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Claw

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Everything posted by Claw

  1. Quite frankly, the claw is by far the buggiest thing and the least understood of the current BUST topics. What will probably work best is if you can narrow it down to what you can figure out, test it, and post the results. Step by step instructions (if appropriate) help so that others can replicate. So yeah, I'd say anything and everything about the claw is fair game right now. At least until any piece of it can get narrowed own. Cheers, ~Claw
  2. This has got to be about the most common experience in KSP. I think nearly everyone has done it. Also, Jeb doesn't die. He just goes on extended vacations sometimes. Build it in the SPH. It'll be much easier. When you build it, use a random part as the first part (such as a cubic strut) and build off of that. Once it's done, lift the rover off of that first cubic strut and drop it into the sub-assembly tab. Then you can flip over to the VAB and pull out the rover to attach to your rocket. Just bear in mind that whatever node you connected first when you built the rover will be the node available to you when you try and connect it in the VAB. I recommend making something small to test it out with first so you see what happens before building something more complex. Depends on how big your lander is (or what's left of it). It shouldn't take too much to roll a command pod a little, but depends on what's attached to it. (Pictures might help.) Docking clamps work, but are heavier. Separators work, but can leave an extra bit to fall onto your rover if you're not careful how you attach it (because separators come off the parent and the child part). Decouplers are the lightest option, but just make sure you attach it in a way that makes sense for your rover. You can actually even make the decoupler a structural part of your rover to attach other doodads to if you're building a small one. And if you haven't done it yet, landings at a specific spot can be difficult (especially with an elephant rover hanging off of the rocket). So be prepared for that as well. Oh yeah. And again, if it's just a MK1 pod you need to roll, a second (rescue) kerbal can be capable of rolling that on the Mun. Good luck! ~Claw
  3. Well, I know the use of commas and periods can mean different things depending on where you are from. So if you mean 300 km, then you won't see atmospheric effects at Kerbin because you are well outside the atmosphere (which ends at ~70km). This is definitely one of those things that would benefit from having a picture (as you pointed out). If you need help with that, you can check this thread: http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide I would also say that when things like this suddenly change (and you haven't done anything new), sometimes graphics driver or other software updates are to blame. So maybe also double check when those things last auto-updated and see if that matches up with around the time that you noticed the change in KSP. Cheers, ~Claw
  4. You're using symmetry with the part-clipping option turned on. It can cause bad things to happen, such as the over-clip part count explosion you see there. Also, symmetry within symmetry can be rather buggy (especially if you have part-clipping enabled). And oh yes, it's exceptionally bad if you ever use "undo" while any of this is going on. The only real way to combat this is to turn on part clipping only when you must use it, then turn it back off. Also, I recommend saving your craft in a series of versions. You can see the part count in the load screen so that will show you when the craft has become corrupt (when you see a huge jump in the number of parts). Also, be extra careful any time you're dealing with symmetry in symmetry (or what I call recursive symmetry). I build with it all the time, but you have to watch what's going on. Cheers, ~Claw
  5. Hmm. Well then I think I misunderstood what was going on there. This might be something I'll have to fiddle with to understand what's even happening. I thought I saw at the end of the videos that power was completely lost. So I thought that's what you were talking about. While I understand your concern, please also understand that I'm doing my best to help Squad get to the root of these problems. If my fixes enable Squad to fix the problem, then great! If they never get around to fixing the problem, then at least these things are available. Either way, it's a win for everyone. Up to this point, Squad has been very focused on adding content to the game. As KSP moves into "beta," we will hopefully see more of these things getting fixed. Cheers, ~Claw
  6. Well, I can look into it. However, if this is true: "RTGs fluctuate because they run in Update instead of FixedUpdate. You can observe this by creating a module which consumes resources during Update; RTGs supply it smoothly, and everything else will make it fluctuate." Then it'll be hard to fix without taking control of more of the electrical system. It might be possible to do it similar to what I'm working on with the intake air balancer. Or maybe I can just make it reset itself after coming out of warp so that it goes back to working. Cheers, ~Claw
  7. Perhaps Pecan is referring to this thread: http://forum.kerbalspaceprogram.com/threads/76069-How-are-flags-oriented-when-planting-them There is some regularity, but there's also some randomness. Cheers, ~Claw
  8. Thank you for filling out the bug report. Also, thanks for uploading the pictures. Unfortunately the same picture link is pasted twice. So I am able to see the rocket that you've built, but I don't see a picture of what the actual problem is.
  9. I believe Steam also has a way to revert to the previous version. Although I don't know what button you have to click on to make that happen. Cheers, ~Claw
  10. KSP v0.25 is more memory intensive than past versions. Also, are you running any mods? You can try reducing the texture quality to free up more memory. Edit the settings.cfg file with a plain text editor like notepad. Look for the line that says "TEXTURE_QUALITY" and make it say "TEXTURE_QUALITY = 1". Then start up KSP to see if that helps. Also, if you updated over the top of a previous KSP install, you might have multiple copies of the parts. Removing them requires you to delete the KSP/GameData/Squad/Parts folder and making steam verify the game cache. Other than that, we will need that log file you referenced. You can see here for how to find it and suggested places to upload. Cheers, ~Claw
  11. I don't know. It's probably separate but maybe... That's why we're here! I thought frozen-T kerbals had gone away. Obviously you have a couple mods there. We'd have to narrow down if this is a stock problem, mod induced stock problem, or just a mod problem. It probably is a separate issue though because of how the kerbals behave. (Just confirm you're using v0.25?) Outlinking for help is fine (and probably encouraged). I just didn't want these threads to turn into support/help threads (because we have a whole forum for that!) Outlinking for help is fine (and probably encouraged). I just didn't want these threads to turn into support/help threads (because we have a whole forum for that!) Yes. There seems to be two things that can happen here. Kerbals ragdolled while still connected to the command seat, and kerbals that get ejected and turned into debris. I forgot all about mentioning the kerbal-in-the-seat problem. Updating the OP. Most definitely. If you have a way to make it happen nearly 100% of the time, then great! Cheers, ~Claw
  12. So it's getting late but I thought the first attempts at this couldconsist of a small, rover like craft suspended upside down by a launch clamp. Send a kerbal EVA and put him into the command chair. After the crash test dummy is firmly seated, drop him (upside down, head first) into the pavement. Having it on a launch clamp makes the height adjustable to control how hard he hits the ground. Hopefully someone can figure this out. Cheers, ~Claw
  13. Bugs Under Special Test (BUST) Claw Frozen/Stuck Orbits, Breaking, Infinite Acceleration This thread is part of a series of community efforts to find the root cause of some of the more difficult to pinpoint bugs in KSP. The purpose of this thread is to for users to collaborate on solving the root of the problem. Please see here for more details before posting. Special Note: Please do not post requests for support on this thread. If you need help fixing a problem, please see the other Support stickies linked below. Known Issues and Self HelpSupport Request and Bug Reporting Guide Purpose of the BUST threads: The BUST threads exist for discussion of the specific topic and for organization of the community of players who are collaborating to dig into the issue. The threads do not exist to answer support requests and any posts for support requests will likely be moved out of the thread. If you are familiar with the Bug Reporting Guidelines, what we are trying to do is solve the "How to replicate" portion of the bug report. The ultimate goal of a BUST thread is to end up with a solid bug report that has easily repeatable steps. So if you post information, try to post clear directions on how you came up with it. Topic: The Claw, and all it's wackiness. Description: The claw has quite a few problems. Not the least of which is halting itself completely in orbit, causing the rest of the ship to disassemble. Primary Known Issue Threads: No specific thread for this, but there are a lot of reports. What's known: This is another bug with a lot of sporadic reports. The most recent of which can be found here: http://forum.kerbalspaceprogram.com/threads/100032-Glue-Kraken Other people are able to launch rockets just like the one in the linked post just fine. So what's special about his claw rocket that causes it to fail? I've discovered that the "glue" portion of the kraken has to do with failure of the craft to fully pack when going on-rails when initiating non-physical warp. This is causing the root to be kinematic while the rest of the ship is non-kinematic. This means that the root part "sticks" and the rest of the ship rips free. I also believe this thread contains related errors (and likely the same bug in another form): http://forum.kerbalspaceprogram.com/threads/126526
  14. Bugs Under Special Test (BUST) Docking Ports Won't Dock/Undock This thread is part of a series of community efforts to find the root cause of some of the more difficult to pinpoint bugs in KSP. The purpose of this thread is to for users to collaborate on solving the root of the problem. Please see here for more details before posting. Special Note: Please do not post requests for support on this thread. If you need help fixing a problem, please see the other Support stickies linked below. Known Issues and Self HelpSupport Request and Bug Reporting Guide Purpose of the BUST threads: The BUST threads exist for discussion of the specific topic and for organization of the community of players who are collaborating to dig into the issue. The threads do not exist to answer support requests and any posts for support requests will likely be moved out of the thread. If you are familiar with the Bug Reporting Guidelines, what we are trying to do is solve the "How to replicate" portion of the bug report. The ultimate goal of a BUST thread is to end up with a solid bug report that has easily repeatable steps. So if you post information, try to post clear directions on how you came up with it. Topic: Stubborn docking ports that refuse to dock (or undock). Description: Sometimes no matter how much you bump the docking ports together, or click on the decouple button, those darn docking ports just don't want to do what they're told.This bug strikes at random, and can cause the docking ports to become unresponsive. Primary Known Issue Threads: http://forum.kerbalspaceprogram.com/threads/78863-FIX-Dock-Undocking-Bug-in-0-23-5 What's known: I know a lot about the structure of the craft, how KSP decides to label things, and how to fix this problem. However, I know very little to nothing about what actually triggers it. I've often seen this in conjunction with the docking alignment mod, but I think it also happens without the mod.
  15. Bugs Under Special Test (BUST) Parts of Craft Crash into Buildings and Explode This thread is part of a series of community efforts to find the root cause of some of the more difficult to pinpoint bugs in KSP. The purpose of this thread is to for users to collaborate on solving the root of the problem. Please see here for more details before posting. Special Note: Please do not post requests for support on this thread. If you need help fixing a problem, please see the other Support stickies linked below. Known Issues and Self HelpSupport Request and Bug Reporting Guide Purpose of the BUST threads: The BUST threads exist for discussion of the specific topic and for organization of the community of players who are collaborating to dig into the issue. The threads do not exist to answer support requests and any posts for support requests will likely be moved out of the thread. If you are familiar with the Bug Reporting Guidelines, what we are trying to do is solve the "How to replicate" portion of the bug report. The ultimate goal of a BUST thread is to end up with a solid bug report that has easily repeatable steps. So if you post information, try to post clear directions on how you came up with it. Topic: Those random times when you're returning to KSC and pieces of your ship collide with the VAB or launch pad. Description: When returning to KSC (typically with a space plane), parts of the vessel crash into various buildings around KSC (usually the VAB or launch pad). Primary Known Issue Threads: There isn't one, though there are several reports. What's known: Seems to happen when traveling out of Kerbin's SOI (such as to the Mun or Minmus) and returning to KSC without reverting or quickloading. High time warp may also be a factor.
  16. Bugs Under Special Test (BUST) Kerbals as Debris This thread is part of a series of community efforts to find the root cause of some of the more difficult to pinpoint bugs in KSP. The purpose of this thread is to for users to collaborate on solving the root of the problem. Please see here for more details before posting. Special Note: Please do not post requests for support on this thread. If you need help fixing a problem, please see the other Support stickies linked below. Known Issues and Self HelpSupport Request and Bug Reporting Guide Purpose of the BUST threads: The BUST threads exist for discussion of the specific topic and for organization of the community of players who are collaborating to dig into the issue. The threads do not exist to answer support requests and any posts for support requests will likely be moved out of the thread. If you are familiar with the Bug Reporting Guidelines, what we are trying to do is solve the "How to replicate" portion of the bug report. The ultimate goal of a BUST thread is to end up with a solid bug report that has easily repeatable steps. So if you post information, try to post clear directions on how you came up with it. Topic: Kerbals turning into debris. Description: This happens most often when crashing a rover with a kerbal attached to a command seat. The kerbal is ragdolled and dislodged from the seat and ends up labeled as "XXX debris". There are at least two outcomes of the sort of crashing that induces this: Crashing results in a kerbal separate from any other component, but labeled as debris. Crashing results in an unresponsive kerbal still connected to the command seat, and unable to "leave" the seat These might be related, or might not. Primary Known Issue Threads: http://forum.kerbalspaceprogram.com/threads/75586-Master-Thread-Unresponsive-Kerbals-in-EVA What's known: Kerbal's heads seem to be quite hard. Striking the helmet on the ground seems to be a contributor to turning the kerbal into debris. They have to strike their head hard enough that they are ragdolled and dislodged from the seat, but not so hard that they are killed and disappear from existence. It's unclear if the helmet needs to strike the ground first, or if it can strike after any other portion of the craft first. A possible related topic is when a kerbal goes EVA and the game crashes when they touch the ground. This may also be related to ragdoll states.
  17. BUST - Bugs Under Special Testing (Community Project) Special Note: Please do not post requests for support on this thread. If you need help fixing a problem, please see the other Support stickies linked below. Known Issues and Self HelpSupport Request and Bug Reporting Guide This thread is my attempt at a new, community driven effort in the support forums (i.e. non-official). There is a lot of KSP experience and energy floating around in here (I see it all the time in responses to support requests). As some of you may already know, I've been working on add-on modules that address some of the more common (and problematic) bugs in KSP. (That thread link can be found in my signature.) My efforts to fix those bugs have relied (knowingly or not) on posts by the various users of this forum. I realized that there's a trove of knowledge here and quite a few people who care about KSP. I'm hoping we can put that expertise and motivation to use. I'm creating this thread in order to organize efforts and information about some of the more elusive bugs that plague the game. Specifically I'm aiming at those bugs whose causes have been difficult to track down. If we can figure out the exact problem, it frees up developer time to fix more bugs rather than spending their time tracing the source. This is a community driven effort to really dig down into what's causing these problems. If we really want some of these solved, then we need to work together to build up what I call a "database of knowledge" so that together we can figure out the root cause of the bugs. From this database, we can all work together to determine what is causing the bug, rather than just saying "this problem exists." What separates his series of threads from the vast archive of bug reports is that these bugs are the most difficult to replicate. To help with this, I'm creating a series of BUST topics. Each BUST topic will have its own thread. Inside that thread, we will discuss what we think is causing the problem and post our "trial and errors" and/or testing results. If you have an idea for a BUST topic, post that idea in here rather than making new, arbitrary threads. Even if you don't think you're good at troubleshooting, simply providing good posts of what you were doing when encountering one of the BUST topics can help immensely. Any hours of time that you spend playing the game (and finding a bug) is hours saved for someone who is trying to troubleshoot. KSP is an "early release" type of game. Some people don't like the implications of what "early release" means to the player. While these are valid concerns, the BUST series of threads are not the place for that debate. It's also not a place to debate why the bugs haven't been fixed. As a player of KSP who is highly interested in fixing bugs, I want to try and organize the efforts of other KSP users. We are here to find the cause, not lament at how bad the bugs are or how long they've been around. For the purposes of BUST topics, a BUG is something that is not intended through normal gameplay. Bugs worthy as a BUST topic are those whose cause is not well known, or the steps are difficult to repeat. Example of a non-bug: The default throttle on launch is set to 50%. - While this may be highly annoying to some people, it is a specifically designed aspect of KSP. That's a feature suggestion and not a bug that needs solving. Example of a bug: Kerbals are ejected away from the capsule when going EVA - This is definitely a bug. Kerbals aren't meant to be flung off of the pods when going EVA. However, this is not a good BUST topic because the cause has been found. Example of a BUST topic: Docking ports sometimes won't undock, or won't dock. - This problem has been around for a while and I've managed to heavily document how to fix a save file. However, I haven't seen anyone figure out how to easily and successfully replicate the problem. (Replicating the problem is different than providing a broken save.) - Simply put: we know what the problem is but we don't know what is causing it. Purpose of this thread: This BUST Master Thread is NOT for detailed discussion about the specific topics, nor is it for requesting support on any of the BUST issues. This thread is designed for proposing BUST threads and for listing the current, active BUST topics. Purpose of the BUST threads: The BUST threads exist for discussion of the specific topic and for organization of the community of players who are collaborating to dig into the issue. The threads do not exist to answer support requests and any posts for support requests will likely be moved out of the thread. If you are familiar with the Bug Reporting Guidelines, what we are trying to do is solve the "How to replicate" portion of the bug report. The ultimate goal of a BUST thread is to end up with a solid bug report that has easily repeatable steps. So if you post information, try to post clear directions on how you came up with it. BUST Thread Conduct: Explain what you were doing before and all the way up to hitting the problem. Details are important if we are to find common occurrences that lead to the bug. In this regard, facts are important, and not interpretation of what happened. Pictures, .craft files, logs, and saves can be helpful. (See here for where that stuff lives.) Try not to get angry or emotional about the bug. Bugs make many people upset, but venting into a thread will only serve to derail the task at hand. Post serious suggestions even if they are far-fetched, but try not to throw out completely random and wild ideas without some level of explanation. Try not to be dismissive of someone's suggestion even if it sounds ridiculous. Have an open mind and use solid testing to determine if someone's suggestion is valid or not. BUST Topics BUST: Kerbals as Debris BUST: Parts of Craft Crash into Buildings and Explode BUST: Docking Ports Won't Dock/Undock BUST: Claw Frozen/Stuck Orbits, Breaking, Infinite Acceleration
  18. Hmm. Well it isn't very typical for the rocket to go transparent. Are you using any mods? And in this case, I would recommend posting a screen shot of exactly what you're seeing. You can find more info about grabbing and posting screen shots here: http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide Also, I've moved this to the support forum. Welcome to the forums! ~Claw
  19. There you go. That's exactly what I was remembering. Thanks Obsessed.
  20. It looks like you have enough memory, but it also looks like you're on a laptop. I don't know if that particular Intel graphics card shares memory space, but that's pretty common for the intel laptop graphics sets. You can free up some memory from KSP by trying the following, and maybe that'll let the game load. Edit the settings.cfg file and find the line that says "TEXTURE_QUALITY". Make it say "TEXTURE_QUALITY = 1" and give it a try. Make sure you edit the settings.cfg file with a plain text editor like notepad. Welcome to the forums! ~Claw
  21. I would ask that you guys reread the forum rules, in particular 2.2, and refrain from posting off topic comments. Cheers, ~Claw
  22. Oh, that's a big question. I would point that question here: http://forum.kerbalspaceprogram.com/forums/37-Add-on-Development Cheers, ~Claw
  23. Thanks for the kind offer. However, this question is over 5 months old. It's likely the user has figured out a solution and/or moved on. Cheers, ~Claw
  24. Moved the the Q&A forum for now, where you might get more varied advice. If you haven't looked into DarkMultiplayer mod, that might be one of interest (if you want head to head racing). Cheers, ~Claw
  25. This particular post may not be the most helpful, but I recall that there might be a way to do this. Normally parts on the same ship will clip through each other when bending. However, I believe there is a part (or maybe a couple parts) that will support pieces of the same ship. I think it might be in the stock construction thread somewhere, but I can't remember. It might also be in the challenge somewhere that was for a fully reusable space program, where you had to take a returned SSTO, refuel it, reload cargo, and launch it again without using the VAB/SPH. I will try to dig around and see where this was from, but I do think it's possible. I remember it being a piece like a round fuselage section or something like a roller. That being said, your craft will probably be more stable using multiple docking ports as has been suggested. Good luck, ~Claw
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