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Everything posted by Claw
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Good idea. Expect that I will eventually roll up all the 0.25 bugs and workarounds/fixes into a new thread as has been done with 0.23.5 and 0.24.X. Hmm. I thought the load/cancel buttons were clickable without wrecking the underlying craft. Is that what you are trying to do or is it something else? This is definitely intended behavior. More details and/or pictures on this would be nice. Yes indeed. The files have been renamed, but they should still work in your in-game craft (with the exception of all the SP+ changes and the small SAS unit.) This one is known, but thanks for the report.
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Thermometer test doesn't add up.
Claw replied to Shane76's topic in KSP1 Gameplay Questions and Tutorials
Yes, the temp system is more or less based on where you are and to some extent where the sun is. Other effects aren't really modeled yet. And even the ones that are aren't necessarily common sense. Cheers, ~Claw -
Cannot manually edit settings.cfg
Claw replied to RocketPilot573's topic in KSP1 Technical Support (PC, unmodded installs)
I am hearing rumblings that Windows DEP is causing more problems than usual. My first question is where do you have KSP installed? Places such as "Program Files," "Documents," and the desktop are typically bad locations. You'll want to try something along the lines of C:/Games/KSP Cheers, ~Claw -
Locked, per OP request.
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Why do all my planes roll?
Claw replied to Zipmafia's topic in KSP1 Gameplay Questions and Tutorials
Your landing gear are angled outward and the landing gear base is really narrow. If you are going to have a narrow landing base, you must make sure your gear are straight up and down (perpendicular to the runway). Otherwise your plane will start to wobble back and forth till it flips over. I would recommend straightening them out and trying to get them further to the side on the fuselage. Also, you can move your rear gear forward a bit more. Usually keep the white part of the landing gear bay lined up somewhere under the CoM marker. Cheers, ~Claw -
Dear goodness, this is an old and outdated post. Time for it to rest at the bottom of Kerbin's oceans with the fish. Cheers, ~Claw
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Snap Angle Bug [.25]
Claw replied to Caelib's topic in KSP1 Technical Support (PC, unmodded installs)
Hmm. Are you using any mods or is this all stock? Also, I would say make sure you exit out of the game all the way. I'm not sure when KSP decides to write this particular setting to the config files, but maybe if you are just clicking X or ALT+F-4 to exit... ~Claw -
Radial Decouplers still not fixed???
Claw replied to dtoxic's topic in KSP1 Technical Support (PC, unmodded installs)
Unfortunately it isn't just a tweak to the .cfg file. You can sort of work around the problem by tweaking that file, but that doesn't actually fix the heart of the problem. I think it has more to do with how velocities are imparted to the decouplers when detached. The stack decouplers are actually bugged too, you just don't see it because the broken velocity transfer doesn't cause the parts to tip. ~Claw -
Retracting ladders in assembly building
Claw replied to Nhaga's topic in KSP1 Technical Support (PC, unmodded installs)
Yeah, unfortunately still bugged. ~Claw -
Radial Decouplers still not fixed???
Claw replied to dtoxic's topic in KSP1 Technical Support (PC, unmodded installs)
Personally I don't think it's the disappearance that's the bug. Just a bad byproduct of the broken separation mechanics. But it's definitely annoying. -
NASA pack SRB's thrust is unblockable
Claw replied to KN_Namida's topic in KSP1 Technical Support (PC, unmodded installs)
Indeed. I am glad you found the same. Cheers, ~Claw -
Radial Decouplers still not fixed???
Claw replied to dtoxic's topic in KSP1 Technical Support (PC, unmodded installs)
It's hard for me to tell your exact meaning from the pictures Giggle, but yeah some of the parts were experiencing "disappearance" while being collided into by parts being decoupled with the radial decouplers. There was just enough tipage that they would strike the middle part at the same time, causing the middle part to disappear (being destroyed) but the separated parts did not. -
Radial Decouplers still not fixed???
Claw replied to dtoxic's topic in KSP1 Technical Support (PC, unmodded installs)
No dtoxic, they have not been fixed in 0.25. Cheers, ~Claw -
but are the Building at KSP#2 destructable?
Claw replied to Fyrem's topic in KSP1 Gameplay Questions and Tutorials
You'll have to go try to find out, but I wanted to clarify that they are not the same buildings as are at the KSC. They are more relics of an earlier KSP time. -
The 0.25 Waiting Room, now boarding passengers heading to Hypetown
Claw replied to Rowsdower's topic in KSP1 Discussion
What's all this hype about? I'm lost. OH YEAH! Seriously, I can't wait for more space plane parts! -
Funds and Science ? Learn before 0.25 comes out.
Claw replied to RenatsMC's topic in KSP1 Gameplay Questions and Tutorials
Sorry for the off topic, but since you guys are asking about it... Yes, this is the key binding for trim. It works more noticably if you hold ALT+WASDQE and let the trim run. You can see the results of your trim input in the lower left corner of the screen (the trim/SAS input indicators). Realize trim does not do anything when SAS is engaged. Also, there is currently a bug. If you leave SAS on and your craft has trim inputs, it will move if you bring another vessel (or kerbal) near it. This is very problematic when docking things together. Just wanted to let you know before it sneaks up on you. You can zero out the trim with ALT+X. Cheers, -Claw -
Enriched, Unfortunately a lot of the information you are posting off of the Wiki is old and outdated? A lot of this is 2+ years old (v0.15)and doesn't necessarily apply to KSP's current code state or building pipeline (v0.25). It's not that people don't want your work, it's that the information you are pulling is a little outdated. Perhaps see if you can dig into some more contemporary KSP coding and modding techniques? Cpt Kipard also has a good suggestion. Instead of trying to pull all of your information together directly into the forum, maybe get an outline together of what you want to cover. Then the masses can help you find current information to fill it in. Cheers, ~Claw
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What is the most amount of science you can get?
Claw replied to Njs41's topic in KSP1 Gameplay Questions and Tutorials
I don't know. I find the "text XX in orbit around Kerbin" to be much more productive, yet also plentiful. In either case, I think most people who ask "what's the max science" are usually wondering how much science is available from doing the experiments, and not necessarily encompassing all of the endless supply type science. Personally I haven't calculated that number, but I know it's floating around somewhere... ~Claw -
KSP not starting
Claw replied to KillPinguin's topic in KSP1 Technical Support (PC, unmodded installs)
Well, I can't give you an exact answer as to what is happening through the logs. If you had mods installed, sometimes they leave bits around even if you removed them. So that could possibly be an issue. If you're stuck, my recommendation would be to copy over your save files and .craft files somewhere safe. Then you can wipe out (or move) your KSP install and verify game cache through steam. That should force it to download a fresh copy. Run that and see if it works. Then you can start adding back the mods one (or a few) at a time. I would recommend also downloading the latest version of any mods that you are installing. Then move over your saves. See if any of that helps. ~Claw -
KSP not starting
Claw replied to KillPinguin's topic in KSP1 Technical Support (PC, unmodded installs)
The logs aren't very helpful in this case. If everything was working fine, what has changed recently with your install and/or computer? There are lots of things that can interfere with KSP/Unity like virus scanners and virtual network devices. Anything recently installed or modified? -Claw -
Weird Staging Problem
Claw replied to ThunderHawk2's topic in KSP1 Technical Support (PC, unmodded installs)
I don't see anything unusual in your pictures that would cause your problem. If you could, find the file called "buildID.txt" it should look something like this inside... build id = 559 2014-07-25_12-26-07 Branch: master That will also confirm you have the latest version. And you can upload your craft to a place like mediafire or dropbox, you can link to it here. Then we can download and give your ship a try. Cheers, ~Claw -
KSP not starting
Claw replied to KillPinguin's topic in KSP1 Technical Support (PC, unmodded installs)
Have you tried starting KSP by running KSP.exe? That would narrow down if it's a steam problem or a KSP problem. -
Most aspects of recently added content (like contracts) are moddable, so I would guess that this will be likely.
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I like the idea of more science parts too. But if they add more parts to go along with the biomes, I hope it's something that's structurally different than what we have now. I like the idea of something like the SCANSAT mod that maps the planet. You get science and actual information that's useful in-game. Still, I'm excited about the biomes and to see what kind's of crazy contraptions people come up with to get all that science. Cheers, ~Claw