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Everything posted by 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
Edited: So I downloaded the cockpits and didn't have any problems. In fact, the ejection bug is present with them but the posted module fixes it. I'm guessing you are using other mods, and at least one of them must modify kerbal EVA behavior? Cheers, ~Claw -
now, that we really have stock cargo bays...
Claw replied to JtPB's topic in KSP1 Gameplay Questions and Tutorials
That looks pretty nice actually. Good work. -Claw -
Exactly, no gradient. Plus I'm not sure if the game has the precision for that. And if you guys are talking about plugins, I think this one would be relatively easy to code up (if you just wanted simple tidal locking). Although I don't know how much demand there would be. Heck, you could even use the same module as a "star tracker" module for space based telescopes. 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
It's possible. I didn't test this with tweakable everything and I'm unfamiliar with exactly how it manipulates the ejection force. Also, if you have a picture of your craft that can help me replicate what you are doing. Thanks, -Claw -
Blue ground and Lag
Claw replied to Eddyisrich403's topic in KSP1 Technical Support (PC, unmodded installs)
Reducing Texture Quality is far and away the easiest stock way to reduce memory consumption. Using OpenGL sometimes compresses textures anyway. Going from Full to Half on the texture quality saves something around 25-30% I think. So not quite the 50% with OpenGL, but still puts in a dent and the quality loss isn't too bad. -
There's really no reason to point fingers at each other. Just be patient and let people have their lives. It can take a long time for people to feel comfortable releasing an add-on, especially when there is so much consternation about it. If you feel there should be a source or some sort of "updated mods" list, then start building one. Crowd sourcing is a great idea. As is a thread (or multiple threads). These things all take time. So if your gut reaction is "I'm not doing all that!" then please try to avoid getting mad at others for not doing it either. Even better, take the suggestion about how to track updates to be debated elsewhere, and leave this thread or it's intended purpose (this add-on). ~Claw
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Radial Decouplers still not fixed???
Claw replied to dtoxic's topic in KSP1 Technical Support (PC, unmodded installs)
I've learned some more with one of my recent bug fix modules. If you could provide a stock example craft of what you're talking about, I might be able to modify the Decoupler bug fix add-on that I've already created. 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've added an EVA Ejection Fix, which keeps kerbals from being ejected out of pods when attempting to go EVA. Still working on fixing the ladder slide. (May or may not happen.) Cheers, ~Claw -
EVA Ejects at High Velocity [.25]
Claw replied to Caelib's topic in KSP1 Technical Support (PC, unmodded installs)
You are quite welcome. That's always my goal. Thank you for the report back. Obviously I tested it, but it's hard to test in depth when I went crosseyed from working on it. I was able to reduce the initial ladder slide, but not eliminate it. That will require more work and I thought it would be nice to not delay the ejection fix. Enjoy! ~Claw -
EVA Ejects at High Velocity [.25]
Claw replied to Caelib's topic in KSP1 Technical Support (PC, unmodded installs)
Well, it took me a while but I think I finally cracked into this one. If you aren't opposed to add-ons, check out my stock bug fix add-ons. I've just uploaded v0.1 of my EVA Ejection fix. It's here, under EVAEjectionFix. Just download the .dll from github and install in your KSP/GameData directory. Cheers, ~Claw -
Well, the 2.5km bubble isn't necessarily what prevents things from being tidally locked. KSP also does not simulate things like gravity gradients or magnetic alignment. So even within 2.5km, satellites and other objects will not stay tidally locked. I also doubt they will implement something like this since doesn't seem to fit in with the rest of the physics theme, but maybe some day. Cheers, ~Claw
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Hi Daniel J, What you are seeing is perfectly normal. For crew reports, once you have done one under specific conditions it cannot be repeated. KSP defines it's specific conditions as BIOMES and a STATE. There are many different biomes (such as Kerbin's grasslands, or Kerbin's ocean) on Kerbin, Mun, and Minmus. The other planets, moons, and asteroids currently only have one biome each (which is slated to change in the next update). Each biome also has a variety of states, or conditions, or situations (whatever you like to call them) in which you can do science. For example, there's landed, splashed, low atmosphere above, low space above, and others. So for certain experiments, you can get science at, say, Landed on Kerbin's grasslands. Other experiments are more global (run across the biomes). So some experiments might run across all biomes, but be in low space (such as crew reports) while a similar event can be by biome and still in low space (like EVA reports). And then, on top of all that, some experiments can gather all the science there is in one run (like crew reports) where other science can be run a few times before collecting all the available science (like mystery goo). And not all experiments can be transmitted for full science (reports usually can though). Also note that if you are fulfilling contracts, any "transmit or recover science from XXX" doesn't require you to actually gain any science points. So you could still transmit those empty science reports to fulfill the contract. That's not all of it, but hopefully gets you started. Welcome to the forums! ~Claw
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No center of mass in SPH
Claw replied to JEAB's topic in KSP1 Technical Support (PC, modded installs)
Indeedery. Moved to modded support forum. Good luck, ~Claw -
Can not download KSP
Claw replied to Quinantine's topic in KSP1 Technical Support (PC, unmodded installs)
I can't remember, but CTRL+SHIFT+R might also force a reload with IE. Sometimes F5 just won't do it. ~Claw -
Stage Light Stuck on Purple, Space Bar Does Nothing
Claw replied to Leonidas's topic in KSP1 Gameplay Questions and Tutorials
Hmm. I don't know if this is something due to the tutorial that isn't letting you launch it. Try pressing MOD+L (ALT+L if you're using windows). See if that unlocks it for you. Welcome to the forums! ~Claw -
[Brilliant Idea] - Space Tourists
Claw replied to Starwhip's topic in KSP1 Suggestions & Development Discussion
JohntotheBrogan, If you find a good idea, it's okay to post to the same thread instead of starting a duplicate. 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 guess I just never made one of those parts my root. Sounds funny enough. Perhaps I will create a second section in the OP that links out to other bug fixer modules. Would that be useful? Done, let me know what you think. Thanks! Hope it works okay. Cheers, ~Claw -
On Mun, no fuel left, how resupply??
Claw replied to sam1133's topic in KSP1 Gameplay Questions and Tutorials
If you are early in your career then you probably don't have any of the needed parts (like docking ports or a claw) in order to refuel. You'll need to either send a rescue pickup vehicle (make sure you empty the pod) or send your kerbal some "supplies" until you can mount a successful rescue mission. That's all assuming, of course, that you're not using any mods. In which case you might have access to other components that could be helpful. Good luck, ~Claw -
Blue ground and Lag
Claw replied to Eddyisrich403's topic in KSP1 Technical Support (PC, unmodded installs)
So this may be part of the problem: I know sometimes KSP/Unity has problems with Intel cards. Also, you only have 3GB of ram. v0.25 seems to be more RAM intensive than previous versions (probably due to the SP+ parts and destructable buildings). Although it's weird that you weren't having this problem till after you installed/uninstalled those mods. Plus your log says it's running OpenGL, which I don't know if you're doing intentionally or if that's all the Intel cards support. If you are forcing OpenGL for memory reasons, I would recommend turning it off and giving it a try. I would also recommend starting up and cranking all the graphics options to minmum, especially Texture Quality and probably the light/shadow sliders. Then restart KSP and try playing normally. If that works, go back and tweak up the graphics settings a bit at a time and see how it goes. Using reduced Texture Quality will reduce memory consumption, which could be getting mishandled by OpenGL. Other than that, maybe Sal or Kasper will be by. They are a bit smarter on the OpenGL/DX3 side of things. Good luck, ~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
Haha, Thanks for all the help! It doesn't fix the decoupler all the way, but I think it's good enough to keep it from destroying rockets. Also, I think I noticed that I in my zeal, I uploaded the unscaled velocity version. Might have to fix that shortly. This is weird. I haven't seen this bug myself or heard it reported in the unmodded installs. It sounds like the same thing that might be happening to the chutes, but I don't know if they are related. Thanks for the point out! Cheers, ~Claw -
Career Mode, out of money
Claw replied to albalma01's topic in KSP1 Gameplay Questions and Tutorials
I think Taki's question was a subtle hint that maybe the rocket in question would benefit from some design tweaks. If the first launch is costing 45,000 with little recovered, then there might be some room for improvement. In which case, pictures would still help. As for contracts not showing up, are you using any mods? Cheers, -Claw