE. Sounds cool, right? I can probably come up with a cool badge for your signature too, although I don't know how well MS Paint will work for that... Anyway, Enjoy!
  6. Happy 200 post

  7. Blender froze while rendering over 200 glasses of chocolate milk.

  8. 200 REP!
    YEAH!

  9. almost 200 rep!

  10. Hey llok I have 200 rep good for me

    :)

    1. Starhelperdude

      Starhelperdude

      not only good for you, good for the whole megathread people/unity/nation/whatever :)

  11. 200 :rep:'s!

    1. Show previous comments  6 more
    2. Kerbal Productions

      Kerbal Productions

      @JB182same lol, just waiting for someone to reply to me or notice my posts :(

    3. HyperDraco

      HyperDraco

      @JB182 I do too but not as often, more like bursts

    4. Admiral Fluffy

      Admiral Fluffy

      I visit it every time I play KSP

  12. You have reached 200 posts! Congratulations!! :D

    You are also almost to 500 rep points!

    1. Stormpilot

      Stormpilot

      Oh hey your right! Thanks!

      Spoiler

      I would like but the forums say: YOU HAVE GIVEN TOO MANY REACTIONS TODAY :( 

       

  13. Remember the WIP B737 I posted progress of? It's finally completed! Truth be told, it was done a long time ago. I was just lazy to edit the video of it. Anyway, we'll skip the life story. You're here for the pictures. Cockpit instrument panels and overhead panel Forward and Aft Galley Forward and Aft Lavatories E&E Bay Passenger Half Rear Airstair Tail Compartment - Cable Drum APU Compartment Wheel Well Trailing-edge surfaces + more things. Look at everything in the album here. Want to download this? Bad idea, buddy! 3250 part Stripped, No Livery version. 4100 part Stripped with Livery version. 7500 part Full Interior version. Life story time Never before had I worked with parts in such a small scale. The most obvious section that displays this is the cockpit instrument panel. To do the gauges, it required me to use parts I, frankly, never thought I would use for a build. The gauges were made by, believe it or not, the Mystery Goo Containment Unit. The needles themselves were angled Communotrons, and the redlines were thermometers. If you actually look at the Mystery Goo Unit, you'll see for yourself how small the scale actually is. On the overhead panel, due to lack of space, a new part entered the fray. The small circles are actually struts. They have little balls at the ends of them, that when clipped properly shows as a small circle, perfect for these things. The "3 Green" lights are batteries. That's it really. Nothing special about them. Everything past the cockpit is pretty obvious. Perhaps the next special item is the galley, specifically the food you can see on it. As it so happened, the Barometer looks exactly like a tray of airline food. Cheap-looking, unappetising and minimal. But Kerbals have had worse. The other notable feature is the Lattice Livery. You might make claims like "That looks exactly like the A350's carbon fibre livery!" and "You copycat!", in which case you'd be right. Other than that, there's nothing else to really talk about. Hope you like the detail, and may your PC rest in pieces. Happy Flying!
  14. Hi Kerbonauts, dont know where correctly drop my question, which is and dropped here: Is there any way to increase the range of 200 meters that grip at rendezvouing in orbit? Would like that large stations begin to spin to adjusted alignment much earlier. (Say 500 or 1.000 meters) Now i have to move into the 200 meter bubble, wait minuted till station align and then start docking. Docking at moving/spinning/rotating stations is a harrasment. Persistent Rotation dont help cause it work only at vessels, their reaction wheels/rcs can handl their weight. (And not at 800 or 1.500 tons stations...) Thanks for hints, tips or declaring. Alex.
  15. Hi guys, i have the problem that my game lose fps when i build rockets/ ships with more than 200 parts .. not in VAB but when i wanna launch my vessel it becomes unplayable for me i installed 133 mods .. yeah its a lot i know .. but i've played games with much better graphic and way more mods installed. my pc specs: intel core i5-3550 (4 cores with each 3,30 Ghz) 24 GB Ram Nvidia Geforce GTX 960 (Gigabyte 4 GB GDDR5) KSP just uses 30 -40% of my cpu, 6 - 12GB Ram and round about 15% of my gpu i already tryed to lower the grapics and the physics settings of the game. but still massive fps drop with a 300 part vessel -.- does someone can help me here please? thanks and have a nice day ppl EDIT: i have KSP 1.8.1 installed
  16. Hello everyone! I have a quick question about scaling. KSP by default maxes out at 200% Scaling size, which is not enough for what I am doing. My Laptop (Dell XPS 15in 2-in-1) has a 3840x2160 resolution, which I have to say is CRISP as all get out, but no matter how crisp it is, I can hardly read anything on KSP While I had previously changed my Resolution to the next lowest with the same aspect ratio, I use a second monitor that is 1440x900. If I switch to my second monitor to look something up without going out to the Main Menu of KSP, it seemingly automatically switches me back to the Built-in res. Any help would be great!!
  17. KK-Prize signature badge here The KK-Prize challenge takes upon inspiration from the K-Prize challenge, and takes it up a notch. Your job is to make a spaceplane that can get to orbit, land, then achieve orbit again, and then land again. Basically, the K-Prize times 2. Please provide some kind of proof, preferably images or a video. All who succeed will be listed below, and extra kudos if you manage to complete one of the extra awards. Rules 1. No stages can be lost or detached, all parts must remain intact from the launch to the second landing. 2. All parts must be stock. This helps keep it simple. 3. May only use the fuel aboard the craft at launch, ie, no refueling via docking or ISRU. 4. Craft must come to a complete wheel stop before attempting second orbit. Extra Awards 1. Land on KSC grounds (picture required). Rangefinder Award 2. Land on the KSC runway (picture required). Sniper Award 3. Fastest time (before time and landed time required, MET). Speedster Award 4. Lightest craft (weight info required, weight must be craft fully loaded with fuel). Feather Award 5. Heaviest craft (weight info required, weight must be craft fully loaded with fuel). Brick Award 6. Half tanks (fuel capacity info required). Half Award 7. Cheapest craft (cost fully loaded with fuel). Cheapskate Award 8. Doesn't use NERVAs or RAPIERs (picture required). Purist Award 9. Exits Kerbin SOI at least once (picture required). Stargazer Award 10. Completes at least 7 other extra awards in one entry. Perfectionist Award Honor Roll @sevenperforce - first entry, kudos! Feather Award, Brick Award @ralanboyle - Feather Award, Sniper Award, Rangefinder Award @Pro100kerbonaut - Feather Award, Sniper Award, Rangefinder Award, Cheapskate Award Rangefinder Award @ralanboyle @Pro100kerbonaut Sniper Award @ralanboyle @Pro100kerbonaut Speedster Award @Pro100kerbonaut 1:18:01 @ralanboyle 1:18:47 Feather Award @Pro100kerbonaut 11.869 tonnes @ralanboyle 27.2 tonnes @sevenperforce 68.78 tonnes Brick Award @sevenperforce 68.78 tonnes Half Award Nobody yet Cheapskate Award @Pro100kerbonaut 17,970 funds @ralanboyle 46,290 funds Purist Award Nobody yet Stargazer Award Nobody yet Perfectionist Award Nobody yet Gatecrashers Dodged the Bouncers @Dman Revolution didn't read the title correctly.
  18. The KC-200 'Silverback' is a cargo aircraft capable of lifting nearly four times its own dry weight. As with all other Kestrel aircraft, the design focuses on performance and simplicity, as well as a good aesthetic quality. Part count is low at only 64 parts, meaning complex loads can be carried aboard without negatively impacting KSP's performance. If a light load is carried, a range of well above 3600km can be achieved, but even with moderate to heavy loads the KC-200 will achieve good range and takeoff/landing performance. Large flap surfaces and powerful turbofans allow for high-AoA, short-field takeoffs and the thrust reversers enable drastically shortened landings to take place. Short of exceptionally long or wide loads, the KC-200 is intended to carry just about anything a long way, and if your space program is in need of a simple, rugged airlift vehicle, the Silverback is for you. Feel free to post any feedback, interesting flights, or criticisms in this topic! Download it at KerbalX: https://kerbalx.com/Kestrel/KC-200-Silverback-Heavy-Cargo-Lifter ACTION GROUPS: 1 - Turns engines on/off. 2 - Toggles reverse thrust. 3 - Toggles flaps stage 1 4 - Toggles flaps stage 2 5 - Opens cargo bay door 6 - Toggles cargo bay light
  19. What an FPSO ship is, and the history of the Petrojarl Cidade De Rio Das Ostras. This is copied mostly word for word from the "history of the real ship" segment in the models instructions. (thankfully it was in English this time, tough somewhat broken. JSC is a Polish company, so a lot of the descriptions/history of the real ship, bit's are in Polish only). Technical data: Length: 182,97m Width: 32,2m Draught:12,9m Capacity: 45574 DWT Propulsion: Diesel engine Man B&W K7SZ70 / 125BL Production: 15,000 barrels a day Storage: 200,000 barrels Crew: up to 60 DNV class: Ship-shaped Oil Production and Storage Unit. On 30, November 2006 a contract for a conversion of tanker Che Guevara into FPSO Petrojarl Cidade De Rio Das Ostras was signed in Gidansk. The contract was signed by representatives of Canadian-Norwegian ship's owner Teekay Petrojarl AS and by representatives of Remontova shipyard in Gidansk. FPSO what is that? FPSO is an abbreviation from Floating Production Storage Offloading. The easiest description of the function is a floating oil processing plant. Here are some explanations of the tasks. Floating means the units of this class float on the water. Due to the hull construction there are two different types of FPSO - ship-like shaped and platforms. The first ones are often old tankers like e.G. Petrojarl with some new infrastructure added on the deck. Newly built FPSO's are not shaped like a typical ship, usually their hulls are just classic "boxes" with sharp corners. Production. This is the whole secret of this class. An FPSO is the heart of an oil-field's production infrastructure. All oil-wells are connected directly by means of valves and pipes to the ship, or to a special buoy fastened on a certain level under the water. Also The buoy the FPSO connects to enables the unit to turn according to weather conditions so that the output conduits are not extensively loaded while pumping the oil. On the deck the gas, water and sometimes pollutants like paraffin of hydrogen sulfide are separated from oil. The basic process is warming up the unprocessed oil and evaporating the components. Storage. After cleaning the oil goes into the tanks. That's why the tankers are adapted for this task. Gas can also be stored in the tanks, but it is also burnt due to it's small amounts. Gas may also be pumped trough special wells back into the deposit, to increase the pressure in the deposit and to make the output easier. Water distilled from the oil goes back into the sea or like the gas is pumped back into the deposit. Offloading. As the produced oil is filling the tanks it is also pumped into tankers transporting it to the refineries on land. Offloading goes on trough a soft oil pipeline stored on a characteristic reel stern or bow of the FPSO. The pipeline is unreeled and connected to the tanker while offloading. Shuttle tankers, as the units that receive the oil are called, are equipped with special couplings that enable quick and safe connection to the pipeline. Reliability in first place Like every other enterprise, the income is the most important factor in the industry. The higher the production, the bigger the income. As every well has it's own limited flow (the oil cannot be sucked into the pipe faster tan it can be filtered in the bed), the output cannot be increased continuously, that's why the production continuity is the most important here. To keep it constant, all devices on an FPSO are tripled, in a normal work mode two are used, while the third is a backup one, it is cleaned and maintained. In an extreme case of two of the three sets failing, the one still allows for a slightly lowered production. The hulls of FPSO's are built in a special way so that they don't have to undergo overhauls as often. Precious old tankers Due to an increase in accident's with single skin tankers, a lot of companies had to withdraw them. You would think a that they would have then been scrapped, but you'd be wrong. A lot of these old single-skin tankers got converted to FPSO ships, as floating refineries spend most of there time in oil-fields are not under as heavy safety-rules and don't need double skin. That's why some of the biggest shipyards around the world converted the old tankers into refineries with kilometers of pipes and thousands of valves. Che Guevara changed into Petrojarl Cidade De Rio Das Ostras One of such tankers is the Che Guevara built in 1981 at A.G. Weser, Bremen Germany. The ship came to Remontowa shipyard in Gdansk mid December 2006. Here where installed: the refinery equipment, oil offloading devices, connections and couplings for the wells' pipes, anchor system consisting of 12 anchors and all accessories, two 30-tonne cranes, large helipad. The operating center for all deck systems is also completely new. Lot's of work was given to renovations and rebuilding of the accommodation part. After the conversions, the ship left the shipyard on 19. December 1007. On 12. February 2008 she was officially baptized and Petrojarl Cidade De Rio Das Ostras. First part of the untypically long name comes from the owner's name, the rest is a name of a Brazilian town 130 km north-east from Rio De Janeiro. This is the typical way of naming the ships by Brazilian company Petrobras (Petroleo Brasileiro S.A.), one of the biggest oil producers in the world that charters this ship. FPSO - laboratory Petrojarl Cidade De Rio Das Ostras is a rather untypical FPSO, because it was designed for extra-heavy oil production tests on smaller deposits and not for commercial production from one large deposit. High prices of oil force companies to start the production in smaller more difficult deposits that are known since long time and wait for their turn. Old Che Gueavara will be anchored in Siri reservoir on Badejo oilfield in Campos Basin in the Atlantic Ocean at the Brazilian coast by the town Rio Das Ostras. The ship will be installed at a water depth of 95 m and 80 kilometers off the coast. Petrojarl Cidade De Rio Das Ostras will first be a lab for production size in Siri Deposit with estimated resources of 15 million barrels. This reservoir has been known to hold oil since 10975, but it wasn't used due to very high density (12,8o API = 0,98 kg/l at 16oC) and viscosity (300 cP = 0,3 Pa*s) of the oil. Drilling 2 km deep well (longest of this type in Brazil) and installing a special pump enabled starting of production. Purifying process of such an oil demands extremely high temperatures - even up to 140oC. This is the first case of extra-heavy oil production on waters around Brazil and one of the very few in the world. More than a new production system, the FPSO Cidade De Rio Das Ostras will be a lab for the development of offshore extra-heavy oil-fields such as Marlim Leste, Albacora Leste, Papa-Terra, and Maromba, all in Campos Basin. The Campos Basin is the largest undersea oil reservoir in Brazil. The resources are estimated for 11 billion barrels (1750000000 m3) And there it is for you bunch of info about the ship in question, FPSO's, and other related stuff. Paper version Im pretty sure you already guessed, but this is indeed the giant papermodel project i mentioned in the WIP thread. I have to say im quite amazed at myself for being able to get this project done, in one go no-less...well, there where some brakes here and there, but as you can see, they weren't exactly long. I was searching around for images of completed JSC models to see what some of the secondary models that you don't see in the cover are, when i happened to come across some images of this model. As soon as i saw those images, i knew i had to give a go at making one myself. I was a bit worried from the start that i might be in over my head, but i was hopeful the fact that this is a type of ship i have never done before, the fact that it doesn't have the repetitive building of warship armaments, and the fact that i can't remember the last time i was this exited to get started with a model build would help me push trough and get the model done in the next couple weeks instead of next couple years. To further motivate myself, i removed the screens, keyboard and mouse from my PC and turned the computer desk into a work-bench in an effort to remove any distractions that would cause progress to slow down and eventually become a few month pause. And it definitely helped a lot. The model was originally in 1:400 scale. I decided to scale it up as i taught it would be more fun to build and would be a little more doable in general, as the model has LOTS of small parts. As i mentioned in the WIP thread, this model has about 1600 parts that i had to scale up in paint and then move/arrange into 60 A4 sheets, and that's not including the instructions that where an additional 9 pages. The page/part count is an all time record for me, as-well as the time spent on it. It still ain't the biggest in size tough, that honor goes to the giant airship model that i showed some time ago. More shot's of the model All in all im quite proud of the final result. I hope you enjoyed taking a look at one of my crazier paper-model projects . PS: Yes i know, i'll try and get back to the TU-16 build at some point. Unfortunately my motivation for making aircraft models versus ship models is quite low right now, so it'll take some time.
  20. OD-200 Once the Naval Masters update came to WarThunder, i had a bunch of new opportunities for replica projects, as tough i had a pretty good scope as far as bigger WWII warships go, i hadn't really done much research in the torpedo-boat/gun-boat sized category (partly due to interest, and partly cause their isn't as much info on those), so before this i didn't know of any specific boats. The German M-class minesweeper, was probably my favorite from the smaller ships (smaller than destroyer class), so it was on top of my replication list, but i decided to start making a 3D printable model of it instead(yes, you will propably get to see it. Currently just has some plans made, but nothing modeled yet)...so, what to choose then. I happened to be sailing with Russian boats, so i taught one of them would make for a nice replica project. The OD-200 won as my top choise as i taught it was nice to play with and looked like it would make for a pretty perfect replica project, interesting and simpler in shape. For reference to build this, i took some screenshots in WarThunder and pretty much eye-balled everything, meaning it's a little off in certain areas. Unfortunately it didn't come across my mind to check that if there where any picks of the real boats around. There are little, but they would have allowed me to nail the shape of the hull a little better. It also seems that the real boats had twin machine-guns on the forward turrets and not the single mounts found in WarThunder (also a gun-shield on the rear-gun). Oh well, too late now. As this is basically just a display model, there is not much t say build wise, other than that i decided to try and nail pretty much every detail. So, a full interior is included. Of-course smaller details in the inside aren't included as i have no idea what they would look like or where they would be, and the forward compartment with the crew quarters is a "best guess" style situation based on whats inside similar sized American torpedo-boats. I did plan on painting the thing, but didn't as i taught it would be nicer to show you a little better that what parts are used where...plus, it wouldn't have been very interesting. I also did one crew member, but dropped it as mirroring on it was a bit wonky and posing was impossible. Some more picks of the exterior and all the shots of the interior. In feel a bit bad for never taking this out to water, but maby one day i might make a fully working version. Tough considering it has some slightly corrupted bits hanging inside it due to a bad crash, im a bit afraid things will escalate if it leaves the hangar. Plus, tweackscale and water don't go together well...of-course unless you want to hover over the water, then its fantastic. Technical specks: Length: 33.5m Width: 4.8m Height: 11.8m Mass: 49.45 tons Parts: 722 Mod used: Tweakscale And there it is for you, a showcase of another well detailed but non functional replica of WWII vintage. I hope you enjoyed taking a look at it .
  21. 1,200 posts, 1,199 rep. EPIC!

    1. Fraston

      Fraston

      Now more rep than posts.EVEN MORE EPIC!

    2. Coca992

      Coca992

      I'M HERE TO HELP BOIZZZZ

  22. "Station MK9" Celebrating my 200th Craft Release! Take a 29-Ton Space Station Called "Station MK9" to any planet in the Kerbol System. Most of the travel will be with 5 Dawn Engines. Station MK9 got it's name from the 9 Lander Cans being used. It's a Core/Station that can be added on to it's couplers. The craft was built in 2015 and never released because the Launcher was still needing lots of testing and tweaking. The early stages of this build is the Jebediah Version of this Station that can be found on Kerbalx. Often this project was put aside to complete other projects and recently I decided to do some space travel. Got myself motivated during this time to work on the Launcher. As time went I was getting better with building and it's now doing great for travel. I hope you enjoy it! From Moho....... To Eeloo... 200th Craft Release!! https://i.imgur.com/jkHbpBP.mp4 Photos Craft File: Station MK9 Parts: 433 Mass: 1,731.857t Height: 47.6m Width: 17.4m Length: 22.2m
  23. I've been testing to see why may science, funds, and reputation are missing from the top of the space center screen in my career mode game on 1.5.0. I've discovered that it was none of the mods I installed, as I removed them all to test. What I found was that any UI scaling above 170% on my 4K monitor would cause some UI elements to disappear, this included the currencies on the space center screen, as well as the UI for any mods that used the KSP skin instead of the unity smoke skin. At 170% scaling the UI elements appear broken with only parts of them appearing on screen. The highest scaling I can set without UI glitches is 160%.
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