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Everything posted by Claw
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Locked, per owner's request.
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One of the many times Fengist clarified use of HyperEdit for a user. Though I do agree with you that it ought to be clearly outlined in the rules. Also, we are getting right back into the whole management of mods thing. I'm not really keen on maintaining a list of "approved mods." Your point is well taken though. Once again, I'm going to have to consider rule wording to help accommodate. I want people to be able to play without causing a crippling amount of work for myself or an arm's length of rules.
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He's probably sleeping. @Vanamonde
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I like Cupcakes, but no. How about @SQUAD?
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I like cake, but I am not like cake. Calling @Red Iron Crown!
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That's what the challenge is all about, driving. Considering that the stock wheels and be powered from RTGs (essentially an infinite fuel source), I'm much less stuck on rover powering. However, the fuel piece is a bit of a rough one from the delivery standpoint. The thing being that hyperediting around the solar system isn't allowed, so if the delivery platform has near infinite fuel in a small package, I'm not quite sure how to treat that one. Though if you're still flying it there, that's in a different category than simply using HE to move it all around. However, I'd be interested in seeing your ship. It's hard to say exactly how to look at a delivery vehicle that, for all intents and purposes, has infinite fuel and a high enough TWR to SSTO off of any planet. I'll be honest... For me, the act of getting around the solar system pales in comparison to actually driving around many of these places. The only exception being my current mission in the Jool system, where I've built a single mothership capable of delivering a crew and rover/boat to each of the Joolian moons in a single mission. Actually landing the rover/boat intact also has some unique challenges. And yeah, from the looks of your picture, I'd say you fall squarely into the modded category. I will add that it's a pretty darn awesome looking rover. You can use Hyperedit to test vehicles, but when you start your "record attempt," the whole thing needs to be flown. So you'll have to design a delivery vehicle that's capable of getting there and dropping off the rover/boat.
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I'll have to look and see if there's a way to color code manually in the code blocks. The editor does not allow coloring text directly when the text is in a code block.
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Ahh, how'd you know it was me!? Next, I nominate @goldenpeach
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Indeed, that's also been my experience. On a few worlds where I've been, it's not been so bad. But for the most part the poles are a wreck. Very jagged and steep in many ways. I think it was Ike that was rather serene at the poles. (Except that whole exploding thing when driving right over the North Pole, which has since been fixed.)
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That's a tough question. I'd say the default is the land nav badge. I went and measured, and it's virtually 50/50. I'd say generally speaking the maritime badge falls in line with the requirements for the Master Mariner badge, which requires an all water route just short of crossing at the northern land bridge. What's really difficult with Kerbin is that neither full land or full water is really achievable, which means any entry really needs to be capable of traveling across both land and water. In your case, it looks pretty capable of either. I'm also impressed that, given it's size, it holds 30+ m/s on the water at such low power settings.(But then again, all my experience on the water is with stock.) So to sum up, I think that route qualifies you for the land badge. Though if you want to convince me, I'm not really bent either way. Just know that your chosen route does not fulfill the requirements for the Kerbin portion of the Master Mariner badge.
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Tourist can tweak parchute
Claw replied to mellester's topic in KSP1 Technical Support (PC, unmodded installs)
I think, in general, the way the UI is built allows for the buttons to be non-activating with tourists but not the sliders. It's hard to tell exactly from your list, but that seems to match up with your findings. -
I don't know either, tbh. It isn't how I would do science at all. It's just another one of those minor bits that makes an attempt at introducing some sort of limiting mechanic, but doesn't really fit in with how the game is structured. If you all really want to lift the cap with an add-on, it's easily done in one of two ways. Either get Module Manager and make a config file to modify the lab, or open the largeCrewedLab.cfg and edit it directly yourself. MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 500 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } Change dataStorage = 500 to whatever you want, save, and restart the game. I know that's not an answer to "why is there a cap?" But for those of you who want it changed (add-ons or not), it can be done fairly easily.
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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
Are you using my fixes? Because I just flew this and it seems to check out for me. -
Yep. Sounds like it's a situation that wasn't thought of when the 500 science cap was placed on the lab. That was done to limit it's "overpower"-ness (if that's a word), though I think few people take one all the way out to Eeloo. Nice find.
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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
Excellent! It's not a particularly aggressive fix, but I'm glad it's useful for you. What are you using to tell if the fairing lift is/isn't fixed? If you are looking at the overlay, there are still some bugs there that I left unfixed (because I didn't want to waste CPU time fixing the overlay). It might help me better if you have a picture showing the issue, or could describe a bit more what you're using to tell you there's a problem still. Thanks! -
Originally I thought it was for those who circumnavigated everything. But looking back at how Fengist had it structured, it looks like it's just for circumnavigating Kerbin and Eve. I thought it was the "elite" badge, but I think maybe it's supposed to be the corollary to the master mariner badge.
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Is now on the board. Which reminded me that I hadn't posted mine either. Nice job!
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I've been busy, unfortunately. The Iron Narcissus (mothership) is in orbit and the rover has landed (mostly) intact with one of the crew. I still need to bring down the crew recovery vehicle, which will carry down the second crew member. I just haven't had time over the last week to continue. I clearly wasn't paying attention, because I forgot to update your Vall entry. I will look it over tonight.
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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
Good idea. I will try to update this week (it's been busy). I haven't, actually. Though I did build a kerbal powered glider once and flew it to the island runway. I'm not sure if I could do much about this, since it's probably inherent to the engine in some way. Might be worth a look at some point though. They do seem to have a lot of "push" for their size. Point taken on the need to fix the highlight disabler some more. I think I looked at the glow suppressor before, and I believe it runs through every vessel, and every part, on every frame. I was hoping to avoid that, but it might be the only "sure fire" way to make sure the glow is turned off for everyone. Though it gives me some ideas that I can try to implement. -
I forgot to mention, I added you to the list yesterday. Congradulations! And again, that ship was mighty impressive looking.
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Sorry for the slow replies. I've been on travel so it was hard to write much. Hey Azimech. I'm fine either way, but like Thalamask said, I'm also trying to figure out how to tag things that keeps everyone happy, but also captures the essence of what was accomplished. Right now I think I will add a third category. So the breakdown will likely be something like this. These rules apply during the duration of the attempt. Stock: Used no mods for the duration of the record flight from takeoff to completion. Mods can be used before the mission begins (such as using KER for design, HyperEdit for testing, etc), but no mods of any kind used during the record flight. Stock Craft: The craft and all support craft are still flyable "as is" on a pure stock install. Acceptable types of mods such as autopilots, transfer window planers, data displays, or visual enhancements. Mods that add parts or change physics are NOT included in this category. Modded: Mods that don't violate the spirit of completing the mission are permitted. Acceptable types of mods are those that add parts or change physics within the realm of near-term technologies (i.e. don't claim that HyperEdit is just a wormhole generator). Mods that allow users to skip elements of the challenge or violate the spirit of circumnavigating a body are NOT included in this category (such as HyperEditing around the planet, editing in fuel, save file edits, etc... No worries. Everyone does it a little different. I don't, as I haven't done that one yet. It'll likely be lower on my list, but that's undecided yet. So when you get there, leave me some good tips!
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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
I'll have a look, but stuff in the debug menu might be kinda low on the priority list. It targets ModuleAeroSurface. So any part that uses that module should be affected. The only extra caveat being that the way the stock airbrake works is by using a LIftRating with a zero lift curve. That effectively means the airbrake acts like a control surface with only drag and no lift. So when a fully stock airbrake is streamline to the wind, it creates very little drag. The problem is that a stowed airbrake on the side of a fuselage (or fuel tank) generates a lot of drag when the craft goes a little off prograde, even though it's actually flush to the fuselage and wouldn't really crate extra drag on it's own. What I've done is assume that if the airbrake is stowed, that it's flush to the fuselage and generates zero drag by fiddling with the lift rating. So, if the addon part isn't working similar to the stock airbrake, it might not be working as expected. The transform name shouldn't matter since I don't fiddle with that. -
@Dfthu That's quite a beast of a ship. I like the crow's nest. Keep it up, and you'll be there in no time.
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Nice job, and some good progress. Those big craters can be somewhat unforgiving, too. Don't worry about the speed too much. It's a marathon and not a sprint, especially with the rovers.
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The Ultimate Jool 5 Challenge - 1.0 to 1.3
Claw replied to sdj64's topic in KSP1 Challenges & Mission ideas
Here's my Vall trip. Again, the whole Vall piece of the JoolCano -5 can be found in the mission report, but the trip to and from Vall is below. Heading from Laythe Orbit to Vall Returning from Vall Surface back to the Mothership at Laythe