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Everything posted by Claw
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Why so much bugs remain in new releases ?
Claw replied to Justin Kerbice's topic in KSP1 Suggestions & Development Discussion
You guys also realize part of the point of doing alpha/beta testing and early release is so that YOU, the general mass early KSP consumers, can assist in finding bugs. We want you to help out and find stuff that's broken or needs adjustment. But we don't want a bunch of anger and hate thrown around at each other. Software bugs are a fact of life. If all of the testing was left to the pre-release testers to catch every bug, you'd be waiting a lot longer for each release. Personally, I WANT to get my hands on KSP early. I love digging in and playing with the new features, finding bugs, and ways to fix them. Then I can post on here and help out others. Professionally done bug reports and balancing feedback is accepted MUCH better than rants and anger about "MY STUFFS BROKE." I get frustration/anger when a bug eats a gloriously built mothership. There's a reason why so many of us highly recommend keeping periodic saves in a separate area. Just my personal two cents, unrelated to being a moderator. -
Yeah, like GusTurbo says. Set up your keybindings to separate the torque from the steering inputs. I actually drive in staging mode, but have my torque input separate from the steering. Then I can use both to keep control of the vehicle when crashing down steep mountains. A few other things: - Disable brakes on front wheels - Disable steering on rear wheels - Try to keep the Center of Mass low, or the wheel base wide - Keep the SAS on, but try not to have too much torque on the vehicle Also, you have to watch out for some of the glitches in the terrain. Sometimes the seams between terrain tiles are unforgiving. (By the way, it's called Kerbal Space Program... But I like cars too. ) Cheers, ~Claw
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Yes, it has been discussed. Please also reference the link above. Nobody is being ignored. We do not think your voices are less important. This issue has been brought up and is being discussed. Please be patient. As you pointed out, people live in different timezones and this started on a Sunday. It's going to take more than an afternoon to figure out. As such, I will be closing this since it has already been thoroughly discussed. Thanks for your patience, ~Claw
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Hmm. I also created a chart which shows the dV required to reach XX altitude on Kerbin in stock using TWR around 1.7 to 2.0. I might be able to dig that up and post it tomorrow if you are interested. It's a terminal velocity launch profile, so you'd have to pad the numbers if you needed a speed higher than that.
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How to turn off making kerbal dollars
Claw replied to Peebothuhlu's topic in KSP1 Gameplay Questions and Tutorials
Since I answered your other thread, I'll be locking this one. Cheers, ~Claw -
Keep Apoapsis and Periapsis On in 0.24?
Claw replied to mpk10's topic in KSP1 Gameplay Questions and Tutorials
I've been seeing complaints about left clicks under x64, but not as many about x32. I'm not a mac user myself, so I'm not much help there. -
Turning off the 'Contrats'
Claw replied to Peebothuhlu's topic in KSP1 Gameplay Questions and Tutorials
It sounds like this might be what you're looking for. It turns old career games into sandbox science games. http://forum.kerbalspaceprogram.com/threads/86622-How-to-import-a-0-23-5-Career-save-into-0-24-Science-Mode It takes a bit of save file editing. So I recommend keeping copies and make sure you use a plain text editor. Cheers, ~Claw -
Kerbonauts, Please remember to retain a civil discussion. While I have nothing against the thought exercise of immortality, I do have problems with resorting to insults as a way to support one's ideas. In case you forgot some of the rules. 2.2.d Harassment of other users or staff, this includes insulting, threatening, stalking, racism, sexism and impersonation as well as posting private conversations; Remember to discuss the concepts. There is no need attack the people. Cheers, ~Claw
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Kerbonauts, I think this thread has run it's course and all constructive feedback has been given. Cheers, ~Claw
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Keep Apoapsis and Periapsis On in 0.24?
Claw replied to mpk10's topic in KSP1 Gameplay Questions and Tutorials
Just to be clear, the AP/PE pops up if you mouse over, but you can't get it to stick when clicked on. Is that right? -
Keep Apoapsis and Periapsis On in 0.24?
Claw replied to mpk10's topic in KSP1 Gameplay Questions and Tutorials
It still works the same, just seems to be more finicky. Even more so in x64. -
If by scripts you mean game modifying code, then go to the add-on subforum here. If by scripts you mean stories, then go to the either KSP Fanworks. There are also subforums in Fanworks. You can pick which to post in based on what kind of script/story you are doing. Welcome to the forums! If you haven't already figured it out, check the Support & Bugs forum. There is also a sticky which explains what kind of information to post to help us figure out your problem. Welcome to the forum! For the most part, yes. You will likely have to go to the science center and repurchase any newly added parts, but it should be pretty straight forward. Bear in mind that many mods are in the process of being updated. Please have patience with the mod developers while they catch up. Welcome back! ~Claw
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mods to make cash / funds and emulate space exploitation
Claw replied to Psykikk's topic in KSP1 Mods Discussions
Moved to the add-on subforum. -
A more accurate Throttle control
Claw replied to Hyuw's topic in KSP1 Gameplay Questions and Tutorials
My fault. I missed this: Indeed, you won't be able to tweak the engines. Sorry about the misinformation. -
A more accurate Throttle control
Claw replied to Hyuw's topic in KSP1 Gameplay Questions and Tutorials
Does your game slow down a lot while you're flying that ship you posted? Sometimes that can cause jumpiness in the controls. -
StrutCo without struts?
Claw replied to AeroAviation's topic in KSP1 Gameplay Questions and Tutorials
Maybe StrutCo just likes using lots of them? -
Are there Biomes at Duna and other Planets?
Claw replied to seb-eisdrache's topic in KSP1 Gameplay Questions and Tutorials
Technically yes, it does have a biome, but only one. I'm sure this is not really what the question is getting at. Kerbin, Mun, and Minmus are currently the only celestial bodies with multiple biomes. Additionally, as was posted, the biomes can have more than one state. Landed and Splashed count as different "states" over the biome, as does Flight Above, Low Orbit, and High Orbit. Those aren't different biomes though. -
Making career mode better
Claw replied to Decima's topic in KSP1 Suggestions & Development Discussion
Decima, If you are wanting your old save to act similar to what it did before, you can try to edit the save file itself. Once games are created, you can't change the type "real time." You can try the instructions in the link below. Just make sure you keep a copy of your save in case of a mistake. http://forum.kerbalspaceprogram.com/threads/86622 Other than that, try starting a new game and seeing if the options you desire are available then. I know you might lose some work, but this is another option. Cheers, ~Claw -
A more accurate Throttle control
Claw replied to Hyuw's topic in KSP1 Gameplay Questions and Tutorials
Wow, that's a nice looking ship you have there. Well, it sounds like you're using the main game throttle. Have you tried right clicking on the engines and decreasing their thrust output (via tweakables)? If you run those percentages down, it will make the main throttle more sensitive, although you won't be able to get as high of a thrust output at maximum throttle. If you use tweakables in flight, you have to do each engine individually. If you adjust tweakables while in the editor, you only have to set mirrored pairs. Obviously make sure you get all the engines set to the same power level is you use the tweakables, otherwise your craft may be difficult to control. Welcome to the forums! ~Claw By the way, if you like building VTOLs you should check out Cupcake's Dropship Dealership in the Spacecraft Exchange. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Claw replied to TriggerAu's topic in KSP1 Mod Releases
Just make sure whatever mods you share allow redistribution via their license. Most do, but make sure you check. Welcome to the forums! ~Claw -
Ideal Lift Rating : Tonnage Ratio?
Claw replied to Box of Stardust's topic in KSP1 Gameplay Questions and Tutorials
In general, I recommend 0.5 to 1.0 lift rating per ton. You can go lower than 0.5 if you have a lot of excess thrust. Generally you don't need to go over 1.0 because past that you don't get much additional performance for the extra drag/weight penalties. Unsolicited, but I also recommend: 1 TurboJet per 12t (up to a maximum of 1 TurboJet per 15t) 3 Intakes per TurboJet (minimum of 1, max whatever you feel like, but you have to start doubling past 3 to see much difference) 150 units of fuel per engine Those are really basic rules of thumb I use to get started. There's a lot more behind it then that, but that's a basic start. Cheers, ~Claw -
This thread about mod contracts moved to the mod subforum. ~Claw
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How to import a 0.23.5 Career save into 0.24 Science Mode
Claw replied to AlexinTokyo's topic in KSP1 Tutorials
Nice job. I will add this to my 0.24 common issues thread. -
Please bear in mind that some contracts in the game are also meant to introduce a new player to the array of parts and how they might be used (or not used). What might be more useful is to construct some feedback on balancing and toggleable options in the Suggestions forum, instead of simply pointing out "Lame contracts are lame." Cheers, ~Claw