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Everything posted by Claw
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You'll get lots of opinions on MechJeb. I will just say use it if it helps you, don't use it if it causes you problems. In any case, do what's fun! If you are looking for a first place to visit, I recommend going to Minmus or the Mun. They are both in Kerbin's system so they don't take long to get to and back. Minmus has the advantage of being a lot more forgiving (needs less fuel and thrust), but the Mun doesn't require a plane change from Kerbin. There are a lot of tutorial videos out there. You can youtube trips to Minmus or Mun and you'll find many. I'm sure someone will also come along and post their videos. MechJeb uses a series of maneuvers to get to a destination. You'll need to make Mun or Minmus a target by clicking on it, and selecting "set as target" (that's not a MJ thing by the way). Then cycle through MJ's maneuver planner to find things like "match planes with target" and "homann transfer." I really do recommend that if you don't know what any of that is, watch a video first. It will make a lot more sense when you try to do it in game. Good luck! -Claw
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Runway explodes on load...
Claw replied to jessyager's topic in KSP1 Gameplay Questions and Tutorials
That's interesting. Could you specify which causes more/less problems? I have also created a series of bug fixes that includes a fix for this. It's similar to the padlock mod. The problem is that when the physics loads, your craft gets dropped onto the runway/pad. This instant spike is viewed as an impact by the game, which results in a runway/pad explosion. Non-mod fixes include making smaller craft, or using launch clamps to hold the ship off the ground. Then release them after physics load, or in a series so that your craft is slowly settled onto the ground. Cheers, -Claw -
Frozen loading screen
Claw replied to MinimumSky5's topic in KSP1 Technical Support (PC, unmodded installs)
Forcing OpenGL can work, but it also risks other problems. If that doesn't work for you, you can also try reducing the texture quality to half (in the main menu settings). If the game doesn't let you get that far, you can edit the settings.cfg file (with notepad) and change the texture quality line to say "TEXTURE_QUALITY = 1" (or you can use 2 or 3 even). Give that a try. You can also upload a crash log (output_log.txt) and that can help us figure out if it's something else. 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
Hey Starwaster, I did find something that might have been causing the error. I went ahead and added some more error checking to the module that should prevent the indexing errors. You can give the update a try and see if that stops the errors. As an additional note,the module still doesn't handle actions groups buried in symmetry within symmetry, but it also shouldn't cause a problem. I'm still looking into further work in fixing this. Cheers, ~Claw -
Hi Sniped, You'll need to upload your pictures someplace (like imgur.com or dropbox.com) so that others can see them. Many people on this forum prefer imgur because you can build albums, which makes it a little nicer because you can embed them into the forum. Also, imgur does not require an account if you don't want to make one. Welcome to the forums. ~Claw
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Extrakerbestrial life?
Claw replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
Yeah, sorry. Alien lifeforms have already been hashed (and kerbals are alien to us after all). Plus necro bumping is ... Anywho, since this is unlikely to happen in stock, perhaps requesting a science add-on is in order. Cheers, ~Claw -
Oh, well if it's the first time playing the game, then I would also recommend trying to reduce the graphics a bit. It sounds like you tried to do that, but make sure you set the texture quality to HALF or less. KSP can make huge memory grabs during scene changes, which is maybe what you are running into. Also, try running the game directly from KSP.exe instead of from steam. Sometimes that helps. 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
Well, the CrewManifestFix fell to the bottom of my list because it's slated to be fixed in 0.26/0.90. So I may not get to it... Although I'm not sure if they are making the capsule empty if there's a probe core. I would suspect if it's capable of control without a kerbal, and you remove the kerbal, it should hopefully stay empty (but I don't really know). Thanks for the report. If you have a picture of what you're doing (even though it's not narrowed down yet), that might be helpful. Cheers! ~Claw -
The output_log.txt (which includes the KSP version) is in the OP's original link. You are getting errors I haven't seen before. It looks like the game is having issues loading scenarios. A couple suggestions to start off with: 1) Make sure the directories are not "read only." You'll hame to right-click, and modify the attributes of your KSP folder. Make sure to apply to all sub folders. This is a common problem with steam. 2) If you moved KSP out of a place like "My Documents" or off of your desktop, try copying the whole folder (not moving) to make sure windows DEP isn't interfering. This is usually less of an issue with steam. 3) Make sure you have a clean install. That means if you updated from steam, it may have mashed over the top of the old one. So you might have a corrupt install. If you are able to, try downloading it again. For steam, you have to delete the directory, then verify your game files. Welcome to the forums. -Claw
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PadLock - Stop the LaunchPad/Runway from Exploding on Load (10/23/14)
Claw replied to magico13's topic in KSP1 Mod Releases
That's actually exactly why I chose it, because you still get a physics drop for something like quickloading. I will keep my fingers crossed. Goodness no. I would never ask someone to remove their add-on just because it's similar to something I did (unless someone blatantly stole mine, of course...). In fact, I've added a link to yours on my list. If you have other suggestions that you think should be on my list, please let me know and I will look into adding them. Cheers! ~Claw -
Help me please!
Claw replied to DingSplash's topic in KSP1 Technical Support (PC, unmodded installs)
It doesn't cost anything...assuming you don't have a maximum cap on your internet usage. -
Going to EVA always releases the handle, how to fix?
Claw replied to phemark's topic in KSP1 Gameplay Questions and Tutorials
This should work if the kerbal is being flung off. If the kerbal is just sliding off the ladder (which is what it sounds like), the above fix will reduce it but doesn't fix it. I'm still looking into fixing the ladder slide. I think I'm getting closer, but we'll see... In the mean time, as soon as you go EVA press the W key a little. That usually moves the kerbal up the ladder some. They sometimes slide off the top or bottom of the ladder, but slowly enoug that you can usually control it. Cheers, -Claw -
Kerbalcopters and ornithopters?
Claw replied to herbal space program's topic in KSP1 Gameplay Questions and Tutorials
Yeah. If you look in the spacecraft exchange, there are several stock helo threads. I recall seeing orbit capable things, but can't remember specifically where off hand. (Which doesn't really help. ) While you may be getting some benefit out of the infiniglide but, I would say that based on your pictures, you shouldn't be getting too much bonus unless you are also flapping those control surfaces around. If they are locked, the effect is still there but should be lessened. -
FIX: Dock / Undocking Bug in 0.23.5
Claw replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
Hi Doc, You are welcome, and thank you. Hopefully it works for you. This is actually the first post I've seen about docking port problems in 0.25. So if you feel up to it, a picture or two would be nice. Also, are you using any mods (such as docking alignment)? I may add this to my list of things to fix. Cheers, -Claw -
Move this discussion to the suggestion forum. 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
Added some updates to LargeCraftLaunchFix to be a bit more robust. Now works through quickloads, scene transitions, and when approaching a craft on the pad/runway from outside physics range. Cheers, ~Claw -
PadLock - Stop the LaunchPad/Runway from Exploding on Load (10/23/14)
Claw replied to magico13's topic in KSP1 Mod Releases
Ahh Indeed. Someone pointed out this fix to me today. I chose offRails instead of OnRollout for a few reasons, but it looks like we took a similar approach. Good to see other people fixing little (or not so little) things like these. 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 will take a look, but no promises on this one. I think that code might be buried a bit too deep, and the editor should be getting an overhaul in the next update. Great! I'm glad the fixes are helpful for you. Cheers, ~Claw -
As an extra note, KSP will delete only vessels outside of physics range (around 2.3km) if the atmosphere pressure is greater than 0.1, which on Kerbin means below about 23km altitude. So if you are making a piggyback space plane carrier, keep your recoverable portion above that long enough to get your orbital object sent spaceward (similar to the post above). While all that is going on, you can switch craft as you normally would, until something falls below 23km. Then you are stuck watching that piece. It is doable but can be tricky. For chutes, they can be activated in the same stage as the decouplers. However, their deletion is subject to the same limitations. Deleted objects don't refund funds in stock KSP. Cheers, -Claw
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I think he means that he's worried there is some basic flaw in how destructible buildings are implimented, and he's worried that building upon this breakage might result in a mess. And now that I've played with this bug more and built a initial fix, I agree that something isn't right. However, I don't think it's something inherently broken with launch pad and runway mechanics. Ships getting dropped at launch are experiencing up to 3G, which the pad/runway is interpreting as an impact. Essentially as Alshain was saying, the runway/pad is getting bombed at launch, though maybe not at the atomic level. 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
Yep. In fact Kashua's work made me realize this is fixable with my flavor of fixes. (I try to work with existing mechanics instead of completely replacing things.) I actually have a working flameout fix (proof of concept), but it's far from ready for release. Thanks for pointing this info out though. 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
Initial release of LargeCraftLaunchFix.dll - Fixes launch pad and runway explosions when launching large vessels. -
Graphical Glitch of Planet Kerbin
Claw replied to Kruleworld's topic in KSP1 Technical Support (PC, unmodded installs)
Weird. I haven't seen this one before. If it happens again, try to save the output_log.txt file. Cheers, ~Claw -
Ahh, my bad. I didn't see you were asking about command seats. I don't believe that mod exists. The command seats work differently than the capsules (more like a docking port). So most of the crew mods won't work for something like that. Cheers, ~Claw