Jump to content

Claw

Members
  • Posts

    6,422
  • Joined

Everything posted by Claw

  1. In addition to the things already said (most notably loss of electricity), there are two other gameplay "gotchas" to watch out for. If your mouse is over the staging group, it'll be locked. If you are pressing MOD+L for some reason (it would be ALT+L in windows), that will also lock the stages. You can tell if the stages are "locked" from either of these if the light in the bottom left corner turns purple. It can also help us to help you if you can check out this link, and maybe provide a little more info if what we are suggesting doesn't work: http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide Welcome to the forums! ~Claw
  2. Thank you very much! Thank you too! There was a stack decoupler problem with 0.24.1. In the rush to put out a hotfix for the stack decoupler (0.24.2), the radial decouplers were broken in the process. The layman explanation of how I fixed it was to disable the stock decoupler. Then I detect when the decoupler is activated, let it separate, then add the decoupler forces in at the appropriate time. After my module is done, it deletes itself so that it won't eat up anymore CPU cycles. I am sorry to hear that oarum, but I'm not sure what you are talking about. Perhaps you should consider submitting a support request to the support forum. If we can help you narrow down your problem better, then I can take a look at possible fixes. Thanks Otis. I'm glad I could help. I do have more fixes in the queue. I'm working on one right now. In the next day or two I will post a list of what I'm planning. Cheers, ~Claw
  3. Some people do (not many). The awesome thing about KSP is that if you want to manually bring back your stuff, you can! If you are running pure stock though, it can be a challenge. That's because "realistic" stuff like recovering with boats or trucks/rovers takes a really long time. Using something flight worthy is certainly faster, but also likely requries as much finess as attempting to land near KSC to begin with. Either way, good luck and have fun! -Claw
  4. Yes, and yes. There is an assumption in this post that the runway works the same now as it did before it showed up in experimentals, which is not the case. And strategies all around received a lot of tweaking. Maybe something to also keep in mind...This game is early release, which means that everyone involved can help out in finding bugs, even if you aren't on experimentals. It's a toss up between pre-testing taking forever, and releasing something people can play. Some people get very fired up when they encounter a bug. If the same zeal were brought forward in creating bug reports through solid testing of the bug and a good report, it makes it easier to replicate and bring to the developers. When people find a bug that causes a problem, I can promise you that a strong bug report goes very far toward helping the problem. If people simply rely on the handfull of volunteer support on the forum to sift through every problem, it's going to take a while. Cheers, -Claw
  5. Kerbonauts, seriously... How many times do we have to go over this. We've already been told repeatedly that "female kerbals" will be added. It's not going to be fast enough for some people, and others don't care when it will arrive. In any case, please keep personal threats, attacks, and shaming out of this. Cheers, ~Claw
  6. Just updated Release to v.1.2a. Incredibly minor fixes and probably not necessary to download unless you're having a problem with the EVAEjectionFix (since it was compiled with the wrong .NET). I just tested all three .dlls with 0.24.2 and they are all compatible. (Although the EVAEjection fix isn't really needed, it causes no problems.) The parachute quickload fixer and the decoupler fix both seem to work correctly. I can't swear that they will work with your install since I don't know what else you have installed, but so far I haven't heard of any incompatibilities. I don't know if it's compatible with tweakable everything since I don't know how it functions, but it doesn't look like the tweakable users have come back with complaints. Hope that helps, ~Claw
  7. It ought to, since I don't believe it relies on anything new to 0.25. I will give it a try though, since I'm double checking other things at the moment. I'll post an update soonish. Cheers, ~Claw
  8. Northstar, You might need to give him a break. People have other stuff going on sometimes. And it's only been a little over a week since his last update. I'm sure that he will notice your requests from the last couple pages soon enough. (Not to mention he hasn't logged on in two days.) Cheers, ~Claw
  9. Hmm. I'm not looking at the moment, but I thought there was a scroll bar on the side of the info window. Cheers, ~Claw
  10. Moved this to gameplay questions, since it's a question about gameplay. Cheers, ~Claw
  11. Ahh, thanks for the catch! I'm still new at this and I guess I missed it. Will fix it up tonight and double check the others! dtoxic is indeed correct. The two bugs seem to be unrelated and is not a mistake in installing EVAEjectionFix. I haven't had time recently to see if I can further fix the ladder drift, but it's in the plan of things to look at. It existed before 0.25, but definitely seems worse now. Thank you kindly. I definitely appreciate the feedback! Cheers! ~Claw
  12. It's also been hard to replicate. So if you have some details that might help. Cheers, ~Claw
  13. Fuel actually will transfer through a decoupler, if the child part connected to the decoupler allows crossfeed and is not a fuel tank. The decouplers are actually crossfeed capable, but have a small bit of special case logic that stops the crossfeed if it's a fuel tank connected to the jettison side. This is something that often bites people when they use things like cubic struts to connect to a decoupler. Monopro has been a "transfer to anywhere on the ship" type resource for many versions. It wasn't until recently (either 0.23.5 or 0.24) where it was set up so that it drains from the latest stages first. Xenon works the same way. Cheers, ~Claw
  14. Yeah, just a bit late. Personally I don't know how much has changed with RT over the last year, but I believe there are more recent discussions on this topic. Also, please avoid dredging up old threads just to clarify a point that is 17 months old. Cheers, ~Claw
  15. Yes, there is in fact more than one EVA bug. - The one I managed to make a fix for is the ejection bug. Where you go EVA and find your kerbal hurtling away from the airlock. This problem is a combination of kerbal clipping and kerbal's not actually grabbing the ladder upon EVA. - The second EVA problem is ladder sliding. If you wait too long, the end result is the kerbal sliding off the ladder (either up or down), but without much "flinging" involved. The direction seems more to do with orientation of the ship, rather than always "up" or "down" the ladder. My EVAEjectionFix fixes this very slightly, but only upon initial EVA. I am looking further to see if I can prevent this, but I think it has to do with floating point errors. They may seem related, but they are definitely different bugs. You can't really do anything to prevent the Ejection bug (without my fix), and with the ladder slide you just have to constantly watch your kerbal to make sure he doesn't slide off. Cheers, ~Claw
  16. Well, that log isn't as useful as the output_log.txt, but I see you have just under 4GB of ram with an AMD processor. Here are try two things to try... And if you haven't, reduce your texture quality to no higher than half. (It's in the main menu, settings, graphics tab.) KSP v0.25 uses more memory than previous versions. So if you are trying to use full textures, KSP may be causing your computer to do excessive memory swapping. If you can, try to provide the output_log.txt. That might also provide some info. You can find out where it's at by reading here: http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide Cheers, ~Claw
  17. I think there might be some mixing of issues here. To clarify part of it... Yes, the radial decouplers are bugged since 0.24.2 (stack ones are actually bugged too, but nobody notices that one). If you would like radial decouplers to work as they did pre-v0.24.2, you can download my fix from here: http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules (Which, incidentally, also fixes problems with struts stealing decoupler momentum.) If you don't like add-ons, you can also try many of the other things mentioned in this thread, such as separatrons and tweaking out the decoupler ejection forces. These fixes will also depend on your design. This may be wholly different from hydraulic manifolds causing tanks to collapse. It could also be related too, since forces applied to the decouplers are pretty erratic at speeds approaching 750m/s. Even the little decouplers will rip themselves off of an FL-T800 between 700-750m/s. Once you pass 750m/s, the problem fades because of krakensbane. Please bear in mind, the decouplers are bugged...So it's not really worth getting worked up and telling people they are crazy because they can't figure out where to put a separatron. Cheers, ~Claw
  18. Well, if you aren't opposed to mods, I have created a small module to fix this stock bug. (Yes, it is a bug.) It's called EVAEjectionFix and you can find it here: http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules Other than that, I couldn't find a way to "fix" this one without building an add-on. Cheers, ~Claw
  19. Fixed it for you. You can edit the original post and see how it's done. Nice ship. Cheers, ~Claw
  20. No need to keep bringing up a comment from the front page, since the two people it concerns have moved on and didn't have a problem with it in the first place. Constructive comments are always welcome, but there's no need to stir up trouble where there isn't any. Cheers, ~Claw
  21. The "previous save" should really only be back to right before you left the tracking station. If you're really concerned that it'll take you too far back, you can quicksave where you are in case you need to load it back after leaving the ship. If you press MOD+F5 (ALT+F5 if you are on windows), you can give the save a name so that you don't overwrite your usual quicksave. Good luck, ~Claw
  22. It's really hard to guess without more information. Please check out this thread for the kinds of information that would help: http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide Also, are you using any mods? Cheers, ~Claw
  23. Hello theelectricspider39, Glad to see that you have joined the community! If you ever have questions about orbits or getting to Mun/Minmus, feel free to post them. You can also visit the Gameplay Questions forum, where you're likely to get more help than you'd expect. And don't worry, planes are tricky (especially with stock aerodynamics). Welcome to the forums! ~Claw
×
×
  • Create New...