-
Posts
6,422 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Claw
-
Career Mode Inop. (Numerous reinstalls)
Claw replied to Big Duke 6's topic in KSP1 Technical Support (PC, unmodded installs)
Are you able to start any of the three options? Often times when the game sticks at this point, it's because the folder permissions are not set up correctly. You'll have to set permissions based on whatever operating system you're using. Beyond that, I recommend you take a look at the stickies. They'll guide you on how to provide us some more information so that we can better answer your problem. (That keeps us from blindly guessing.) This will help with permissions issues - http://forum.kerbalspaceprogram.com/threads/92228-Known-Issues-Self-Help This will tell you how to give us more info - http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide Welcome to the forums! ~Claw -
Space Tug and station wobble effect
Claw replied to LoganMalone's topic in KSP1 Gameplay Questions and Tutorials
I know other people have said add struts. Realize that struts do help, but you also don't have to turn your station into a jungle of with struts everywhere. The above two stations are a good example. How you design is also important. Also, I've started building stations by using claw tugs. They can be finicky though, and sometimes turn your station inside out. Here is a station about the same size, and the only struts in use are around the docking arms. And here's the bigger version, also note that the only struts are near the docking arms. There are some hidden struts on this one, but those are mainly to deal with closing branches of the part tree. Cheers, ~Claw -
Kirbin Atmosphere Levels?
Claw replied to MrabEzreb's topic in KSP1 Gameplay Questions and Tutorials
If you take a look at that wiki link, you'll see that both posters have a mishmash of information. Specifically you want this chart. Also, if you are doing low atmosphere science, you simply need to be not touching the ground (but below the cutoff). So an EVA kerbal on a ladder counts as "in low atmosphere" even though the ship itself is in the "landed" biome. You could also jump with a kerbal and be considered "in low atmosphere." Cheers, ~Claw -
I don't think there's a way to do this in stock without using mission flags. Since you would prefer not to use them, I've moved this to add-on requests. Perhaps someone here can point you toward a plugin that does what you're looking for. Cheers, ~Claw
-
You can also run frameless full screen in Windows by using a command line flag. 1) Create a shortcut directly to KSP.exe. 2) Edit the properties of the shortcut, and add "-popupwindow" to the end of the command line (without the quotes) So it should look something like "C:\Games\KSP\KSP.exe -popupwindow" That will start it in frameless window mode. Cheers, ~Claw
-
Shift keys not working in KSP
Claw replied to Joshuax8's topic in KSP1 Technical Support (PC, unmodded installs)
My computer has a problem using the SHIFT key also. What happens to mine is that it overflows the keyboard buffer and stops responding (or beeps at me when I press a key). So I've had to remap my throttle keys to 'Z' (decrease) and 'X' (increase). That also means I had to remap my "Cut Throttle" option (which I set to '?'). Perhaps with your keyboard/computer setup, you might be running into the same thing? I know it's not a fix that allows you to use the SHIFT key, but it fixes my throttle and keyboard problems. So I know it's just my computer that isn't liking the repeated pressing on SHIFT. Good luck, ~Claw -
Master Thread: Unresponsive Kerbals in EVA
Claw replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
Fantastic! I'm sorry this is still happening, but I'm glad to know the fix is still working. Cheers, ~Claw -
I do too work! But aside from that, there's a variety of issues with the claw. So like vexx said, we'll need a bit more info to help you narrow down the problem. Cheers, ~The Claw!
-
This is a fine comment by itself, but as a reminder for the rest, let's not derail the thread into this topic. Also, I might move to add-on request, since it will probably take an add-on to do this (without using flags). By the way, you could always set a "mission flag" for the one mission that uses this plaque. You do so by clicking on the flag at the top of the VAB/SPH bar next to where you name the craft. It doesn't override your "career flag." Cheers, ~Claw
-
Tracking Station Bug
Claw replied to zedsdead's topic in KSP1 Technical Support (PC, unmodded installs)
If you are working in the VAB or SPH, time does not pass. So if you are spending a lot of time in there now, things will not move. Time does move in several other areas. For example, in the main KSC view time still moves and you can even accelerate time if desired. Is that what you are running into? -
Tracking Station Bug
Claw replied to zedsdead's topic in KSP1 Technical Support (PC, unmodded installs)
Thank you for using the bug report template. It is unclear to me what you mean by "Flights do not update." Can you pleas explain what doesn't update (or provide a picture)? Thanks, -Claw -
Building a VTOL Space Plane that Maintains Perfect Balance
Claw replied to StevenLawyer's topic in KSP1 Tutorials
Moved to the tutorial section. Cheers, ~Claw -
SPH/VAB Vehicle Centering & Camera Control?
Claw replied to davidclaywood's topic in KSP1 Gameplay Questions and Tutorials
For moving the camera, you can use right mouse button, middle mouse button, and scroll wheel in conjunction with SHIFT and CTRL. Try a variety of these combinations and you'll see what all they do. To get your ship back in the center, it takes some camera trickery. If you watch close enough, you'll see that the craft moves in a plane that's parallel to your view. So if you square your view up with the walls, you can work the craft back to the center one axis at a time. If that proves to be too much of a pain, you can also open the .craft file and look for the section below. Make sure you are looking at the very first part in the .craft file. PART { part = mk1pod_4294809848 partName = Part [COLOR="#FF0000"]pos = 0,10,0[/COLOR] Where it says pos = x, y, z, put in something along the lines of what you see above (0, 10, 0). This will put your craft's root part back to the center of the VAB/SPH. You can then reload your craft (no need to restart KSP) and SHIFT+Left Click on your craft to pull it out of the floor. I recommend making a backup of your .craft file before editing. Also, make sure you use a plain text editor (such as notepad) to edit the file. Do NOT use word or wordpad. Good luck, ~Claw -
Ever have a Kerbal just stand there, dazed?
Claw replied to tater's topic in KSP1 Gameplay Questions and Tutorials
The command chair is, in fact, a specialized docking port that only kerbals can dock to. Cheers, -Claw -
3.75m decoupler broken?
Claw replied to Frozen_Heart's topic in KSP1 Technical Support (PC, unmodded installs)
The stack decouplers are still broken a bit, but I haven't heard anyone complain about crashing/camera problems with 0.24.2 either. You can still try that fix that Kasuha mentioned since I think the decouplers were still set to physicsless in 0.24.2 and hopefully that will fix it. Since this hasn't been posted much for 0.24, can you provide some details? http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide Cheers, -Claw -
Yes, this is basically along the correct lines. There was a fix pushed in to 0.24.2 to fix broken stack decouplers. It resulted in breaking radial decouplers. Stack decouplers are actually still broken too but since they are on the stack, it doesn't cause parts to tip and collide. The physicsless decoupler problem of the TR-38-D is actually a completely different problem not related to the physicsless status. It was because the part caused some internal vessel structures to go wacky when decoupling. For some reason turning the physics on bypassed whatever was broken. Cheers, ~Claw
-
Sometimes a restart will fix the "bugged" ship, and sometimes (maybe more like usually) not. But if you don't restart, it virtually always strikes the other craft you switch to. Based on how it behaves and how save files are effected, I have a gut feeling that the bug is buried in the docking code somewhere. This has made it difficult for me to find a savefile fix that users can apply. Sorry, but often times the best bet is to delete the broken craft and launch another. Cheers, -Claw
-
Yes, this bug was found almost right after the release of 0.24.2. It's like Kasuha describes. I believe the problem is that the speed given to the decoupler at the time of decoupling is somehow wrong. The effect gets worse as you approach 750 m/s, then goes away after that. The bugs thread in my signature has a link to our previous discussion on the subject. Cheers, -Claw
-
Yes, my namesake can cause some problems. It seems completely random and I don't think anyone has been able to narrow down a reason yet. I have done huge, comples missions with the claw and had no problems. But just the other day I had a ship in a new save that was working perfectly fine. Suddenly (after about an hour of total time on orbit) it just came apart. One thing is for certain. If it happens, you must restart the game. Once it happens, it will likely continue to blow up other ship that you switch to. Cheers, -Claw
-
Navball 90 degrees out counter-clockwise
Claw replied to LordFerret's topic in KSP1 Technical Support (PC, unmodded installs)
Yep, you got it. The launch pad is the same orientation as it was, so hopefully no need to relearn how to fly. The VAB takes a little getting used to, but after a few hours I didn't notice anymore. Cheers, ~Claw -
Control binds jumbled after decoupling
Claw replied to endl's topic in KSP1 Technical Support (PC, unmodded installs)
Sounds like you need to right click the control part for your plane and select "control from here." Either that, or the controlling part is rotated 90 degrees. Maybe post some pictures or a craft file if the problem is more complicated than that. I remember a similar problem to this, but it was a looong time ago. Cheers, -Claw -
Navball 90 degrees out counter-clockwise
Claw replied to LordFerret's topic in KSP1 Technical Support (PC, unmodded installs)
Looks like you rotated the command pod. V0.24 turned the construction in the VAB by 90 degrees. So now the default orientation of new craft in the VAB matches the orientation of craft on the pad. When you build a new ship in the VAB, the MK1 hatch should be visible when you are viewing the craft with your flag in the background. Cheers, -Claw -
Space Plane air intakes not taking in full amount
Claw replied to acchilde's topic in KSP1 Gameplay Questions and Tutorials
Since it was mentioned, intakes are effected by their face angle relative to the wind stream (or loosely, AoA). Placement doesn't matter since they can't be blocked, but if the face is off from directly prograde, their efficiency is reduced. This can be significant when eeking out the last buts of jet power at high altitude. That doesn't really answer the question though. You'll have to be higher and faster (but not too high) to see the bar fill up, but then it's just showing you excess air. The game shows you excess air so that you know when you are getting close to running out. And I agree, it needs a rework. Cheers, -Claw