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Everything posted by 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
Okay. Thanks everyone for helping me see all the issues with the LargeCraftLaunchFix and KJR. LargeCraftLaunchFix has been updated to work correctly when KJR is installed. It worked for me for initial launches and during time warp on the launch pad / runway. Please let me know if you are still having problems. Whoops. Wait a second before downloading. I had problems getting a good sync with GitHub. It's now updated correctly. Download away! Cheers, ~Claw -
Need some simple info about mod and memory usage
Claw replied to RainDreamer's topic in KSP1 Mods Discussions
Moved to the add-on question area, where you're more likely to get detailed information. Cheers, ~Claw -
Biome Hopper Challenge (Open for v0.90!)
Claw replied to Claw's topic in KSP1 Challenges & Mission ideas
Perhaps. It would be nice to find a way to include KSC biomes, since there are so many and it needs a different set of biome hopping skills. However, I also don't want it to be grindy to have to get every single one just to qualify as "1 biome." What if KSC biomes were considered their own "celestial body" in terms of being considered separate from the rest of Kerbin? In other words, have a class of biome hoppers that are specifically for KSC? (I think this is my favorite idea so far.) This is exactly the kind of thing I had in mind. I really like rovers, even if they are a bit slow. You're still getting from biome to biome. My intent wasn't to exclude any particular type of craft or way of doing things, other than for it to be a singular (non-physics-abusing) mission. Cheers, ~Claw -
Biome Hopper Challenge (Open for v0.90!)
Claw replied to Claw's topic in KSP1 Challenges & Mission ideas
I excluded those under rule 7d. "- 7d. All biomes must be outside the lighter colored area surrounding KSC, or roughly more than 5km from KSC. In other words, none of the biomes on KSC (runway, launch pad, VAB, etc) count toward the total biomes collected." I thought that if these were available, the "hopper" part of the biome hopper would get sort of ignored. There are just so many biomes right there, and all you'd need is a rover. My goal was to get away from the KSC and build something that can hop from biome to biome (which are typically much further apart everywhere else). Unless someone has a suggestion on how to include them without making the challenge a lopsided "KSC" event. I'm open to suggestions there. -
Are you able to take a screenshot? (I mean, does the distortion show up?) If so, could you upload it for us to see? It might be that the video card drivers aren't setting the full screen resolution correctly when Unity switched to full screen mode. You can also try the borderless window option. You can select it via the launcher. Cheers, ~Claw
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Biome Hopper Challenge (Open for v0.90!)
Claw replied to Claw's topic in KSP1 Challenges & Mission ideas
Here is my first entry attempt: Craft Name (if you’re feeling clever): Spider Stock / Non-Stock Entry: Stock (MechJeb for engineering data.) Celestial Body: Kerbin Number of Biomes: 4 Total Mission Cost (Optional): 19,776 for the craft, but fully recoverable. Roughly 100 for fuel. Highest Science Tier (Optional): Stand by Craft File (Optional): I'll upload later, after more tweaking. I learned quite a bit on this one. It's based on a previous VTOL design, but pared down and with a lander can. I added chutes to make it easier (and more fuel efficient) to land. Turns out it's a bit unstable and was sometimes challenging to fly. Although I used less than half the fuel so I think there's room for more science components. I think I will tweak this some more and see if I can add some biomes to the count. Cheers, ~Claw -
Biome Hopper Challenge – For Science! Now Open for v0.90! With the addition of biomes in v0.90, I am opening up this challenge to all bodies (and will split the achievement board accordingly, if there are new entries). This challenge is to build a single craft capable of hopping and sciencing in as many biomes as possible. This is meant to be more of a demonstrator challenge to generate clever designs. So yes, there is a lot more science available, but the point is to build the craft and demonstrate that it can grab science. I was thinking of restricting it to a certain tech level or cost cap, but I’m more interested in seeing novel/unique solutions to biome hopping. The idea is to design a craft that people can look at or use that doesn’t feel like a grind. It can be massive or micro; a whole craft or science drop pods; orbital, sub-orbital, rocket, air-breather, etc... RULES 1. Hyper edit, save file edits, .cfg edits, ALT+F12 cheats, and other similar god-like powers are not allowed. 2. No abuse of physics or bugs (kraken drives, infiniglide, etc…) - 2a. Intake stacking is allowed and is not considered abuse of bugs (maybe just abuse of design). 3. Clipping is allowed (to include ALT+F-12 clipping) as long as you aren’t abusing physics. 4. There is no limit on the number of parts, cost, science tier, or time for the mission. (Although cost and science tier are useful things to include with your submission.) - 4a. "Hopper" isn't meant to exclude any particular type of craft. Crawlers and rovers are more than welcome. 5. The craft must be built and launched in a single launch from the VAB or SPH. No launch pad, field, or orbital assemblies. And once the craft is launched, it’s launched. Don’t recover it part way through and launch it again (unless you’re starting over). - 5a. You may recover the craft and/or any released sub-components anywhere on Kerbin. Anything recovered counts toward completion but may not be relaunched. - 5b. You may detach and reattach components to the craft. Examples include dropping science pods, detaching and reattaching a rover, or docking with a science lab. 6. Refueling – Allowed if you fly fuel to the craft or take the craft to a refueling depot. - 6a. The refueler is in no way allowed to participate in the mission other than providing fuel. This means it cannot fly more kerbals there, act as a tug, be a science lab, offload or recover science data, or any other required mission tasks. - 6b. The cost of refueling operations should count in your total mission cost (if you’re keeping track). 7. Required Science per Biome (and the rational for collecting it) Crew Report – So that you have to bring a kerbal and capsule of some kind. Soil Sample – Because your kerbal should be able to get out, walk around, and get back in. -- Optionally plant a flag for your later proof picture. Temperature – To prove that you won’t forget about the little sensors. Mystery Goo – Because I want to see how you solve the goo’s limitations. - 7a. You may take more science devices if desired. - 7b. For the purpose of this challenge, only ground science (in the “landed†and/or “splashed†biomes on Kerbin) should be collected. You may collect airborne or spaceborne science, but it doesn't count as additional biomes. - 7c. All science collected must be recovered. - 7d. All biomes must be outside the lighter colored area surrounding KSC, or roughly more than 5km from KSC. In other words, none of the biomes on KSC (runway, launch pad, VAB, etc) count toward the total biomes collected. 8. Proof! – It’s not required to be a huge, step-by-step album unless you want to share. (Modified Slightly) - 8a. Please Include a picture of your whole craft in the VAB/SPH. - 8b(1). Take a picture at each landed or splashed location, preferably of your kerbal on the ground and the craft somewhere in the picture. OR - 8b(2). Take at least one picture at a landed or splashed location with your kerbal on the ground and the craft somewhere in the picture. Also include a map view picture of the celestial body with all planted flags visible so they can be counted. - 8c. Include the following information with your submission: Although it’s not a scoring factor, please also include the cost of your craft and what tier science is used (if you can) so others may learn from your design. For cost, use the VAB/SPH readout before any strategies are applied. 9. Stock vs. Non-Stock Stock – All stock parts and physics. - MechJeb, KER, RCS Build Aid, and other engineering add-ons are allowed for engineering/design work. (The idea here being that you should be able to remove the non-stock components and the craft still works as advertised.) - If your engineering add-ons are used for more than just engineering/information, please list your entry as non-stock. Non-Stock – Non-stock parts and add-ons are allowed. - Please avoid god-like powers in the spirit of Rule 1 (i.e. still no hyper-edits, etc...). ACCOMPLISHMENT BOARDS Entries are rank ordered based on the number of biomes collected. For the purposes of ordering, “landed†and “splashed†situations count as separate biomes, assuming the required science was collected for each. The two accomplishment boards (stock and non-stock) are further split by celestial body (any moons will be listed under the parent planet). I've also added a "Multi-SOI" listing for those entries that span multiple planetary SOIs. Stock Entries [table=width: 1000, class: grid, align: center] [tr] [td=width: 125]User[/td] [td=width: 200]Craft[/td] [td=width: 125]Celestial Body[/td] [td=width: 125]# of Biomes[/td] [td=width: 200]Cost (Craft / Expenses)[/td] [td=width: 100]Science Tier[/td] [/tr] [tr][td]MULTI-SOI[/td][/tr] [tr][td]MOHO[/td][/tr] [tr][td]EVE[/td][/tr] [tr] [td] astrobond [/td] [td]Biome Catcher[/td] [td]Eve & Gilly[/td] [td]10[/td] [td]872,236 / 284,805[/td] [td]High (SLS)[/td] [/tr] [tr] [td] Foxster [/td] [td]Never Again[/td] [td]Eve[/td] [td]6[/td] [td]?? / ??[/td] [td]High (SLS)[/td] [/tr] [tr] [td] Foxster [/td] [td]Must Be a Better Way[/td] [td]Eve[/td] [td]2[/td] [td]?? / ??[/td] [td]High (SLS)[/td] [/tr] [tr][td]KERBIN[/td][/tr] [tr] [td] Starhawk [/td] [td]Munar Science Harvester[/td] [td]Mun[/td] [td]11[/td] [td]179,640 / 149,300[/td] [td]Mid[/td] [/tr] [tr] [td] dippercandy [/td] [td]Biome MIRV[/td] [td]Kerbin[/td] [td]8[/td] [td]375,000 / ??[/td] [td]Full Tree[/td] [/tr] [tr] [td] Foxster [/td] [td]The Cheetah X8[/td] [td]Kerbin[/td] [td]8[/td] [td]?? / ??[/td] [td]High (SLS)[/td] [/tr] [tr] [td] GoSlash27 [/td] [td]Kerbilab (w/ detachable rover)[/td] [td]Kerbin[/td] [td]8[/td] [td]?? / ??[/td] [td]Mid to High[/td] [/tr] [tr] [td] Leibniz [/td] [td]Minmus Flea[/td] [td]Minmus[/td] [td]6[/td] [td]18,748 / ~4,000 [/td] [td]Low[/td] [/tr] [tr] [td] danrod963 (First Time Poster) [/td] [td]Biome Hunter[/td] [td]Mun[/td] [td]5 (capable of 6)[/td] [td]290,126 / ~289,100 [/td] [td]5[/td] [/tr] [tr] [td] Bill Zarr [/td] [td]Science Rover & Lab Rover Module[/td] [td]Kerbin[/td] [td]4 (capable of all)[/td] [td]86,739/ ~6,000[/td] [td]Mid[/td] [/tr] [tr] [td] Claw [/td] [td]Spider[/td] [td]Kerbin[/td] [td]4[/td] [td]19,776 / 100[/td] [td]Mid[/td] [/tr] [tr] [td] Laie [/td] [td]Hopper T30 / Hopper 909 (Low tech, short range)[/td] [td]Kerbin (Near KSC Hopper)[/td] [td]1 (capable of 6)[/td] [td]16,700 / 1200-1900[/td] [td]Low - 3 or 4[/td] [/tr] [tr][td=width: 200]DUNA[/td][/tr] [tr] [td] astrobond [/td] [td]Duna Ike Biomes Catcher[/td] [td]Duna / Ike[/td] [td]13[/td] [td]196,243 / 5,603[/td] [td]High[/td] [/tr] [tr] [td] Jasonden [/td] [td]DoDuna1[/td] [td]Duna[/td] [td]5[/td] [td]80,200 / ~75,000[/td] [td]Mid[/td] [/tr] [tr][td=width: 200]DRES[/td][/tr] [tr] [td] Foxster [/td] [td]Crabby Patty[/td] [td]Dres (capable of 11)[/td] [td]1 (capable of more)[/td] [td]?? / ??[/td] [td]High[/td] [/tr] [tr][td]JOOL[/td][/tr] [tr][td]EELOO[/td][/tr] [tr] [td] Foxster [/td] [td]Crabby Combo[/td] [td]Eeloo[/td] [td]7[/td] [td]?? / ??[/td] [td]High[/td] [/tr] [/table] Non-Stock Entries [table=width: 1000, class: grid, align: center] [tr] [td=width: 125]User[/td] [td=width: 200]Craft[/td] [td=width: 125]Celestial Body[/td] [td=width: 125]# of Biomes[/td] [td=width: 200]Cost (Craft / Expenses)[/td] [td=width: 100]Science Tier[/td] [/tr] [tr][td]MULTI-SOI[/td][/tr] [tr] [td] Niknack [/td] [td]Science Project (MJ, KJR)[/td] [td]Kerbin, Mun, Minmus, Ike, Bop, & Pol[/td] [td]50[/td] [td]2,617,894 / ??[/td] [td]High[/td] [/tr] [tr][td]MOHO[/td][/tr] [tr] [td] Jasonden [/td] [td]DoMoho[/td] [td]Moho[/td] [td]12[/td] [td]348,120 / 72,970[/td] [td]Mid[/td] [/tr] [tr] [td] Voculus [/td] [td]Moho Mojo[/td] [td]Moho[/td] [td]6[/td] [td]817,280 / ??[/td] [td]High (SLS)[/td] [/tr] [tr][td]EVE[/td][/tr] [tr] [td] Voculus [/td] [td]Eve Biome Surveyor (Large Diameter Spaceplane mod, B9 Aerospace, and Karbonite)[/td] [td]Eve[/td] [td]6 (Self Refuel)[/td] [td]248,000[/td] [td]High[/td] [/tr] [tr][td]KERBIN[/td][/tr] [tr] [td] kookoo_gr [/td] [td]Ion Lander (Various flight control)[/td] [td]Mun and Minmus (+1 Kerbin)[/td] [td]25 (Capable of all Mun and Minmus)[/td] [td]473,730[/td] [td]Full Tree[/td] [/tr] [tr] [td] 5thHorseman [/td] [td]Shotgun (Various flight control)[/td] [td]Mun and Kerbin[/td] [td]19[/td] [td]338,052[/td] [td]High (SLS parts)[/td] [/tr] [tr] [td] Laie [/td] [td]Asymmetric LabLander (MechJeb) - Mun Edition | Minmus Edition[/td] [td]Mun or Minmus[/td] [td]13 (capable of all Mun or Minmus[/td] [td]Mun - 211,000/~57,000 Minmus - 100,000/~43,000[/td] [td]Mid[/td] [/tr] [tr] [td] Kerbas_ad_astra [/td] [td]Original Sky Princess (Hooligan Labs & USI) | Sky Princess & Sky Princess Tier 5 (TAC-LS, Firespitter, Hooligan Labs)[/td] [td]Kerbin[/td] [td]9[/td] [td]56,000 / ~56,000 & 23,000 / ~23,000[/td] [td]Tier 7 & 5[/td] [/tr] [tr] [td] WhiteKnuckle [/td] [td]Nomad E2 (FAR)[/td] [td]Kerbin[/td] [td]8[/td] [td]80,812 / ~800[/td] [td]Mid[/td] [/tr] [tr] [td] sdj64 [/td] [td]Surveyor Base (KER, RSS, SDF, DRE, Oblivion)[/td] [td]Minmus[/td] [td]7[/td] [td]421,412 / ??[/td] [td]High[/td] [/tr] [tr] [td] hoioh [/td] [td]Unnamed Plane (B9 & MechJeb)[/td] [td]Kerbin[/td] [td]6 (including splashed)[/td] [td]?? / ??[/td] [td]??[/td] [/tr] [tr] [td] astrobond [/td] [td]Biomes Science Catcher (Mun and Minmus) (MechJeb for flight control)[/td] [td]Mun or Minmus[/td] [td]1 (capable of all Mun or Minmus)[/td] [td]374,274 / ~22,000[/td] [td]Tier 5?[/td] [/tr] [tr] [td] Wanderfound [/td] [td]Kopernicus (FAR, DRE, & various flight control)[/td] [td]Kerbin, Mun, or Minmus[/td] [td]2 (capable of more)[/td] [td]149,323 / 4,708[/td] [td]Full Tree[/td] [/tr] [tr][td]DUNA[/td][/tr] [tr][td]DRES[/td][/tr] [tr][td]JOOL[/td][/tr] [tr] [td] Voculus [/td] [td]Laythe Surveyor Spaceplane (B9, SABRE, KAS, others)[/td] [td]Laythe[/td] [td]4[/td] [td]508,854 / ~200,000[/td] [td]High[/td] [/tr] [tr][td]EELOO[/td][/tr] [/table] Alternate Entries Either incomplete, in progress, or didn't meet the rules. [table=width: 1000, class: grid, align: center] [tr] [td=width: 200]User[/td] [td=width: 200]Craft[/td] [td=width: 125]Celestial Body[/td] [td=width: 125]# of Biomes[/td] [td=width: 400]Notes[/td] [/tr] [tr] [td] GoSlash27 [/td] [td]Flying Lab (Stock)[/td] [td]Kerbin[/td] [td]Incomplete[/td] [td]Forgot about crew reports.[/td] [/tr] [tr] [td] SRV Ron [/td] [td]Sky Sailor (Modded)[/td] [td]Kerbin[/td] [td]Not-Attempted[/td] [td]Nice floating ship design.[/td] [/tr] [tr] [td] dippercandy [/td] [td]Ion MIRV thingy (Stock)[/td] [td]Kerbin[/td] [td]Not-Attempted[/td] [td]Lawn chair drop pods from space.[/td] [/tr] [tr] [td] Signo [/td] [td]Flying Rover (Stock)[/td] [td]Mun[/td] [td]Incomplete[/td] [td]Great flying/docking rover. Missing some science.[/td] [/tr] [tr] [td] drewscriver [/td] [td]Hypatia II (Stock)[/td] [td]Mun (4 biomes)[/td] [td]Incomplete[/td] [td]Millennium Falcon looking, missing crew reports.[/td] [/tr] [tr] [td] numerobis [/td] [td]Large Rover Lab (Stock)[/td] [td]TBD (Airless)[/td] [td]In Progress[/td] [td]In Progress[/td] [/tr] [tr] [td] Laie [/td] [td]Lab Rover (Stock) Test Flight![/td] [td]All except Eve-Laythe-Tylo [/td] [td]Incomplete[/td] [td]Great looking and capable (largeish) rover lab.[/td] [/tr] [tr] [td] Himynameisjake [/td] [td]Almost Finished Rover (Stock)[/td] [td]Various[/td] [td]Under Construction[/td] [td]VTOL Rover Lab.[/td] [/tr] [/table]
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RCS thruster problem
Claw replied to RussaX's topic in KSP1 Technical Support (PC, unmodded installs)
Have you tried turning the RCS off? If the SAS is off and the RCS is on, it will run when you provide input to the craft. Regardless if it's a rover, rocket, or plane. Cheers, ~Claw -
Randomly Closing
Claw replied to Gaarashatan's topic in KSP1 Technical Support (PC, unmodded installs)
What we really need is your output_log.txt or the player.log (depending on your OS). The thread that explains that stuff is here: http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide That being said, here's my first suggestion... Open your settings.cfg file with a plain text editor (like notepad). Find the line that says "TEXTURE_QUALITY" and make it say "TEXTURE_QUALITY = 1". (You can even try 2 or 3.) Restart KSP and see if that helps. Cheers, ~Claw -
If you've already tried removing the .craft files, make sure you don't delete the directories (or you'll break it more). After that, check the folder permissions. If you're absolutely certain that you've already checked those things, then check this thread and follow the directions to upload a log file. http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide I'm going to leave this thread here until I know for sure if you're still using mods or not. 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
Sorry for the delayed responses. I've been involved in something else and forgot to check this the last couple days. I have a working concept that fixes asymmetric flameout. It doesn't alter part order in any way. I'm actually taking control of the IntakeAir resource pool and parceling it out to the engines. I don't do anything to the code that produces IntakeAir, and I don't do anything to the code that consumes IntakeAir. I am capturing the air as it is produced and effectively hiding it from the craft. The required consumption for the engines is tracked and each engine receives a share of the available pool based on it's need. If there's enough air for everyone, then an engine gets what it asks for. If there isn't enough air available for everyone, then the engine only gets a percentage of it's request. This ensures equal percentages are available for all the active engines. Quite likely. It's a very non-obvious bug that took me a few weeks (and several user's save files) to figure out. Indeed. Before I started writing these fixes, I didn't have the slightest clue how to write an add-on for KSP. If you enjoy something enough, I suppose you find the motivation to help out rather than lamenting about the bad stuffs. Thanks for the feedback. Does this happen when exiting time warp? Or all the time? Also, (in case you're using it)...It seems that my fix doesn't play perfectly well with KJR because of the way KJR handles physics onset. I haven't had the opportunity to download KJR and work on compatibility. If you can provide just a bit more detail that would help me out. And my fix doesn't do anything to the ship. So if your ship is exploding (and coming apart), then you might need to strengthen your ship a little. Cheers! ~Claw -
Is there any way to get science?
Claw replied to MacMan131's topic in KSP1 Gameplay Questions and Tutorials
You can also start a custom difficulty game and bump up the starter science.It's handy if you simply don't feel like harvesting that first bit of science from around KSC. Cheers, ~Claw -
Moved to the add-on area. Cheers, -Claw
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You might want to try lowering the texture another notch (to 2 or 3) to get it to launch. Once it's launched, you can often get away with bumping the texture back up. I don't know if part of that has to do with how the .NET framework structures things during the first run cycles while it compiles. Also, KSP makes a huge memory grab when the main menu comes up. So if you can get past that, you might be able to safely bump the texture back up. I think part of that memory grab also depends on how high your resolution is set, but I'm not sure on that. Also, even if you have 4GB of ram, KSP likely doesn't have access to it all because there needs to be a certain amount available for Windows. Check and make sure windows isn't keeping a bunch of other stuff loaded in the background to "help" you out. In either case, it sounds like Squad is working on managing memory a bit better for the next version. So hopefully that will bring the requirements back down. 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
Was that with or without my fix? My fix "should" work with craft coming out of warp. If it's not, let me know and I'll have another look. And sorry, I've been slow about addressing KJR due to other projects. Cheers, ~Claw -
Personally I also agree that this strategy doesn't really make sense. You will literally never benefit from it. Ever. Well, maybe not quite "ever," but you'd be hard pressed to get an advantage. Even if you land at the far side of the planet, recovery value is 50%. Practically speaking, you really only benefit from recovering craft that are extremely fuel efficient, and they need to be about 1/5 of the way around the planet or further. Anything recovered closer to the launch pad suffers more loss of funds. And if you launch, realize you need to change something and recover, you lost the 6% investment (you can never recover for more than 100%, even if it costs 106% to launch). While as AlexinTokyo points out, that would be akin to losing funds on a scrubbed launch, that doesn't make sense to me from a voluntary strategy standpoint. I would think that if it's a fund penalty you want, there are probably better ways to get it. Cheers, ~Claw
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So I copied a post here from another thread to help out with troubleshooting. I did test this craft through several reverts of all kinds and couldn't get the claw to stick in place. I'll keep trying though. Time warp has also been a common factor, though I'm not sure about reverts. The other thing I remembered is that once this happens to a craft, it gets stuck in the persistence. So it's possible it's getting saved in the files somehow, or at least whatever triggers the bug might be saved. ~Claw
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Darn, I have tried all manner of reverts throttle up, down, while staging, under physical and non-physical time warp, time warp before, after... and still no luck. Well, I'm going to move most of my work to the BUST thread on this topic. As for your craft, I suppose the easiest fix is to simply revert, restart KSP, and try launching it again. What's really weird is that once this sort of thing happens, the save file is permanently corrupt for that craft. So avoid saving after this happens if you can help it. Thanks for the craft, ~Claw
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Can't get Cargo Bay to Release?
Claw replied to davidpsummers's topic in KSP1 Gameplay Questions and Tutorials
It looks like you have connected the docking ports at the wrong nodes. The two faces of the docking ports that should be touching each other are too deeply overlapped. Try going back to the SPH/VAB and pulling off the probe (starting at the docking port that would stay with the probe. Then watch carefully as you reattach it. The narrow lips of the docking port should not overlap. (Edit: Yes, what the ninja said. ) Cheers, ~Claw -
Excellent, thanks! I will give it a try when I get the chance. Hopefully it will provide some useful info. By the way, what did you do just prior to launching? I see you mention time warp, but did you do anything in particular in the editor before hand? Or just "launch" it out of the VAB, warp for a launch window, then throttle up and go? Thanks, -Claw
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How to restore a messed-up orbit?
Claw replied to Laie's topic in KSP1 Gameplay Questions and Tutorials
Most likely this. Although they are updated (on some occasions) while in orbit, I know for sure they are not used when in orbit (you can change them at will with no effect). I don't think they are used during suborbital flight, but I haven't confirmed that. Cheers, -Claw -
BUST: Kerbals as Debris
Claw replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
Yeah, that's probably exactly what's happening. The kerbal looks like any other part when attached to the command seat. So he's simply breaking off and turning into debris. Although I think there might be more to it, because sometimes they are classified as a "base." Part of the problem with slapping a fix in though is that the name is already changed and a few other things occur. Might be able to look him up in the roster, but there's some knowledge that needs to go into relabeling him as a kerbal (vice debris). ~Claw -
BUST: Kerbals as Debris
Claw replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
Cool! I haven't given your rover a try, but here is my progress so far. I haven't done much testing yet to see how sensitive it is to height, but out of 5 drops so far, this turned the kerbal into debris 5 times. Going EVA and releasing from the ladder did ragdoll the kerbal, but did not kill or break him. However, the seat is a different story: 1. So you can see how the contraption is built. 2. Send the kerbal on EVA and board the seat (can be done from the pod ladder or from the ground). 3. Stage the craft and let it crash to he ground (head first. Sorry Jeb!) The kerbal is now debris.