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Found 17 results

  1. This (minimalist) mod adds two different size of autophage rocket engines and consumable fuselage. With autophage propulsion, the rocket itself becomes the propellant. It gradually shrinks as it consumes its own structure. Since the structure is used as fuel, no tanking nor staging is needed. The mod has been (roughly) balanced with the tech trees and against other propulsion methods. Feedback and/or help is appreciated ! You can download it on spacedock or CKAN. (License: MIT, source accessible inside the .zip file) Note : this is inspired by recent projects working to make autophage engines a reality ! See Engineers test autophage rocket engine fueled by its own fuselage for exemple.
  2. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i5-9600K | GPU: NVIDIA RTX3080 | RAM: 16 GB Fixed: tested in v0.2.1 --> OK When a Kerbal is walking on EVA and you combine the "walk forward/backward" commands and the "strafe left/right" commands some weird animations occur: Below are 2 scenario's which result in slightly different strange behaviour. In both examples I used the "strafe right" control, but the identical problem occurs with the "strafe left" control. Forward and strafe left/right Start walking forwards using the "forward" control Keep "forward" pressed, and now also press the "strafe right" control --> this will result in a correct mix of the 2 animations. Now, while keeping "forward" pressed, release the "strafe right" control --> I would expect the Kerbal would return to the forward walking animation, but instead it remains stuck in the mixed animation. When releasing the "forward" control, and then pressing the "forward" control again, the Kerbal will return to the normal forward walking animation: as expected. Backward and strafe left/ right Start walking towards the camera, facing the camera, using the "backward" control Keep "backward" pressed, and now also press the "strafe right" control -->Here 2 things seem to go go wrong: The Kerbal will continue to move towards the camera, but it will attempt to turn it's back towards the camera. Sometimes (about 50% chance), when trying to turn it's back to the camera it falls flat on it's face and then rolls over. While keeping "backward" pressed, release the "strafe right" control --> the Kerbal will turn it's face toward the camera again, but it wil remain stuck in the mixed walk/strafe animation. When releasing the "backward" control, and then pressing the control again, the Kerbal will return to the normal backward walking animation: as expected. Included Attachments: EVAmixbackwardswalkingandstrafing.mp4
  3. FIXED!!! widescreen doesnt work and the game is really wide, is there any way to fix this without changing my resolution? MY RESOLUTION: 5120x1440
  4. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5 5600x 6 Core | GPU: MSI RTX 3060 | RAM: Corsair LPX 32gb Game will not launch when using the launcher but loads when using the .exe in steamapps/common/Kerbal Space Program 2 Included Attachments: 2023-06-2213-13-45.mp4 Ksp2.log .ipsImage { width: 900px !important; }
  5. Reported Version: v0.1.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: Nvidia 3070ti | RAM: 32GB KSP2: Satisfactory which is still in Early Access:
  6. Steps to reproduce the bug: Add a fairing to any craft Set deploy type to anything else than the default: Clamshell X2. For example 'Clamshell X4'. Exit the VAB: Either launch the craft, go to the KSC, close the game etc. When you come back the mode will be reverted to the default. Saving the game has no effect. It will always revert the deploy type. I'm using KSP2 without mods. PC Info: Windows 11 GPU: RTX 3060 CPU: AMD Ryzen 5 5600 RAM: 32 GB
  7. I cant get out of crew hatches, or any hatch at all. I"ve tested every single hatch/cabin, re-installed game, verified integrity of game files, used literally only one single part, the hatch to see, it didn't work, hatches aren't obstructed, any idea what bug this is? EVA worked fine on first day, but ever since 2nd day, EVA doesn't work at all. CPU: IntelR XeonR, 4 logical processors, 4 physical processors Windows 7 Professional 64 Bit Video Card: NVIDIA GeForce GTX 1050 Ti One Monitor, One logical video card RAM: 32GB KSP2 Mods: SpaceWarp, LazyOrbit and ManeuverNodeController Im getting a new PC soon, i'll update this and tell yall if my problem is fixed on there. It was because of persistent debris being set to 0.
  8. I have a completely unmodded KSP and i cannot get it to load for anything, I have it through steam, My pc specs are I7-8750H, GTX 1050, 8GB of Ram, Windows 10 and running through steam I've tried reinstalling, reverifying https://www.dropbox.com/s/3u3i30s75otpbug/Player.log?dl=0 FIX: delete both the settings.CFG and physics.CFG verify the integrity through Steam increase virtual memory to 16,000
  9. I am running KSP 1.9.1 with both expansions and with the most common mods. Having just started a new career game, I am currently just getting the early-game contracts which ask me to achieve any orbit around Kerbin (no specific orbital inclinations). As can be seen in this screenshot from the tracking station, the probe is orbiting Kerbin. Yet all the contracts asking for it do not recognize the vessel having achieved orbit. Can anyone help me with this? Update: I managed to fix the problem by restarting the game, going to the tracking station, taking control of the vessel from there and after about 10 seconds all the contracts suddenly recognized I was in orbit / completed.
  10. Ok odd issue but whenever my kerbals go on EVA the jetpack disappears from their inventory. I've tried putting a spare jetpack into the ship inventory and equipping it outside but then when the kerbals gets back in it disappears again. Slideshow of events https://imgur.com/a/hTztYTz Player.log file https://drive.google.com/file/d/1T-VUMAHQQVFuuw4hFofNd6K5iA5c0Q2h/view?usp=sharing
  11. Hi, I have Modular Launch Pads, and I tried to use the Saturn V from the bluedog design bureau, and when i try to launch, the saturn 5 is stuck to the launchpad. I can confirm that this is the launchpad, and not other things. https://i.imgur.com/52kj5EO.png. That is my gamedata folder. https://imgur.com/a/LyEZnCn. that is some video footage. If there is more information, feel free to tell me! Thanks for all of your help! EDIT: Fixed. Missing B9PartSwitch dependency.
  12. It looks like in the past there was the ability to embed sketchfab previews/3d viewers. Probably before the big forum software migration (2015-2016). Is this something that has a possibility of making a return? Edit: @ManeTI has kindly provided us with a fix / resurrection of the feature. See below for instructions. Edit2: Apparently there are some.... problems... with it. Sounds like it is under investigation. Edit3: Appears to be working with the most recent tests.
  13. KSP: v1.2.2.1622 Windows 64bit Problem: RSS with RSS Constellations doesn't work, only loads up the mods and keeps loading on the black background with the loading of a Kerbol System. Mods installed: Constellations CVO DO (DistantObject) EVE (EnviromentalVisualEnhancements) Kopernicus MFI (ModularFlightIntegrator) PS (PlanetShine) RSS (RealSolarSystem) RSSVE (RealSolarSystemVisualEnchancements) Scatterer ModuleManage.2.7.5.dll Reproduction steps: Nothing to reproduce, following PC Specs in the wrong tab.. MSi Radeon 460 RX 2GB OC Edition AMD Proccesor | FX-4320 Black Edition 4.0 GHz, 8.0 MB Total Cache ASUS Motherboard | M5A 78L-M LX3 Socket AM3+ Corsair RAM | 8 GB of RAM 500 GB HDD WD Caviar Blue Logs: Sorry, hell I know how this "Insert other media" stuff works..
  14. I am having a problem (not exactly game breaking but certainly annoying) where all part tabs added by @Angel-125 are doubled. for instance, i have 2 Buffalo MSEV tabs along with 2 MOLE tabs and 2 Pathfinder tabs. I am using a macbook pro with heavily modded ksp 1.2.2, and I don't remember if I have 32 bit or 64 bit. Please help! EDIT: fixed with a reinstall of the latest versions.
  15. Hey! I noticed that somewhere along the line of 1.2 and it's many patches (before and after), the Obnoxious midnight birdsong around the Space Centre issue has been resolved by the addition of some very tasteful and polite crickets. Props to developers for this small immersive change, don't know if they spotted my previous suggestion. Any other small annoyances like these, feel free to post below.
  16. Hi peeps. I seem to remember there used to be an option to fix solar panels into one plane like the solar panels on JUNO... But look as I have, I cannot find any solar panel that doesn't follow the sun and the option to make them fixed no longer is there. Am I going nuts?... Do I have a bad memory (yeah)?... Does anyone have a clue where I can have resizeable FIXED MOVEMENT solar panels? Help me Kerbiwan Kernobi. You're my only hope.
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