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Claw

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Everything posted by Claw

  1. This is an interesting proposal. Although it might be a bit straying from my original purpose of trying to track down and fix some of the more problematic bugs. I will also keep this in mind, although I imagine that it'll be a bit before I get to this. It might also be a worthy suggestion for the add-on public at large. I could definitely see this as being useful. Cheers, ~Claw
  2. What Otis says is a good point. KSP is very CPU intensive and cooling can be a problem. Also, based on your log, my first suggestion is to get KSP off of your desktop. It can cause a variety of random problems. You will need to copy/paste KSP off of the desktop OR unzip a new copy. Do not "move" the file or windows DEP may still cause problems. Also, when you say "memory doesn't max out," what does it get to? You're running 32-bit KSP which means it'll max out around 3.5 GB at the most. A second thing you can try is setting Texture Quality to Half (in the main menu settings page). Given your system, I don't imagine this problem is affecting you, but maybe. Cheers, ~Claw
  3. Please visit this thread: http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide Otherwise we can't really help out much. Cheers, ~Claw
  4. Hmm. I'll have to figure out how to word the rules. (I'm not sure if you're asking it to be listed as stock.) I'm not a "hardcore" stock kind of person, but with the number of mods, I wasn't sure how stock compatible your craft is. Especially with FAR installed. Not that I'm anti-FAR, but given the differences I didn't know if the stock aerodynamics would still allow it to fly. That's a very unique looking craft all around Laie. I will add you to the front page shortly. Nice (and unique) job! Cheers, ~Claw
  5. So I did look into this. As I was thinking, it's easy to be able to spin and turn the kerbal however I want. Unfortunately, the code to do it properly (i.e. control the RCS and animations) is buried a bit deeper. I will keep this in mind to work on as I dive deeper, but I think it'll be a while before I end up with anything more useful than FreeEVA that looks descent. Cheers, -Claw
  6. That's probably because the spaceport is long since closed. That'll mean this craft isn't available for download anymore. Also, this thread is 15 months old. So has likely not been updated in a while. Cheers, ~Claw
  7. I normally don't like triple posting, but since these three required very different responses... Healthy margin surpassed. However, this is still an awesome job! I'm definitely becoming a fan of the little drop pod system. Nice work Horseman. You've been added to the front page! I thought maybe someone would hit all the Mun/Minmus biomes, but I didn't think it would be so soon. Incredible job! You are also on the front page. Nice entries everyone. Keep it up! Cheers, ~Claw
  8. Awesome job danrod963! I don't see "Crew Report" in your pictures, but your craft looks fully capable of it. So as a first poster, I'm going to call it a job well done. (Also, asparagus is fine by me and allowed in the rules.) If you have a fancy name for your craft, let me know. You've been added to the front page. Welcome to the forums! ~Claw
  9. Looks great. For some reason I think Millennium Falcon when I see it. In either case, there's been a lot of incomplete or "close" posted non-entries. So I've included a list for those as well. Heh, nice rover lab. Looks like you'll be able to get nearly everything with that setup. Good luck! Cheers, ~Claw
  10. Yep... Two things though. Please be mindful of the dates when you dig up a post. Also, maybe don't be so rough on people when you post about it. This was definitely a challenge in it's day. Cheers, ~Claw So it's back to Davy Jones' locker for this thread...
  11. Yep, it does happen. Unfortunately it's been notoriously difficult to replicate. If you have a craft that you're able to do this with consistently, please share! And Pad is right, a .craft would be even more epic. Cheers, ~Claw
  12. Oh my... Unfortunately, outdated information is out of date. Happy foruming! ~Claw
  13. And maybe if you can provide some details as to what is happening. Unfortunately, in a rocket game, the word launch can be confusing. Do you mean "launch" as in "Launch the game", "click launch in the VAB/SPH", or "press SPACEBAR so the rocket launches"? I'm going to take a wild stab and suggest setting your Texture Quality to half (or less). Edit your settings.cfg file with a plain text editor (such as notepad). Search for the line "TEXTURE_QUALITY" and make it say "TEXTURE_QUALITY = 1" (or try 2 or 3, and without the quotes). Save and relaunch the game. Good luck, ~Claw
  14. Symmetry is a bit wacky sometimes. There are a few common ways that can cause the overlapping part explosion that you're describing. Symmetry-in-symmetry (I call it recursive symmetry) is touchy but manageable. I build like this a lot, but you have to be mindful when making symmetry of part trees that have symmetry in them. Especially if you had to do anything unusual to get the symmetry to happen in the first place. The really bad one is having ALT+F12 part clipping on while dealing with symmetry. You can run into situations where the editor will overly multiple copies of a part on a single node (because you told the game to let you do that). If you attempt to do more symmetry, things really go haywire. If you're going to do clipping with symmetry: turn on the clipping, do your attachment, turn clipping back off. These are even worse if you use the "undo" feature. In general, I advise against using undo at all. Cheers, ~Claw
  15. I'm very interested in this 0ritfx. Do you think you could provide a picture of the craft you are describing? You did a good job describing it, but the directions and orientations might be important. You can find a description of how to take and upload screenshots in the same place you found the bug report format: http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide Welcome to the forums! Cheers, ~Claw
  16. Claw

    Space-Ballz

    Hi MajorB, Perhaps you could help us out. It's not completely clear what the aim of your post is. Are you looking for people to do multiplayer KSP with? Or are you looking for some sort of role-play? Or is it something else entirely? (We're trying to figure out where to put your post.) Welcome to the forums! Cheers, ~Claw
  17. Actually, you might have done enough for that to be an entry. When I get a bit more time, I'll look into your album a bit closer (there's a lot of pictures) and see if you did all the events. Looks cool though, I don't see many rover/plane combos quite like that. Cheers, ~Claw
  18. Yes. Actually I think I could do this. In fact, I think I could add keybindings so you can select which keys you want to use too (though I'd have to verify that). FreeEVA does help. It dosen't actually do anything to how EVA works, but it does allow you to switch EVA types on-the-fly (at least, last time I checked). Each mode has times when it's handy. Cheers, -Claw
  19. You'd still have to watch the plane come back down with timed parts. If you want your money back without flying it (or following it down), try debrefund.
  20. Here's one example. I made this a few versions ago, but the idea should still work fairly well. Without payload, the CoM is a bit low (on purpose). Once you put the payload on, the CoM is a little high. So I designed the plane to be able to handle having the CoM slightly high or low. One the fuel is drained out of the carrier, the CoM is just about in-line with the CoT. You can fly this up high enough that the smaller plane is released well above 22km. This allows enough time to put the small plane into a high enough orbit that you can switch back to the carrier and fly it down. Cheers, ~Claw
  21. You are quite welcome. I'm glad it's been helpful for people. I have looked into this and it's in my list of possible things to fix. It's actually pretty easy to do the fixing part. The really hard part is detecting when it's broke. Imagine applying a "fix" to something that isn't actually broken. It has potential to cause a lot of problems. I could probably build something that has a "Press this to reset at your own risk." button, but that still seems problematic to me since the idea is to reduce bugs, not make them worse. I have built quite the extensive "self help" thread that covers fixing docking port problems, but I also understand the reluctance to get into the save and start messing with things. My AnchoredDecouplerFix is going to have some incompatibility with Tweakable Everything due to how each of our mods are mechanized. My mod must take over the ejection force from the main Anchored Decoupler Module (and the Module's ejection force is set to zero). Tweakable Everything looks at that value in flight. It's been reported that with TE and my mod, TE will show negative values inflight. I tried to do what I could to ensure that the tweaked values from the VAB are used, but I haven't tested TE myself. If I'm misunderstanding and an incompatibility with TE is causing this problem, then please let me know. I might be able to dig into TE a little and see if I can make my mod more compatible. What I really don't understand is why the symmetrical staging would be broken. My AnchoredDecouplerFix doesn't use or even look at action groups or staging. Unless there is some error checking in TE that is confused by what I've done. Cheers, ~Claw
  22. Heh. Maybe I'll have to post an "attempts" category. 7. Required Science per Biome (and the rational for collecting it) Temperature – To prove that you won’t forget about the little sensors. I posted this in jest, but I wasn't expecting it to be a factor. I like this idea too. I really debated about the capsule requirement, but figured it made for a more complete science hopper. Still, nice setup. Cheers, Claw
  23. Nice job. I will add you to the list. Much like the others, I will post what you did and that it's capable of more. That's a nice looking plane, and I can't believe you took it all the way to the Mun! Cheers, ~Claw
  24. I can certainly fix the negative ejection force in my code (easily), but I'm hesitant to do it blindly without knowing why the KW fairings have it set that way. Perhaps the KW fairings are set up that way in an attempt to fix the existing stock problem? I do use the existing EjectionForce in my code rather than applying a set value (so that tweakscale works correctly). I'll probably go ahead and fix the negative ejection force as an error check, in case other add-ons have done something similar. I'm still unsure what would cause the action group problems. Is this a KW problem or are you saying it's something with my bug fixes? You said it's been around "for you as long as KWR," but I just wanted to make sure. Cheers, ~Claw
  25. Hmm. I'll try to look into this. I haven't used KW Rocketry at all, but I can't imagine why the decoupler fix would interfere with action groups. It seems more likely that the symmetry fix would be more problematic, but I'll take your word for it until I can test it. Cheers, ~Claw
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