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Everything posted by lockpicker
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Technical Details: -KSP Version: 1.1.3.1289 (x64) AND 1.1.3.1289 (32 bit version) , Windows, Steam -DxDiag Output: https://www.dropbox.com/s/tahyv99tmba1ivv/DxDiag.txt?dl=0 -Output_log: https://www.dropbox.com/s/vf2tbci5axgezcm/output_log.txt?dl=0 -Clean installation of ksp, no mods installed Issue: When building a ship in either the VAB or the SPH, scrolling up, above the edge of the parts collection, or down, below the edge of the parts collection, the scrollbars change their size, rather than having their size remain constant. They appear to move further up or down, when there is more room for them to move. This issue appears in both the 32 bit version and the 64 bit version. The issue appears in the screenshots below. The normal position of the scrollbar is the one located within the red circle. However, if i try to scroll upwards, the edge of the scrollbar moves upwards, as if there are more parts and the edge has not been reached. This is visible in the screenshot below. The same issue appears while scrolling down as well. The first screenshot below shows the normal position of the scrollbar and the second shows the edge moving when scrolling down.
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The 0.25 Waiting Room, now boarding passengers heading to Hypetown
lockpicker replied to Rowsdower's topic in KSP1 Discussion
Hype Shuttle, cause kerbals don't have the expertise to make trains! -
You could try loading it to the side with some beams and docking ports like so ,however this design has the limitation that you have to carry two rovers instead of one, or you could load it on the back and use radial engines like so however you have to be careful that your exhaust gases from the engines don't go at the rover or you could load it on the front, however you have to be sure that when it falls, it will land correctly and not on its back. Personally I prefer the first method because two rovers are better than one and landing them correctly isn't an issue if you load them correctly.
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After an encounter with an asteroid and getting it at a stable orbit, I decided to aerobrake it a bit, so that it has a lower orbit. Little did i know of the horrors that would come out of that particular move. So i get it inside Kerbin's atmosphere and i wait for aerobraking. When going for the circularization burn, I realised that i didn't have enough fuel. This is what followed. Bob: "We're too low!" Mission control: "Indeed Bob you are too low!" Bill: "What have we done?" Jeb: "Don't worry, we still have the parachutes!" Bob,Bill: "..." This was the last documented picture of that fateful mission.The asteroid could not hold on to the grappler and was ripped of. After about 5 seconds of falling, it splashed down.However, as nothing happened after the splash down mission control has concluded that asteroids are merely made by posters of asteroid pictures held together by glue and struts for rigidness. So no harm was done that day! Oh and a message of warning: Never aerobrake your asteroids, unless you have a lot of fuel to make the circularization burn!
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Yes!! Finally asteroids.. Time to show the kerbals who's boss!!
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Landing from Low vs High Orbit
lockpicker replied to daniu's topic in KSP1 Gameplay Questions and Tutorials
In my opinion, both aproaches should require about the same dv.. Suppose you are on a highly elliptical orbit.. Your speed would be much bigger on your periapsis rather than your apoapsis.. However since in space there is no friction, your energy (that is kinetic and potential energy summed) remains the same at all times.. So when you are high from the planets surface, you might need to slow yourself less but you have less kinetic energy, but your potential energy is increased and vice versa when you are low.. So in general you require the same amount of energy to bring yourself to a complete stop at the surface of the planet, which should translate to the same amount of dv.. -
How to make Kerbals awesomer.
lockpicker replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
I'd love to see some more kerbal variety other than them waving their hands and adjusting their helmets while on orbit.. So i'm in for this idea! -
I'm with the OP on this matter. I find the use of space planes in a non modded KSP to be minimal. I only use them to do acrobatic stunts over KSC. Even travelling with rockets is easier, as suborbital travelling is faster than flying to the place you want(e.g. the other side of the planet).
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So I did some LKO today (Low Kerbal Orbit)
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You should sleep! Maybe you'll dream of a design so innovative, that will solve all your problems. (Wish that happened to me too )
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Unsure about rocketry and gaining altitude
lockpicker replied to Arctodus's topic in KSP1 Gameplay Questions and Tutorials
Unlikely to be your problem, but give it a try nonetheless. You never know what your problem could be . Also about that blowing up thingy you mentioned.. Yeah, you're gonna get a lot of that if you go on on bigger constructions (I know from experience ) -
Unsure about rocketry and gaining altitude
lockpicker replied to Arctodus's topic in KSP1 Gameplay Questions and Tutorials
I think you mean east -
Unsure about rocketry and gaining altitude
lockpicker replied to Arctodus's topic in KSP1 Gameplay Questions and Tutorials
Well, that is indeed strange.. No if you have throttled to full, you don't require to re-throttle. Also, i recreated the results burning straight up all the time, so adjusting your course is not necessary.. Maybe there is a heavy kerbal as a pilot? I have no clue. :S Also if you are new to ksp, i'd suggest you try the sandbox mode first, so that you can get to know all of the parts and a bit of orbital mechanics, assuming you don't already know them . -
Unsure about rocketry and gaining altitude
lockpicker replied to Arctodus's topic in KSP1 Gameplay Questions and Tutorials
I have no idea why that should happen to you.. Just tried it myself in a vanilla ksp, had the results the guide said.. The only things i can think of are: 1- Are you running any mods? If you are they may be interfering some way. 2- Have you set the correct thurst limiters? 3- Are you burning upwards only? (Trivial question, i know, but i can't think of any other reason..) Hope this helps! -
Attach a part to two others.. possible?
lockpicker replied to lockpicker's topic in KSP1 Gameplay Questions and Tutorials
Oh too bad... Anyway thanks for the info! -
Change the directory for saved games?
lockpicker replied to bo_knows's topic in KSP1 Gameplay Questions and Tutorials
I don't think #2 is possible in the current ksp build, maybe some third party automatic synchronization programs, like goodsync, but I have never used any of them. .. I think #1 is the only way to go.. -
Well, that's pretty much the conclusion of most of my big creations! . Also good job putting Jeb in the pilot's seat. He is the only one who can make it out alive from such a mess.
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Most important lesson you've learned in KSP?
lockpicker replied to Tassyr's topic in KSP1 Discussion
Careful with time compression. I've missed many manuever nodes while time compressing. -
Squad's trailer was the best teaser EVER! Seriously i was soooo pumped the last 8 hours that it seemed like ages!
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Who knows? Maybe one of these planets one day will be caught at our solar system.
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Science! Slowly KSP is starting to look like a real space agency
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How much torque could a little SAS torque?
lockpicker replied to a topic in KSP1 Gameplay Questions and Tutorials
Although i do not know if the relation is indeed linear, between the number of inline stabilizers and the torque, the effect is additive. The orientation of units is irrelevant, however, their position is. Imagine that where you place your module the torque is applied at that place.This in turn means that if the module is very far from the center of mass (which is usually the center of your ship) your ship will spin around another point possibly interfering with docking manuevers (or other manuevers that i can't think of right now )