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Posts posted by vexx32
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Could you please take screenshots during the daytime so that we can easily see the issue? Nighttime screenshots are very difficult to see the issue with.
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They don't appear as buttons because adding additional buttons to the editor is significantly more difficult than just adding BBCode. If I recall correctly, it would require someone at Squad to FTP into the servers and upload thumbnails for use as the buttons. They are frequently too busy to do so, however.
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Hmm. The Cold War?
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This post has been in General Discussion for far more than a single Standard Galactic Day, and as such has promptly been moved to the Space Lounge, where it belongs.
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It sounds very much like Bill, Jeb, and Bob. The 'foe' may be the Kraken. So... KSP?
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Check your fonts -- try reinstalling them.
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Might wanna check your video card drivers are up to date, for starters.
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What? What? No, no I'm not, what are you talking about...
Red Iron Crown.
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Nope, never seen this before. Are you sure your game is unmodded? Also, it might be worth restarting your computer to see if the problem disappears on its own.
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Having KSP under Program Files like that can produce some unwanted results, as Windows may at times deny it read/write access to its own directory, because it lacks the registry entries most installed programs will create when placing files into the Program Files folder(s). I've not heard of it producing this exact problem before, but it's not unlikely to be the cause.
I'd recommend unzipping a new copy to C:\KSP and running that; see if that causes the same issue.
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There's probably not a lot you can do, save re-attaching all the struts manually in the editor. :/
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Doesn't quite fit with the third & fourth lines, methinks.
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A thermos (vacuum flask)?
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I'm not sure, but maybe there's a DirectX setting you can change somewhere? I've no idea, to be honest, but you might want to start poking around in the DxDiag utility.
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You are correct. In addition, since crafts can (and frequently do) break apart in KSP, that sort of model would have lots of trouble dealing with a craft when it starts to crash. While it is the most efficient way to have those kinds of calculations work properly, it wouldn't be optimal for KSP's way of doing things -- rapid assembly and disassembly of craft.
It would also have to recalculate those things on the fly if you tried to dock something and then reenter the atmosphere with it, and in myriad other situations. Having those things precalculated seems fraught with issues for a game like KSP.
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Someone already did, some months back.
If you'd rather celebrate something in English, try [thread=99999]thread #99,999[/thread].
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Could you upload the craft? It appears the game is somehow getting stuck on the craft, perhaps not thinking it has solar panels for some reason.
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Moved to Gameplay Questions.
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Well, for one, that stat is already way over #10,000 -- 98,700 is far larger than that. Secondly, we're already past #100,000 -- if you look at thread ID numbers, we're at 110,607 as of this thread (see the number in the thread URL).
There are non-publicly-visible threads as well as archived threads, which as far as I know do not contribute to the public thread count.
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What? Fins won't do anything in space. There's nothing for them to interact with, certainly not air.
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I thought the ESA logos were in already? Some of them anyway.
This is what I was talking about earlier but couldn't quite articulate it into a short summary. I wonder if they'll allow that to be used in the VAB as well though?
The VAB and SPH are basically the same editor, just with slightly different initial setup conditions. It would probably be more work to disable it in the VAB. And it sure would be useful in the VAB, too.
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I think they should probably work much like they do now for the most part, but I wouldn't be averse to an opt-in mode in the difficulty settings where reaction wheels act completely realistically -- i.e., you'd have to burn some fuel or RCS to stabilise them after a certain amount of use.
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IIRC, the fuel flow logic also won't flow "backwards" through any of the multicouplers, so it probably won't work like that no matter what you do.
Lv-909 and TR-18A issue
in KSP1 Technical Support (PC, unmodded installs)
Posted
Can you provide some screenshots? Just from your description, it sounds like you might have attached the decoupler the wrong way around, but I can't be sure.