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sal_vager

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Everything posted by sal_vager

  1. This doesn't seem to occur on Linux even with maximum repeat speed.
  2. This decoupler is known to cause a crash on some Macs, you can fix it by changing PhysicsSignificance to 0 on line 32 of the part.cfg, in /GameData/Squad/Parts/Structural/Size3Decoupler/ like this.
  3. @thereaverofdarkness2. your graphics driver is out of date, you can find the latest here. @Hrv123, please try without mods. And make sure KSP is using your graphics card, not a GPU built into the CPU, you can do this in your graphics card software.
  4. @Fwiffo, have you considered using the retractable ladders as a switchable junction?
  5. I see no means of renaming docking ports in 1.0.5, are you sure you were not using a mod?
  6. I don't know, I don't have a Steam controller to try. I have read that they only work in Steam big picture mode, but I assume you are already using this.
  7. Only DirectX 9 is supported on Windows at this time, forcing OpenGL is a Unity engine feature, it is not provided by Squad, sorry.
  8. Unfortunately that will not work, as KSP reads in and writes out the settings.cfg when you start, added spaces will be removed.
  9. Removed an offensive post, sorry you guys had to see that.
  10. Yes, I think it's trimming whitespace when writing to the file, you can see the trailing spaces are missing from the settings.cfg There is a Unity method for this and it's probably required elsewhere in KSP, so rather than removing it and potentially breaking something else it could be applied to the results of Input.GetJoystickNames() so they match. Previously the names were truncated as was visible in the settings.cfg, so trailing whitespace was lost except on very short controller names. I'll make sure the devs know of this issue @Badsector, well done you may have solved this!
  11. Whoop! You had me worried it was still broke
  12. Well I can't even launch these, they are too big. Have you stopped to consider that 3000+ parts may be too many?
  13. Have you actually tried your stick in 1.1.2 ? Because this was addressed and tests with a Saitek X52 showed it was working.
  14. This is going to take more work to figure out, but didn't you have this issue before and you fixed it by moving your parts out of the main ship ?
  15. Oh spotting bugs is easy @Alshain, but there's a little thing called severity, and issues are triaged so the most important ones are addressed when there is limited developer time, though I'm sure you know this Closing!
  16. Your fix is a change to the behaviour, so it's best described as feedback or a feature request, so this forum is the most appropriate place for it. And as I mentioned previously during pre-release... The same held true prior to pre-release, and currently. The tracker allows issues to be managed, assigned, tracked and resolved, the forum is not suited to this.
  17. The button still works, it's just not tied to the contents of the action group, hence it's a good suggestion that this be changed.
  18. Hi @Strasser_BR. You are running a modded game in 32bit and you are running out of memory. Please try KSP 64bit, or use fewer mods, thank you.
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