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Everything posted by Claw
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How do you plan "grand tour" missions ?
Claw replied to lyndonguitar's topic in KSP1 Gameplay Questions and Tutorials
StevenLawyer, If you'd like to post a mission report or tutorial, please check those areas to see which your video might fit into better. I'm going to close this thread since the question is either answered or long since irrelevant. Nice looking craft though. Cheers, ~Claw -
Old thread is old, plus you just started another thread with the same topic. Closing Cheers, ~Claw
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Odd glitch with grabbing arm
Claw replied to Shneb's topic in KSP1 Technical Support (PC, unmodded installs)
I haven't hear that specific reaction by the claw, but it is quite buggy. Unfortunately there isn't really a way to fix what you're describing. You can try launching another claw craft and give it another go. What would be awesome to help us figure out more about this bug is if you could take a look at this thread: http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide Posting .craft files or saves might help a lot. Cheers, ~Claw -
Actually, this isn't on the What Not To Suggest list. It is, however, on the Already Suggested List (which is not the same), because it pops up a lot. It's generally better to post into one of the existing subject threads (if there is significant content to add) rather than starting a new one. That being said, please refrain from being harsh. Some people who visit the forums might not speak English as their first language, or may have other impediments. Point outs are fine, but being harsh is not required. Cheers, ~Claw
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Claw replied to Claw's topic in KSP1 Mod Releases
Crew positions is slated to be fixed in KSP v0.90 (out soon?). So hopefully the empty capsule thing will also stay when you set it. Cheers, ~Claw -
Kerbonauts, Please remember. Nobody is forcing you install an OS to play KSP. Just like nobody is forcing a modder to do something they don't want to do. If you want the freedom to choose how you run your computer, you should allow people who freely write and give away add-ons the same luxury. Cheers, ~Claw
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impossible to land on land via parachute.
Claw replied to Kendrick's topic in KSP1 Technical Support (PC, unmodded installs)
Hmm. Sounds like you are describing several situations together. If you could check out this thread and provide a bit more information: http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide Specifically what would help is screenshots of where you are and what's happening. Maybe even include a craft file if you can. We probably don't need log files. Welcome to the forums! ~Claw -
Try this: http://forum.kerbalspaceprogram.com/threads/78863-FIX-Dock-Undocking-Bug-in-0-23-5 I'm nearly certain it's what you need. If you have any questions, please let me know. And welcome to the forums! ~Claw
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Science: how does it work?
Claw replied to Brainlord Mesomorph's topic in KSP1 Gameplay Questions and Tutorials
Point of clarification. Your kerbals can also carry infinite everything when they are collecting experiments with the exception of EVA reports. That's because they generate the EVA report themselves. They can, however, store multiple copies of any other science from the same biome and conditions. The problem comes in when you are carrying multiple copies and you try to enter a capsule. The capsule will throw a warning dialogue telling you that some science will be dumped. That's because the capsule itself can only store one copy of a science experiment under a given biome and conditions. You are indeed correct. Science transmission caps out pretty quickly. Cheers, ~Claw -
Does some parts cause more "lag" then others?
Claw replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
Lights, as discussed in this thread, can cause a slowdown in gameplay. So if you're using a lot of lights, it can cause a lot of lag. Also, if you're generating and consuming a lot of resources such as Intake Air or Electricity, this seems to slow down the game a bit more than having an equivalent number of non generating/consuming parts. Most specifically the Intakes and associated Jet engines seem to be prone to this. This is likely due to the fact that the consumers search all over the ship for it, instead of just taking it from the first part they run into during searching (such as with liquid fuel & oxygen). So if you have a lot of engines, and a lot of intakes, there is a lot of searching and calculation going on. Cheers, ~Claw -
Top 10 Easter Eggs Found On Kerbin (Spoilers Inside)
Claw replied to KyleKidd's topic in KSP Fan Works
Nicely made video. I've moved it to the Mission Control area for now. Cheers, ~Claw -
Science not getting awarded
Claw replied to Seahawk71's topic in KSP1 Gameplay Questions and Tutorials
Kerbonauts, Please realize this is a necro, but a relevant one. Make sure you answer the current question... http://forum.kerbalspaceprogram.com/threads/63290-Science-not-getting-awarded?p=1568810&viewfull=1#post1568810 As for solving Bit Fiddler's problem... This is one of those things we will need a bit more details on exactly what you're doing. There are a couple places where the science components are having problems, but in general they don't suffer from a generic "getting no science" problem. Cheers, ~Claw -
Contacts are literally what they sound like. Some of the fictional companies in KSP will offer you contracts to do things like "test engine XXX in orbit." They offer rewards of reputation, funds, and science at varying levels (based on contract difficulty). Contracts do not show up in Sandbox or Science mode, just career, and they provide a way to fund and develop your space program for career mode. Cheers, ~Claw (ninja Taki!)
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The thread that Taki pointed out links to a Cross Platform bugs thread. In there you'll find many common problems, such as this docking port "failure to dock." It sounds like you're pretty familiar with docking. Sometimes the docking port states get bugged. You can fix it, but it requires a bit of save file editing. The thread on what to fix is in Taki's link, but I've also pasted it here: http://forum.kerbalspaceprogram.com/threads/78863-FIX-Dock-Undocking-Bug-in-0-23-5 Let me know if you have questions. Cheers, ~Claw
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Cant attach Parts
Claw replied to icecreamberni's topic in KSP1 Technical Support (PC, unmodded installs)
Hi icecreamberni, You can try deleting the settings.cfg and start with LC_ALL=C ./KSP.x86 If that doesn't work, please check out the support thread linked below. It will tell you what kind of information we need and where to find it. That would help us better answer your question. http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide And welcome to the forums! ~Claw -
Yeah, the Sr docking port is notorious for being put on backward, so I get what you are saying. The hatch thing is a good point, hadn't thought of that before. Unfortunately there isn't an easy way to flip the textures around. Personally I usually point out the ring on the docking side (that runs around the outer edge) as the thing to look at in order to make sure it's facing the right way. Cheers, ~Claw
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Graphics settings screen broken
Claw replied to Shellfishgene's topic in KSP1 Technical Support (PC, unmodded installs)
Based on this: [HighLogic]: =========================== Scene Change : From MAINMENU to SETTINGS ===================== (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) The class named 'InputSettings' is not derived from MonoBehaviour or ScriptableObject! (Filename: Line: 1633) The class named 'AudioFXSettings' is not derived from MonoBehaviour or ScriptableObject! (Filename: Line: 1633) The class named 'GameplaySettingsScreen' is not derived from MonoBehaviour or ScriptableObject! (Filename: Line: 1633) The class named 'VideoSettings' is not derived from MonoBehaviour or ScriptableObject! (Filename: Line: 1633) ...and the subsequent errors, it looks like you might have some sort of corrupt install. You can try to verify your game cache with steam, or (if you're able to) delete your KSP folder and reinstall. (Make sure you grab your save directories first.) ~Claw -
Regarding decouplers... Yes, I looked
Claw replied to pander59's topic in KSP1 Gameplay Questions and Tutorials
It's all good. You don't need a cell phone. Here, this tidbit is cut from the support request post: You can also post a craft file: There is a little extra information in there, but hopefully that helps. The Stock Bug Fix modules Taki mentioned will help with boosters tipping inward, but probably won't help with what you are describing. Cheers, ~Claw -
Very slow game loading after update.
Claw replied to gloowa's topic in KSP1 Technical Support (PC, unmodded installs)
It's a unity problem. I couldn't tell you why it wasn't causing problems before but is now, but you'll have to disable Hamachi. You could delete all of your mods (or do a fresh KSP install) and it will likely till cause the same problems. ~Claw -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Claw replied to Claw's topic in KSP1 Mod Releases
Hmm. I don't use CrossFeedEnabler. Perhaps you can tell me more details about the problem you're referring to? Cheers, ~Claw -
Biome Hopper Challenge (Open for v0.90!)
Claw replied to Claw's topic in KSP1 Challenges & Mission ideas
Ahh. I guess I didn't say you couldn't do that. Great job for your first post. On another note, I updated the Accomplishment Board a bit. There was some bad info and broken links. (Sorry about that, my internet was bad the other day and looks like my cut and paste edits got all messed up.) Cheers, ~Claw -
How do I cover up this cluster of 4?
Claw replied to Bman1296's topic in KSP1 Gameplay Questions and Tutorials
I'm uncertain where this tidbit of information started, but I have verified that stock KSP does not act this way. It's possible that joint connections were stiffened a bit more in 0.25 (unverified), and maybe that has led to the belief that vessels are no longer "trees." Rather than explain how the save files are structured, and how the code progresses through each vessel, it might be easier to show this picture. In it, you can see that only one engine is given a shroud. That's because the other three engines are not connected to the adapter. In the OP, it "appears" as if they are connected because there are decouplers attached to the engines. The decouplers are single node entities (on each side anyway) which do actually connect, and there's four of them in symmetry. The adapter is only connecting to one the decouplers, but there's no visible evidence because the engines already have shrouds. The picture above shows that the adapter is only connecting on one node. Cheers, ~Claw -
The altimeter vanished from my Map View
Claw replied to Gregory's topic in KSP1 Technical Support (PC, unmodded installs)
I believe this problem is triggered when running windowed mode at the same resolution as your desktop size, and it persists if you switch to full screen mode. You can try running in "frameless window mode." I can't recall what steam calls it, but it might also be "borderless window mode," and many people call it fake full screen mode. Steam has a check box option to use this mode. Alternatively, you can run KSP.exe directly by creating a shortcut and adding "-popupwindow" to the command line argument. Personally I prefer borderless window mode. Works much better than full screen and doesn't have the graphics hiccups. If that doesn't work well for you and you still want a windowed mode, try reducing the game resolution a little bit and that should help. Welcome to the forums! ~Claw -
Clamp-o-tron Sr. won't dock
Claw replied to colin_in_space's topic in KSP1 Gameplay Questions and Tutorials
Good and bad news. Assuming your docking ports are indeed oriented the correct direction (Sr's are notorious for being backwards), then you're probably hitting a fairly common bug. Your ports look okay to me from the pictures, and it sounds like you've been successfully docking in the past. So the good news, there's a fix. The bad news, it requires some save file editing. http://forum.kerbalspaceprogram.com/threads/78863-FIX-Dock-Undocking-Bug-in-0-23-5 It's a daunting post at first, but it's pretty straight forward. Let me know if you have any questions. Cheers, ~Claw -
How do I cover up this cluster of 4?
Claw replied to Bman1296's topic in KSP1 Gameplay Questions and Tutorials
If you prefer stock,you can also use structural panels as a sort of makeshift fairing. Some examples: http://forum.kerbalspaceprogram.com/threads/43086-Open-Source-Construction-Techniques-for-Craft-Aesthetics?p=718412&viewfull=1#post718412 http://forum.kerbalspaceprogram.com/threads/43086-Open-Source-Construction-Techniques-for-Craft-Aesthetics?p=973749&viewfull=1#post973749 http://forum.kerbalspaceprogram.com/threads/43086-Open-Source-Construction-Techniques-for-Craft-Aesthetics?p=970847&viewfull=1#post970847 Also, in case you didn't already know, a quad-to-single adapter won't actually connect to all four of those engine stacks. Assuming you built from the top down, all four FL-T800s will be connected to the top quad adapter. However, on the engine end, only one of the four decouplers will connect to the bottom quad adapter. This is because Unity uses a part "tree" structure where your build can "branch out" but can never rejoin with itself in a closed loop. The closest you can get is by strapping down the three loose ends with struts. Or some people use clamp-o-trons on the quad adapter and on the decouplers attached to the engines. When you build it, only 1 docking port will actually be attached. However, when you launch the vessel, the other three docking ports will magnetize and hold a bit more firmly. Welcome to the forums! ~Claw