11/24/2023 0 Comments Kerbal space program navball iconsI also tried the NAV ball up and down and that didn't fix it either. Nor did clicking on any other buttons in the display in both stage view or map view. Pressing ALT by itself did not do anything. As you said, doing ALT+TAB cleared it up. I was able to launch a craft from the SPH, go to map view, and the buttons did not work. I use maximum resolution in the "-popupwindow" frameless window mode (edit: was also able to dupe with full screen). Oh and for that output log, I started KSP, went into the VAB, loaded R5 MunLand II, and hit launch, and immediately went to the map to check the icons - they were dead. Note if zipping or jpegging is required of the above things, let me know. Also, when the icons aren't working, their hover-over tooltip doesn't work either, it's like they're not even there.Ġ.25 had this issue too (as I said, ever since the icons started remembering their state, which is especially terrible because that feature is otherwise very, VERY welcome). (Good job, Bill Gates!~) I did not otherwise alt-tab or switch windows for the output log presented.Īlso it's ONLY the map icons when really in space (launch a craft->press M->these icons), not the Tracking Center. Stage control changed from space to tabĪn extra special note is that I have to move the window sometimes, as Windows likes to stupidly tile things, which results in the bottom being hidden by the taskbar, so I generally move it up a few pixels with every launch. Texture resolution set to full (it likes to half itself after the first run) I don't use it fullscreen at all, it's just for windowed mode (1900x1000 leaves enough space for the taskbar and a bit extra, and also means I don't have to perfectly align the window to see everything and only lose 20 measly pixels). Special note is that I run in 1900x1000 windowed mode, which is a custom resolution I set up in the nVidia control panel (so I don't have to edit settings.cfg all the time). just to cover all our bases, a screenshot of your video settings, please. We'd probably appreciate being able to look at your DxDiag and a screenshot of Task Manager showing all running processes at the time of the occurrence. Could you get an output_log.txt file from a session where this has occurred? This is a very weird one, because I honestly can't say I've ever run into it. Here's what I mean by "map icons", in case it isn't clear: I've confirmed it with an absolutely pure, brand-new stock install. This bug predates 0.90, it started when the icons were updated to remember their on/off state (0.25 I think?) It sometimes resolves itself spontaneously It doesn't always seem to happen (it's frequent though) ![]() check the input lock stack in the debug menu - this clears the issue for some reason without showing any usual locks alt-tab to another application and back No unusual locks seen in the input lock stack. Flags are unresponsive and do not highlight. What Happens: Map icon toggles are unresponsive to mouse clicksĢ) Go into map view (default key is 'M'), try to enable or disable a map icon (example, flags) via left mouse button KSP Version: KSP 0.90.0 build 705, x86/32-bit version on Win 7 圆4 too easy to avoid.I've noticed that ever since the little map icon buttons (hidden at the top of the screen in the Map view whilst in space) gained the ability to remember their state, they sometimes become unresponsive to clicks and can't be toggled. I've never flown a ship that had a thrust vector that didn't line up with control-from-here, it's just 1. The question is, how often that comes up. That way, if you needed to fly a ship where the two don't line up, you would just orient the navball so that that icon, rather than the crosshairs, is lined up with the node. ![]() might not be a bad idea to have a little mod that checks whether your engine thrust vector is in line with your control-from-here direction, and adds a little navball icon if it isn't. But that's not the positioning of the maneuver node, it's the positioning of the whole navball. Now, if what you do is to rotate the ship until that maneuver node is centered in the crosshairs, then yes, you've pointed your nose at the maneuver-node direction. It has nothing to do with where your nose or any other part of your ship is facing. The location of the maneuver node on the navball's background texture indicates an absolute direction in 3D space. Whatever your control-from-here part is (a probe core, a command pod, a docking port): the center crosshairs of the navball indicate where that part is pointing. It's not that the maneuver node works from the nose, it's that the whole navball does. Ok, so the answer is that the maneuver node marker works off of the nose of whatever the craft is being controlled by, and not the thrust vector?(Since nobody really made that clear)
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