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Everything posted by Claw
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How about not making me quit FIVE (5) times?
Claw replied to Ptorq's topic in KSP1 Suggestions & Development Discussion
Since this is coming up again... This statement is very true. The game autosaves periodically during flight, and if you happen to force-quit (e.g. ALT+F4) while it's autosaving, you will end up with an incomplete (and thereby corrupted) save file. KSP automatically saves the persistence file every 5 minutes (or as defined by 'AUTOSAVE_INTERVAL = 300' in your settings.cfg) or sooner, if the last save failed. However, it does not run this logic if the game is paused. So if you want to make sure it's not going to autosave while you are trying to force quit from in-flight, then press Escape (to bring up the menu and pause the game) and then press ALT+F4. -
This is quite insane. I think it'll buy it's own category if you manage to finish. Good luck!
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What's happening with ksp 1.1?
Claw replied to terryammon's topic in KSP1 Suggestions & Development Discussion
This is an old post, and you're calling out someone for backseat moderating on a post that they submitted nearly two months ago. Relax folks. It's been delayed from the original announcement date, but 1.1 is on the way. -
Yes, unfortunately this is a limitation of the way the game engine works. The craft are built as a "tree" structure, where things can branch out, but branches can never loop back together. So the only (stock) way to deal with that is to use struts, or some clever docking port tricks (if you haven't seen that). And thanks. Hopefully there will be even less need for them in the next update.
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Yes, it's intended. Otherwise engines hanging down one "leg" of a multi-coupler would be capable of stealing fuel from a stack hanging down another leg. So fuel can flow from the top node down to the bottom nodes, but not from the bottom nodes up (either through to the top node or another bottom node). I also see that the (lack of) description is misleading.
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Kerbodyne Tank S3-14400 Attachment issue
Claw replied to MrWolf83's topic in KSP1 Technical Support (PC, unmodded installs)
Well, I agree with sal in that it's not something with the craft file. From your picture, it's hard to tell if the engine has a top node, but I can see for sure the tank has a bottom node. Are you able to connect the Rhino engine to anything else? If not, I would recommend also deleting the "part.cfg" in GameData/Squad/Parts/Engine/Size3AdvancedEngine and verify the game cache (as sal instructed above). -
Leaderboard has been updated, and I just noticed that some of the badges are missing. I will try to get that sorted out soon. Congratulations again, @KN_Namida
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Kerbodyne Tank S3-14400 Attachment issue
Claw replied to MrWolf83's topic in KSP1 Technical Support (PC, unmodded installs)
Yes, a picture and/or craft file (up to the point of engine attach) would help. -
I haven't forgotten about you guys, honest. It's been a rather busy week () and I've been traveling. Hard to do proper updates from the phone. Congratulations, @KN_Namida. I will look over your journey this weekend and add you to the list! Cheers, -Claw
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*hides quietly in the corner*
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@KN_Namida Looking forward to it, keep it up!
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Like the other developers, I'm not allowed to disclose the ongoing activities or the details of development. Though, like many of the other coders (like Arsonide and RoverDude), I was brought on for the contributions I was making (i.e. bug fixing). I've been on the QA team for over a year now (helping dig out bugs), so this sort of formalizes my ability to directly fix those bugs and funnel user feedback. As with any big projects though, there's a lot of moving parts that come into play.
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Haha, I get blamed at home too. I'm glad they're working for you! I'll still be around. I can't possibly abandon this place that's been so entertaining. Seeing what everyone does with this game is what makes it so great.
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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
Thanks again everyone! I've been working quite hard the last few days to absorb into the team. I'm unsure about the fate of StockPlus at the moment, because KSP is not my only line of work. So I'll be in that zone of "spend time on an addon, or spend time on the game itself." I'm not planning on abandoning it, just not sure what form it'll take yet. I'm also not sure about the fate of the BugFixes. It's still an add-on and subject to all the normal add-on rules. My goal in this community has always been to try and squash down bugs that get in people's way of having a good time. Things like ragdoll kerbals, claw krakens, and flippy fairings are no fun for anyone. I definitely don't plan on abandoning reactive fixes, even if it ends up on my own time @Avera9eJoe I certainly know what you mean about that one. It actually happens to me constantly on my Elcano missions, because the engineer (who has to get and repair tires) faces backwards. So it flips the steering on me pretty often. I'm not sure off hand how easy that is to fix via addon though, because I think the code that does that selection is buried deeper than the module level. But it might be worth a look. -
Thanks everyone for the support, and thanks for being an awesome community! I'm looking forward to continuing to chip away at the bugs. Keep sending your awesome pictures and missions!
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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
@BlackHat There's the main project page (which is where everyone links their source) and that includes a default "Download" button. That, naturally, grabs the source code. But there's a separate page that contains the "Releases" and that's where people package the mods for download. Because of add-on rules, the source code must be readily available near the downloads. Hopefully I've clarified my links a bit to make it less confusing. Cheers, ~Claw -
Looks great! I'm roughly 2/3 of the way myself, having been held up by QA work. I agree with your assessments of Tylo's high explodium content. Also, it's probably been the most boring drive so far. I don't imagine myself coming back. heh Congratulations on another fine circumnavigation!
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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
You have grabbed the source files instead of the game files. Try this link (for v1.0.5a.4). You aren't the only one this has happened to, and I think I see now where the confusion is coming from. The first page has been updated to be (hopefully) less confusing. Okay. As much as I'd like this feature to be working, sounds like it still doesn't for some folks. I'll pull this part out in the next update, since it doesn't seem worth the trouble. For now, you can disable ModuleAeroSurface's Plus features (via the GUI) or delete the ModuleAeroSurfacePlus.dll file. I'm sorry for the issues. Cheers, ~Claw -
Yeah, it can really work the CPU and GPU pretty hard. Good luck, and keep it up. I'm sure you'll get there! Three's no limit on size. Looking forward to seeing what you come up with.
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What "Whould you like to show notification from this site ?" is alerting ?
Claw replied to roarke's topic in Kerbal Network
You may also need to go to "Account Settings"->"Notification Settings" and deselect the things you don't want. There are a lot of options in there, and you may need to scroll down. -
[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
Thanks for the log. That helps me figure out what's happening and what configuration everything is in. So... this is now fixed. Update 1.0.5a.4: Fixed bug with ModuleProceduralFairingFix when StockPlus active Added StockPlus tweakable "Speed" to adjust control surface actuator speed If you already have version 1.0.5a.3, you should be able to carry over your settings from the previous install. 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
Sorry for the long lack of response. For the fairing lift issue, it might be best if anyone can look through their log files to see if there are any errors being thrown. Or if someone can narrow it down to a specific mod interaction issue. No worries, glad you sorted it out. Is there anything about the install instructions that is confusing? Awesome! The issue I'm trying to avoid is going through every part on every ship at every game frame. That's how the glow supressor mod works. Which means it works really well, but it's going through everything on every frame. This may be one of those things that's better left out of my combined mod, so that people who are specifically seeking it for specialized applications (like making videos) know exactly what they are getting. They get added to the stage for whatever thing you are connecting to. So if you hook them onto boosters that are in your first stage, then that's where they get added. If you attach them to the core of your ship which was built as the first thing, then that's where they get added. (That's how my stock ones work, anyway...) Unless you are referring to add-on launch clamps. In which case the clamp author would need to add the stageOffset definitions to the part's config file. Or maybe I'm misunderstanding you completely? I'm not sure what you mean by "restage without expanding." (Also, I don't understand why you would restage an SRB? Contracts?) But regardless, if you want to restage any part, all you need to do is add a blank stage to the bottom of the stage queue. Then you can stage (twice in this case, I think) and reactivate/restage parts to complete something like a part test contract. Yes, a tweakable response rate should be possible. An action group is also enticing, because then people could actually control things like flap deflection angles (half-flaps, full-flaps, etc) That's also very true. Cheers, ~Claw -
What "Whould you like to show notification from this site ?" is alerting ?
Claw replied to roarke's topic in Kerbal Network
That notice is the forum asking your browser for permission to show popup notifications, which is different than "what kind" of notifications you get. Once you've given approval to the browser (the picture you posted), you can customize what alerts you receive by going to "Account Settings->Notification Settings" and also in "Manage Followed Content." In there, you can manage if you want popups/emails/none, and how often you want to receive emailed content. If you don't want all the "facebooky" popup stuff, it can all be turned off. Cheers, ~Claw -
Thanks my aim. Will do. And that makes it easier for me, if people could assist in pointing anything that needs updating. Thanks!
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Rules are updated slightly, and the Stock / Stock Craft / Modded category definitions have been added. MechJeb is a tricky one (it always is) because it adds a part. So technically, if you use MechJeb as-is, it falls in the Modded category. I believe there's a module patch that allows use of MJ for any command module (or cockpit) similar to KER. In which case, that type of install doesn't require a part and fits in the Stock Craft category. I know this might cause some angst for people, but the I feel like the lines in the categories are pretty clear for just about everything else. Basically, if you can load the craft (unchanged) into a stock install without KSP wanting to delete it, then it's probably not in the "Modded" Category. But if you used any mods during the flight, then it's not "Stock." Hence the "Stock Craft" category (I can load all craft into a stock game, but the mission itself wasn't done in a stock install). Notable exceptions are the use of any physics modifications...then it's a modded install (even if the craft/rover/boat itself is stock).
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