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Everything posted by 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
A .craft file or some pictures would help out. However, I'm going to guess that what you're running into with the reversed controls is due to control part orientation (based on your later complaint about attaching parts). When you separate a smaller vehicle from a larger one, your steering orientation can get transferred to a pod or probe core that you didn't expect. You can right-click on the correct probe core/pod/docking port and select "control from here." That might fix your steering orientation problem. That's assuming the part was oriented the correct way when you built it. As for when you're building things, many people will build their rovers as a sub-assembly. Then stick it onto your rocket when you're all ready to go (that makes it easier to test before hand). To do that, you have to build off of some other root part first such as a cubic strut. The sub assembly tab does not let you drop an entire craft on it. Unfortunately, because of the tree-like nature of KSP's craft, sometimes when building things this way you are limited in how you can attach things when building "backwards." This should be significantly easier in v0.26/0.90 (since they are reworking the editors), but that doesn't help you much now... It'll be easier to give specific advice if you can supply at least a picture. Cheers, ~Claw -
Tech Tree Problem
Claw replied to ohlookabirdie's topic in KSP1 Technical Support (PC, modded installs)
Moved this to the modded support forum. Cheers, ~Claw -
Are you trying to make a ring shape space station? Or do you want ring shaped parts? Edit: Here is a tutorial on making circular stations with stock parts: http://forum.kerbalspaceprogram.com/threads/62130-Tutorial-Circular-station-building 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
You are very welcome. Hmm. I'm not sure that I can capture this sort of thing. The management of GUI functions is handled deeply in Unity itself. And any GUI building is done within mods. So your particular request about KAC may be better directed at that thread. Although I will look and see if there's something I can do, I have some initial doubts. Cheers, ~Claw -
Irritating stage lock
Claw replied to Kevlarburrito's topic in KSP1 Gameplay Questions and Tutorials
While I appreciate the humor of your post, pics of your pets can be directed here (So that this thread can remain on topic.) Cheers, ~Claw -
Docking clamps have stopped working
Claw replied to dccarles's topic in KSP1 Gameplay Questions and Tutorials
Perhaps this is what you are looking for? Let me know if you have questions.Beware, it requires editing your save files. http://forum.kerbalspaceprogram.com/threads/78863-FIX-Dock-Undocking-Bug-in-0-23-5 Welcome to the forums! ~Claw -
How do i turn off the yellow text?
Claw replied to zekes's topic in KSP1 Gameplay Questions and Tutorials
I don't think you can in stock zekes. But I recall there's a cinematic mod out there that suppresses a lot of this. I don't recall the name though. Cheers, ~Claw -
Maybe this is the crux of the issue? If this isn't what you have in mind and perhaps if you are asking for something wholly different, then maybe it deserves it's own thread where you can fully articulate the ideas you have laid out in your mind. That might prevent some of the misunderstandings and confusion about what you're talking about, if your ideas are off topic from the discussion about this plan. Cheers, ~Claw
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A picture is worth a thousand posts. If you could show your craft in the SPH, then in the VAB. Also, how are you transferring the craft? If you are using the sub-assembly page, there is a known problem with fuel lines and struts disconnecting themselves if you use the mod+copy function. 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
Thank you! That's all helpful info. I will look into this this weekend and see if I can come up with a good way to turn off the fix once everything has settled out. Cheers, ~Claw -
Ahh, my favorite game! Seriously though. Nice work, And alllll stock! I'm not sure I've seen anything else quite like this one. Can't wait to give the .craft a try. Oh, and thanks for naming it after me. Cheers, ~(The) Claw!!!!!!
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How can i rescue my spaceship from orbit?
Claw replied to 12padams's topic in KSP1 Gameplay Questions and Tutorials
While all good ideas and feedback, the original post is from nearly a year ago. I would like to think that the poor ship has been rescued/abandoned by now. Congrats, however, on saving your ship! Cheers, ~Claw -
claw attached ships causes catastrophic wobble
Claw replied to Kruleworld's topic in KSP1 Gameplay Questions and Tutorials
The Claw is quite buggy,so it's likely you're just running into one of the many problems. However, it might help if you can post a picture or two and the log file. You can see here on where to find this info: http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide Cheers, ~Claw -
Feel free to discuss the movie, but please remember we'd like to keep political discussions off these forums. Even if politics may or may not be present in the movie. Thanks, ~Claw
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Contract part test button not appearing
Claw replied to airelibre's topic in KSP1 Gameplay Questions and Tutorials
Some parts need to be staged to "test." The decouplers fit into that category. So once all the check marks are green, you must stage the decoupler to complete the test. Buried in the contract, it will usually tell you which method must be used. Cheers, ~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
I suppose I'm thinking that if KJR is supposed to already help this issue, it might be that the the vessels are simply too large. It's easy to extend the invincibility time, but I want to make sure that gets at the heart of the issue. One of the secondary concerns with a longer window is accidently saving an indestructible building state when that's not what the user wants. I might have to also temporarily block autosaves. So I want to make sure I know exactly how long the settle time needs to be. Maybe I will have to make a KJR install tonight, but I'd still like to know how big of a vessel we are talking about. Cheers, -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
Actually, my mod doesn't do anything to the physics. However, I'm still interested to know what's going on with it and KJR. Can you be more specific as to what the problem is? When using KJR, is the pad still blowing up? Given the apparent size of some the planes in that thread, it might be possible that they are simply too large for the runway. However, if you could post some pictures and/or a log that would be helpful. Or at least some sort of description of what's "wrong." Cheers, ~Claw -
Indeed, and it works fairly well. You just have to manage the timing and how it's done, so that buildings don't become permanently saved as indestructible since the game auto-saves at every launch. As Padishar said, you can follow the links to small fixes that do exactly that. http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules
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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
SymmetryActionFix has been updated to handle action groups buried in symmetry within symmetry. Cheers, ~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. None of my fixes interfere with any staging, nor do any of them do anything to the sepratrons. I suppose it's possible the SymmetryActionFix could be causing something, but that still doesn't touch staging. I tried sepratrons in the same staging group as the decouplers in a stock install and didn't have any problems with the sepratrons firing. Maybe you can provide a picture of your setup? I will say that there is an obscure stock bug that sometimes makes sepratrons not fire. The cause is unknown. Sometimes shifting the sepratrons position in the staging stack, or deleting and replacing them fixes this. Cheers, ~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
Thanks! And I have been working on a LadderSlide fix. It's been a bit trickier than the EVAEjectionFix, so I want to make sure I get it right. Short answer is yes, and I have a proof of concept module for this already done. The long answer is that this is a tricky thing to fix. It's hard to detect when a docking port thinks it's disconnected vs. when it actually is disconnected. I have to be careful about fixing the dock states when it's not actually broken, or the fix will break things that aren't broken (and that's no good). As a side note update to other fixes, I'm writing and testing an extension to the SymmetryActionFix that should be able to handle symmetry within symmetry. (maybe done tonight...) Cheers, ~Claw -
How does one land a spaceplane on water?
Claw replied to InterCity's topic in KSP1 Gameplay Questions and Tutorials
Water seems like it's really hard, but it all boils down to impact speeds. You need to land as slow as possible. The problem is that if you have low impact speed parts (which a lot of parts are in the range of 7m/s), then they will get peeled off when you hit the water. That's the crux of the issue. So landing big planes on water is hard because of the speeds. Cheers, -Claw