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Everything posted by Claw
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freeze and explode in timewarp kraken?
Claw replied to Wallace's topic in KSP1 Gameplay Questions and Tutorials
In additions to the mods question, it would be helpful if you could post pictures of the craft in question. Also, do your ships include a claw? There are some known problems with claw ships that cause them to freeze or explode. Although the exact cause is unknown. -
Product Placement: Big Bang Theory
Claw replied to StrandedonEarth's topic in KSP1 Suggestions & Development Discussion
I would say the best place for this suggestion would be to fire it directly off to SQUAD's marketing. You can contact them through these options: https://kerbalspaceprogram.com/contact.php As such, I'll be locking this since it isn't really a game or development idea. Cheers, Claw -
Tri-coupler and center of mass
Claw replied to gadams99's topic in KSP1 Gameplay Questions and Tutorials
Hmm. I've not noticed this before, but I also haven't been looking for it. I can't check it out at the moment, but I will say that the top down picture with the FL-T400s looks off center. The thickness of the tri-coupler on top looks wider than on the bottom right, and the bottom right looks ever so slightly wider than the bottom left. (I can also see it on the sides of the Mk1 pod.) That offset is consistent with the CoM displacement shown. Having a lower CoM magnifies any small offsets from directly overhead. Maybe try centering the ball on top of the Mk1 pod, then see if the craft looks symmetric. I'm not saying there isn't unwanted offset buried in there, but it's hard to tell because the picture looks tilted. By the way, welcome to the forums! -Claw -
Also, are you using FAR or any other mods? Or is your game all stock?
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I knew about this (it stays disabled until you back far enough away). I don't think you can do it any other way in stock. Yeah, that's probably a mod option.
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Supaflies, As I noted above, it is helpful if you can provide a bit more information as detailed in this thread. http://forum.kerbalspaceprogram.com/threads/24543-NEED-SUPPORT-Read-this-before-posting-No-modded-installs There are a few things that can cause this problem (even beyond blaming mods). It's hard to say what the problem might be without some more details. Welcome to the forums, ~Claw
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Open Source Construction Techniques for Craft Aesthetics
Claw replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Titan, I'm not sure if you know, but you can embed imgur albums into your post. You do it by placing the album's five letter identifier inside imgur tags. It looks like this: [noparse] [/noparse]And the end result is this: By the way, I like this intake design. I might have to steal it. -
As far as I'm aware, you can't disable the magnets directly. But if you know a way, then I am interested.
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Psychedelic colours in the VAB
Claw replied to THobson's topic in KSP1 Gameplay Questions and Tutorials
Give this a try: New Decoupler (TR-38-D) causes crash when staging (linux/mac) or parts of the ship to follow around (windows) – [FIX] When staging, the new decoupler (TR-38-D) causes a variety of problems depending on your operating system. This problem seems to be worse if struts are involved. Thanks to Kasuha, the problem was narrowed down to the physics of the decoupler and is easily fixed. 1) With a text editor (such as notepad) open up the part.cfg file for the TR-38-D. It should be located in KSP\GameData\NASAmission\Parts\Size3Decoupler\part .cfg 2) Find the line that says “PhysicsSignificance = 1†and change it to “PhysicsSignificance = 0†3) Save the file and restart KSP. -
Well, generally but not always true. One example: Harnessing Oberth Effect. If the TWR is too low, the ship will have a harder time taking advantage of Oberth Effect. The amount of Oberth assistance missed out on will, of course, depend on the specifics of the ship and burn. However, it can be significant.
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Burn Planning with LV-N for High-dV Maneuvers
Claw replied to Srpadget's topic in KSP1 Gameplay Questions and Tutorials
I've heard several people use 4 minutes as a cutoff for splitting up the burn into multiple segments. If it'll take more than 4 minutes, split the burn into two parts. For each burn, split it in half around the maneuver node like you would for a shorter burn. Start two minutes before and stop two minutes after. Place a new node and do the rest of the burn. -
pre 23.5 ship breaks apart when switched to.
Claw replied to CrashTestDummy's topic in KSP1 Gameplay Questions and Tutorials
I haven't had the chance to check your file yet, but based on the pictures I tend to agree with SRV Ron. Unfortunately it's a bit difficult to add those after the fact. Here's something wacky to try in the mean time. Go to your ship and toggle the SAS and make sure it eventually goes off. If it's already off, then turn it on and back off. Sometimes that buys you a little bit of time. Then try to quickly right click and deactivate any torque modules. If that stops the motion long enough, try transferring some of the fuel out of those tanks. Sometimes disrupting the mass distribution is enough that whatever causes the phantom wobbling to stop. Hopefully that makes sense, although it's a lot of smoke and mirrors. -
pre 23.5 ship breaks apart when switched to.
Claw replied to CrashTestDummy's topic in KSP1 Gameplay Questions and Tutorials
Those should be sufficient but it will be a little bit before I can dig through them. Thanks for stripping out the extra stuff. I'll let you know if I find anything. Something else that will help me out (due to computer problems atm) is if you are able to post a couple pictures, especially up close of the engines. I have some suspicions, but seeing pictures will help. Cheers, -Claw -
Psychedelic colours in the VAB
Claw replied to THobson's topic in KSP1 Gameplay Questions and Tutorials
Just make sure all those mods are up to date. I ran into this problem before too, and in my case it was due to an old mod version messing things up. Updating fixed it. -
Well done good sir. And welcome to the forums.
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Excellent! Welcome to the forums, and good luck collecting some Science.
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At face value the equations look right. I didn't dig in and test them out. Your best bet would be to go build a ship and try a series of short and long burns to try it out. Remember to grab the start mass, and maybe just use F5/F9 to make that part easy on yourself. I'm sure there's a mod out there for this...
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Only cheaters shout in all red caps, and they especially follow it up with a bunch of !!!! CHEATER!!!
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Hey Sconaron, Thanks for sharing your creations with us. They are looking good so far. I went ahead and fixed your picture links. I left your old ones in the post so you can see the difference. No worries about the location, looks like Nathan fixed you up. Feel free to look around, you will get a feeling for where everything is. Welcome to the forums, -Claw
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What's so special about 64-bit KSP?
Claw replied to Blind Dead McJones's topic in KSP1 Gameplay Questions and Tutorials
Yes to everything Obsessed said. Plus this little gem: Which is entertaining to me because this line has been uttered countless times by computer engineers and scientists for decades. "Who needs more than 128kb of ram anyway..." : /sidetrack -
pre 23.5 ship breaks apart when switched to.
Claw replied to CrashTestDummy's topic in KSP1 Gameplay Questions and Tutorials
Possibly. Can you please provide some pictures and (maybe better) a save file? There are a variety of reasons this might be happening, so we would need more info to narrow it down. -
Stock hinges would be really tough with a design this small. Like Zephram said, I think your best bet would be to try and make some sort of loop with cubic struts at the bottom. Then I would try to attach decouplers up top to probide the opening force. Also, sepratrons might give you too much push in Duna's lower gravity.
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Solar powered rover suddenly doesn't work
Claw replied to MathmoRichard's topic in KSP1 Gameplay Questions and Tutorials
My guess is that it has to do with some of the strangeness that happens when loading. Physics gets turned off for a bit and there is some overhead that happens. So I think when it's suborbital and in contact with the ground, the physics goes wonky when everything gets turned back on. -
Welcome to the forums! (Thanks for not necroing. You can feel free to link back to it though, if it's helpful.) I'm not sure exactly what you are asking. Do you want to be able to transmit surface samples at 100% efficiency?