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Claw

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Everything posted by Claw

  1. Maybe Crew Manifest? That seems to be a popular crew management mod.
  2. From the looks of your on-orbit picture, I would say you're running into the stock decoupler bug that my fix is aimed at. Tweakable Everything should also work, but as was stated you'll have to put sepratrons (or do something else) to ensure the parts are safely out of your way. If you end up using both my fix AND tweakable everything, it's been reported that they are compatible but the numbers tweakable everything shows in-flight will look weird. Just wanted to throw that out here in case you see that and come back here asking. If you only want to fix this problem, then you can pick either my fix or tweakable everything and don't have to use both. Cheers, ~Claw
  3. The more you guys can post about what you're doing during the course of the flight, the better. Also, a quick snapshot of your plane may be helpful. Sometimes it takes a lot of reports to find the common trend, which so far sounds like taking a plane out to Mun or Minmus and back at high warp without save/load/restart. Not sure if it's also tied to craft configuration in some way. Also, it might not be that the VAB/Runway/Launchpad is moving, but some of the part's colliders. That's why I keep asking for craft pictures. Try thinking about this from other angles and we'll see if we can find the common pieces. Although this is the first time I've heard this... Cheers, ~Claw
  4. Holy potato cakes Sal! That's an incredible amount of lollygagging on the forums! When are you going to reach your next 10k posts?! Cheers ~Claw
  5. Your requests have been granted. Initial release of SymmetryActionFix is out. Please bear in mind that this fix ONLY fixes the loss of action groups on symmetric parts. It does not fix any other symmetry bugs in the editor. As such, there are some symmetry bugs that cause this fix to fail. If you place a part and the action groups don't transfer, try lifting the part (or part tree) and placing again. Of specific note, if you pick up a part that has children, the children become disassociated from their siblings. KSP fixes itself, but my module fails before that happens. Also, symmetry within symmetry is still buggy in stock, and my action group fix will suffer from those bugs. For example: If you lift a part, change the symmetry multiplier, then place the part back on, the module will fail. Again, if you hit one of these bugs, lift the part and place it again. You can watch the ALT+F2 debug log. My module doesn't throw any warnings. So if you see warnings, it's the stock editor fixing itself. My module shouldn't break anything new, but I didn't want people to think that symmetry is completely fixed with this module.
  6. Oh yeah. Indeed I did mess that one up. Thanks for pointing that out. I fixed my typo so as to not confuse others. Cheers, ~Claw
  7. v.23.5 has come and gone. You can't download it from Squad anymore. However, If you have the steam version, I think there's a way to go back to previous versions. I'm not sure if you can go back more than one version though. On the other hand, what is the problem with .24 and .25? Perhaps if you take a peek at the thread below, we can help you out. http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide Cheers, ~Claw
  8. Press ALT+F5 and you can name the save. Press ALT+F9 and you can pick from the list. Cheers, ~Claw
  9. Hi deivius90, For your issues: #1 - With v0.25 and the addition of so many new parts, the game spikes out on memory usage right when the main menu is supposed to come up. Unfortunately, even though you have 8GB of memory, you're using a 32-bit operating system (so you only have ~3.5GB available as you pointed out). The fix for this is to reduce texture quality to half or less. Since the game crashes and you can't do it in there, open up your settings.cfg file with something like notepad. Look for the line that says "TEXTURE_QUALITY = 0" and change it to "TEXTURE_QUALITY = 1" (or you can try 2 or 3 to start off with). Now you should be able to start the game. #2 -Could be due to one of two things. Either it's related to memory issues from above, or you have a corrupt KSP installation. What you describe has been common with steam installs (which I can't tell if you're using). Try the graphics fix. If that doesn't work, re-download KSP. If you got it from the store: https://www.kerbalspaceprogram.com/instructions.php If you got it from steam: delete or move KSP to another locaton. Open steam and verify the game cache. If you have any save games you want to keep, you'll need to copy those directories out of KSP/Saves directory. Oh, and as a final note. KSP doesn't like to be installed to places like "My Documents" or the desktop. It's recommended to use some place such as C:/Games/KSP Good luck and welcome to the forums! ~Claw
  10. Updated planned fixes. Feel free to post requests/suggestions (with details please). No guarantees that I can/will get to them, but the more details you provide the easier it is for me to narrow it down and work on it. Cheers, ~Claw
  11. This is great info, thanks! The command seat thing is definitely a different animal than the capsule EVA ejection. I will add this to my list of things to look at, but it's turning into a long list. Cheers! ~Claw
  12. If this thing is stock, do you mind loading up your save file? If it's not stock, can you post some pictures? I'd like to have a look. Cheers, ~Claw
  13. Sorry about that. I haven't checked but it sounds like tweakable everything works by subtracting the force out. I set the stock decoupler force to an absolute value of zero, which is probably why tweakable everything shows zero as a max. My module doesn't run until you go into flight mode. So I would say try setting all your decoupler force values before you launch, and don't tweak them after. My fix should use whatever you had tweakable settings at for launch, but I can't guarantee that since I don't know when/how tweakable applies it's tweaked force. As for all the decouplers not firing off at the same time, can you provide a picture of what you're doing? It's unclear to me if it's a mod-interaction problem or something with my module. I'd be surprised if it's what I've done though because the staging and decoupling is still done by stock KSP. I only fiddle with the forces. I'll leave that for another moderator to decide, since I don't want to abuse my powers for my own thread. But I appreciate the positive feedback! Cheers, ~Claw
  14. If you want to make fairings out of stock parts, check out this thread: http://forum.kerbalspaceprogram.com/threads/43086-Open-Source-Construction-Techniques-for-Craft-Aesthetics?p=551141&viewfull=1#post551141 Control-F your way through that first post searching for "fairings" and you'll find links to lots of examples, using lots of different kinds of parts. Specifically these: http://forum.kerbalspaceprogram.com/threads/43086-Open-Source-Construction-Techniques-for-Craft-Aesthetics?p=718412&viewfull=1#post718412 http://forum.kerbalspaceprogram.com/threads/43086-Open-Source-Construction-Techniques-for-Craft-Aesthetics?p=973749&viewfull=1#post973749 http://forum.kerbalspaceprogram.com/threads/43086-Open-Source-Construction-Techniques-for-Craft-Aesthetics?p=970847&viewfull=1#post970847 Cheers, ~Claw
  15. I haven't looked into it, but this is the second time I have heard speculation that squad has done something about multi connection points. They might have stiffened the joint, but I highly doubt they've done anything that connects the nodes. The tree structure of the game engine makes fixing something like that a big change. I suspect if they had done something like that, it would be worth a big note on the hypetrain. Cheers, -Claw
  16. Hello petmc1, If you have read the but reporting threads, then hopefully you saw that we need, at a minimum, some log files in order to help. If you can't give details about what you were doing during the crash, the log files at least let us know what KSP was trying to do at the time. Maybe that's what you're referring to with the mediafire account? Also, confirm if you are or not using any add-ons? Hopefully we can help. Welcome to the forums. -Claw
  17. Pictures and details and I'll see about adding it to my list. ~Claw
  18. Then help us do something about it. Basically all this thread is asking for up to this point is to have an indestructible runway and launchpad. Besides, each destructible building have an impact threshold. So if building is "upgradeable," it's likely that the impact threshold is upgradeable as part of that process. So as you said to sal, pictures please! I'm able to run 5 SLS tanks with a handful of wheels down the runway without a problem. What qualifies as "medium" for you, and what does it look like? As I said before, there's an assumption that the runway was unchanged during testing. This is untrue. nudge, nudge, I did blow up the launch pad with ~500 tons. Although using some launch clamps fixed that. So that sounds less like a bug and more like feedback to me. We might be haggling over where the maximum capacity should be set. But I'm still stabbing in the dark without further information for what other people are running into. By the way, I looked at the model names for the launch pad, and it's listed as "Medium." I don't know if that delineation will stick around, but perhaps there will be a small, heavy and/or SLS variant. Cheers, ~Claw
  19. Where all did you go and what all did you do? As I said, it's very hard to replicate, and it may be anything you've done up to this point. The more details people post, the more likely this might get narrowed down. And I mean more than what you've already described. Up to this point it sounds like it has something to do with going beyond LKO and back without saves or reverts. But that's the extent of the information I've been able to glean. Pictures of your craft also help, as I try to keep track of if there are certain design characteristics that might contribute to the problem. Cheers, ~Claw
  20. Double check that you don't have any virtual network adapters installed (such as Hamachi). There's a bug with Unity that can cause the game to take a long time to load. Unless you really do just have that many assets to load from those mods. Cheers, ~Claw
  21. Getting a corrupt install through steam with 0.25 seems to be a bit more common than in the past. Try deleting your KSP directory (or moving it somewhere else) and verify the game with steam. That will force it to redownload a fresh copy. Also, merged threads... Cheers, ~Claw
  22. No. Command chairs act differently than capsule type objects. Pictures and/or a .craft file (if it's stock) would be incredibly helpful to diagnose your particular issue. Command chairs with stuff around them can definitely cause problems. Cheers, ~Claw
  23. I also have not checked recently, but as far as I know it hasn't been changed. Cheers, ~Claw
  24. Geschosskopf has all kinds of awesome information. I just wanted to point out that while this statement is true, it's not how struts break off that are at the root cause. It's actually a different problem, and struts are a symptom of that problem. Even without struts, if you decouple liquid fueled boosters consisting of FL-T800s at speeds between 700-750 m/s, the results are catastrophic. If you can manage to keep the decoupled boosters from colliding with the core, the decoupler heads (the part that's ejected) will still break off from the jettisoned LFBs. I finally found a way to fix all that within stock's ability, and decouplers seem to work now with the same abilities as pre-v0.24.2. For people who prefer to go without add-ons, there are still other design workarounds that can get the job done (as Geschosskopf so deftly pointed out.) Cheers, ~Claw
  25. Hey! This is a fantastic idea! Maybe we could actually post what we are doing and what results in runway failure. Maybe provide some .craft files and/or pictures. Maybe some of the ideas in a thread like this: http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide Cheers, ~Claw
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