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Everything posted by Claw
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And as Master Tao pointed out, a few of us have spent many hours collecting known issues. Many of your problems you've been asking about (that I've responded to) are also linked in my signature as well as stickied at the top of this forum. And as Vexx pointed out, I've even listed free places to post the information we ask for, which don't require email address, accounts, or money in the bug report thread here. Also, please bear in mind that if you didn't know it's already a known issue, then it's likely that someone who is trying to help you might not know it's already a known issue. If someone doesn't know it's already a known thing, then please don't fault them for asking for more information. We all want to help, but don't forget that we are KSP players just like you. Getting upset at people asking for clarification on a problem doesn't help anyone fix it. Cheers, ~Claw
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Yeah, I do that from time to time. A good place to upload files is somewhere like mediafire, dropbox, or google drive. ~Claw
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Toolbar not visible
Claw replied to KingofDerby's topic in KSP1 Technical Support (PC, unmodded installs)
And maybe a picture. (See here...) Sometimes having funny graphics settings can cause things to disappear. I sort of recall a mod causing an issue like this too, but I can't recall which off hand. Confirm you aren't using any mods? Cheers, Claw -
Shouldn't this work? Why won't it work???
Claw replied to James_Eh's topic in KSP1 Gameplay Questions and Tutorials
Master Tao is 100% correct. You'll have to decouple each one at a time. Either manually or by adjusting the staging. -
There is lots of good info/discussion in here. One extra thing to throw out, spcifically in this regard... There are two intakes that appear to act differently than the others. One is the structural intake and the other is another small one whose name escapes me at the moment. The thing with these two is that the air pool is set to a relatively higher value than the other intakes. I say they appear to act differently but in reality they function exactly the same. Intake air consists of the maximum pool available (how much the craft is capable of holding), and how much air you actually have for that frame (which is generated as a function of air density, speed, intake area, and probably a few other things). As an intake generates air, it can only ever store that air in its own pool. So it sort of acts like electricity, but is also different. For the structural intake, it's not possible for the intake to fill its maximum pool. It simply doesn't generate enough air (under nearly all conditions conditions) to fill the pool all the way. The structural intake has the smallest area but is among the largest pool size. In this case, you're just seeing the fact that it can't fill all the way. And no other intake can fill the remaining space. So if you are using a lot of structural intakes (and I forget the other), then it will look like you can never fill the air pool when really the pool is simply bigger than it needs to be. Or really to look at if from the other perspective, all of the other intake pools are too small to hold the maximum air each intake is capable of generating (so it's being "lost"). Cheers, -Claw
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If this is all stock, then please upload a .craft file. The Claw is a buggy creation, but the root of the problem is hard to pin down. Your craft might help with that. Cheers, -Claw
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Strange zoom out on exiting building
Claw replied to Daveroski's topic in KSP1 Technical Support (PC, unmodded installs)
Perhaps you didn't see the second half of my post then. For stock KSP, this happens if you are in the map view when you "revert to VAB/SPH." It's an annoying but relatively harmless bug. So either don't be in map view when you revert, or toggle map view after you launch the next time (like you did). Cheers, -Claw -
I got duplicate flags somehow.
Claw replied to Secuas's topic in KSP1 Gameplay Questions and Tutorials
I would guess that you have a second folder of flags somewhere. Just look through the GameData/Squad and NASA folders for flag folders. You might even be able to do a file search using "default.png" to find the second directory. Otherwise, post the output_log.txt file and we can help you locate the duplicates. Cheers, -Claw -
Docking magnet stopped working!
Claw replied to nothke's topic in KSP1 Gameplay Questions and Tutorials
Yes, try setting the dockUId to 0. Off hand I don't see anything else that looks amiss. Seening as how I forgot to actually close the thread, I'm going to do that now. If setting the dockUId doesn't work, feel free to post in the thread linked above. Cheers, -Claw -
Docking magnet stopped working!
Claw replied to nothke's topic in KSP1 Gameplay Questions and Tutorials
Yes, it is in fact still present. The cause is still unknown so it's difficult to fix the bug. In the mean time, you can see here for ways to fix your save: http://forum.kerbalspaceprogram.com/threads/78863-FIX-Dock-Undocking-Bug-in-0-23-5 Although this thread is still somewhat relevant, I'm going to close this so that further discussions/questions can move to the more current thread. Please let me know if it's unclear or if you have questions. Cheers, ~Claw -
Game pauses when minimised?
Claw replied to Biker Joe's topic in KSP1 Gameplay Questions and Tutorials
Huh. Good to know. -
OpenGL suddenly stopped working.
Claw replied to NumberNegative's topic in KSP1 Technical Support (PC, unmodded installs)
As I said earlier, if it happened all of a sudden then something else on your PC must have changed. Try checking when your video card last updated drivers and try reverting to an older driver. That fixed crashing issues for another person. The thing is that KSP isn't necessarily going to work great using OpenGL. However, if you were running it fine up until a few days ago, then KSP itself might not be the source of your current problem. Plus there are a lot of errors in your log. So many in fact that I didn't recognize your original upload as an output_log.txt. GL: disabling render-to-cubemap due to Radeon driver bugs GL: disabling mipmapped render textures due to Radeon driver bugs GL: Detected 0 MB VRAM GL is reporting 0 MB of video ram, and the log is full of AMD extension errors. So if you truly didn't change anything, I'd start by looking at your video drivers and when they auto-updated last. Cheers, ~Claw -
Strange zoom out on exiting building
Claw replied to Daveroski's topic in KSP1 Technical Support (PC, unmodded installs)
Are you using any mods? I seem to recall there are a couple that can cause this. Also, if you "revert to VAB/SPH" from map mode, it will cause the view to be zoomed out the next time you launch. (Just one of those weird things.) Cheers, ~Claw -
OpenGL suddenly stopped working.
Claw replied to NumberNegative's topic in KSP1 Technical Support (PC, unmodded installs)
It's looking like your computer doesn't like OpenGL for some reason. Have you tried running it again without OpenGL to see if it runs? Some video cards don't like OpenGL. I can't explain why it was working before and not now. Perhaps you received a graphics driver update and now it's not working right. If you can, please upload the output_log.txt described here: http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide I would, however, recommend trying to run the game without OpenGL and reduce your texture resolution to half or less. KSP should still run in under 4 GB of ram unless you're running mods. Cheers, ~Claw -
Game pauses when minimised?
Claw replied to Biker Joe's topic in KSP1 Gameplay Questions and Tutorials
OpenGL is not required in order to run borderless window mode. One simply needs to make a shortcut to KSP.exe. Then edit the shortcut to say ".../KSP_Install/KSP.exe -popupwindow" (without the quotes). And I agree, it's awesome! You can also ALT+TAB to your hearts content, and it doesn't cause as much wackiness with changing video modes, etc... Typically games do better with full screen mode versus windowed. I don't know if KSP actually benefits or not, but the the benefits of borderless window mode are a big bonus for me. Cheers, ~Claw -
Gave this discussion it's own thread, since it seems to have strayed from the topic of it's previous location. Cheers, ~Claw
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Claw replied to stupid_chris's topic in KSP1 Mod Releases
EVA parachute/DRE discussion/request moved here: http://forum.kerbalspaceprogram.com/threads/99832-add-ons-that-adds-chutes-to-kerbals Cheers, ~Claw -
Multiplayer Servers
Claw replied to musicmanwins's topic in KSP1 Suggestions & Development Discussion
Hi musicmanwins, You have a great suggestion. In fact, it's been discussed so many times that it's the #1 item on the "What Not To Suggest" list. That's not a bad thing, but it's up there for a few reasons. However, fear not! Squad has said that they will visit the idea of Multiplayer at some point down the road. Also, there is currently a fan created mod called Dark Multiplayer (DM) that allows you to play multi. It can be a bit laggy, but it does the job. Because of that, I will close this thread. Please feel free to visit the DM thread and further discuss the virtues of multiplayer. Welcome to the forums! ~Claw -
Windows 8.1 are there any specific issues?
Claw replied to dazhat's topic in KSP1 Technical Support (PC, unmodded installs)
If you were running KSP 32-bit in windows before, there shouldn't be any "new" issues with Windows 8.1. I run Win 8.1 64-bit on a laptop and KSP 32-bit works just fine in that regard. I see that computer has an AMD processor on it. You may want to peruse this thread (under the General Issues spoiler). There is an AMD specific problem, but my understanding is that it doesn't effect all AMD processors... http://forum.kerbalspaceprogram.com/threads/92228-Known-Issues-Self-Help KSP 64-bit is a totally different animal. It's been really unstable for some people, and apparently stable for others. If you really want to run KSP 64-bit, just be aware that it might be really buggy. If you are running stock KSP, there isn't really much need to switch to 64-bit. If you are running modded KSP, many mods have known problems under 64-bit. Cheers, ~Claw -
Somebody did. It's in the support forum. http://forum.kerbalspaceprogram.com/threads/92228-Known-Issues-Self-Help and if you specifically want where things like this are kept... http://forum.kerbalspaceprogram.com/threads/92235 (It's also linked in my sig. ) Cheers, -Claw
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If you are certain that you have found the correct docking port, then yes. You can still do the remaining steps. It might not say Disengaged, but may say something else. It needs to say "Ready". Cheers, ~Claw
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Try checking this thread: http://forum.kerbalspaceprogram.com/threads/78863-FIX-Dock-Undocking-Bug-in-0-23-5 Sometimes the docking ports think they are attached when they aren't. So you have to edit the save file and "reset" them. Let me know if you have questions. Cheers, ~Claw
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Rover reversed controls on the Mun? (0.25 Linux)
Claw replied to fommil's topic in KSP1 Gameplay Questions and Tutorials
Thanks for uploading. Unfortunately if we don't know what all doodads you have attached to that craft, it's not going to open. If you're using mods, your next best bet is to load up a few pictures (to some place like imgur.com, which doesn't require an account). Then post the link here. If you're unfamiliar with dealing with screenshots in KSP, you can check this post: http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide?p=1380977&viewfull=1#post1380977 Specifically look for the spoiler that says "screenshots." (Sorry for the back and forth...) Cheers, ~Claw -
dV to get into Laythe orbit?
Claw replied to 1of6Billion's topic in KSP1 Gameplay Questions and Tutorials
Or, if it's not working out and you have another vessel in orbit, you can jump ship at the last minute and use the jetpack to circularize. Then it becomes a "Rescue Gusford from orbit" contract. Just remember to hand carry all that precious science with you. Cheers, ~Claw