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Another update for JoolCano-5. Here's the report for Vall, and the Elcano piece below.
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Okay, here's the Vall trip. There's a few more pictures in these albums than in the last, but I'm trying to get caught up on some of this backlog. Jool-5 Travel to Vall Elcano Vall Circumnavigation Jool-5 Return from Vall to Laythe Well, so this trip was a bit "different." Right off the bat, the crew experienced some sort of brick wall in the terrain. While coming downhill, the rover spontaneously exploded and threw the crew free, sending them careening downhill. Later, the ground opened up and swallowed the whole rover, then flung it out of Joolian space. Plus some floating rocks and a few other things that seem less interesting after all that fun. heh Enjoy!
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Congratulations. I found the Mun to be one of the more difficult landscapes. Though at least most of it's difficulty was natural, vice overly glitched. Keep it up!
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Epic journey. I don't know how long "brief jumps" are, but that trip was so neat that I don't really care. heh I especially like how you managed to "climb" on top of the ice cap, and great way to refuel the rover. Also, that's a pretty novel way to return to your starting spot. Congrats, you're up on the board! (Edit: FYI, the "brief jumps" comment is only a small poke in jest, not a serious commentary on your journey.)
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Sounds wonderful! Your rover looks wide and flat enough. As Thalamask said, it's probably flipping because of the combined torque and wheel steering. However, I run my rover controls differently than Thalamask. Rather than disabling torque, I move the torque controls to different keys. I leave rover controls bound to WASD, but I put spacecraft rotation on my numeric keypad (up, down, left, right). I also make sure the roll controls are remapped to the keypad. Then I do most of my rover driving two handed. Left hand does the primary "go forward and steer" while might right hand keeps the rover under control. I find torque very useful to stay on the ground when turning, and on some planets (moons) its a necessity to get enough wheel traction to get moving for my rover.
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Time warp problem
Claw replied to Yrjosmiel's topic in KSP1 Technical Support (PC, unmodded installs)
That's quite strange. Next time, try to grab the log files. Also, you can bring up the error log by pressing MOD+F2 (ALT+F2 if you are using windows). That will tell you the errors. I recommend keeping multiple save files, which you can do by pressing MOD+F5, and giving them names (or stick with the defaults). Without the log file, it's hard to say exactly what happened. -
KSP not opening properly
Claw replied to WY's topic in KSP1 Technical Support (PC, unmodded installs)
If you can delete the settings.cfg, it should default to a higher resolution. Or go into the settings.cfg with a plain text editor (like notepad) and look for: SCREEN_RESOLUTION_WIDTH = 1920 SCREEN_RESOLUTION_HEIGHT = 1080 You can edit them to match the resolution of your screen. To answer your question about screenshots, press F1. KSP will put a picture into the KSP/Screenshots folder. You can then upload that to somewhere like imgur.com (no account required) and paste the link here. -
What's happening with ksp 1.1?
Claw replied to terryammon's topic in KSP1 Suggestions & Development Discussion
It's there because some people get really bent out of shape about dates. Don't get bent out of shape, and we can let people have their discussions. Since there are other things going on in this thread, I'll let it be. *continues to the next thread* Cheers -
Hello @Hydrogeddon, Looks like your questions are already addressed, but Welcome to the forums!
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Pictures always help. It could be anything from not enough air intakes to the flight profile. Also, are yo using any add-ons?
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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
Okay, been slow to post... But here is the Bop piece of my Jool5 challenge. Full mission report here (which also includes the Elcano circumnavigation). and the return to the mothership Vall and Laythe are also complete, but I still need to get the pictures together. Cheers! -
Haha, guess the tags are working. How about @Vanamonde?
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Here's my Bop Elcano portion. Full mission report here.
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Well, between a variety of projects, I've been extremely slow about posting my Elcano stuffs. So here is the JoolCano-5 Bop adventure. As with Pol, I've split the albums. There's only 24 pictures total in these albums, so hopefully that's not too harsh on people's bandwidth. Jool-5 Travel To Bop Bop Circumnavigation And the Jool-5 Return From Bop To The Mothership Unfortunately there isn't much excitement in this trip, except that Julella wasn't very careful with the fuel consumption, so at the very end of the mission the Tin Poppy coasts in on fumes when rendezvousing with the mothership.. (Now, to get the Vall and Laythe posts up! )
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Unfortunately it's on the WNTS list. If you guys want to discuss DangIt or TestFlight, that's cool, but perhaps the thread will have to slide to another area then. Cheers, ~Claw
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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
@mreadshaw Yeah, I agree with all that. I will add that to the list of things to poke at. -
Invert Pitch/Yaw/Roll input on control surfaces
Claw replied to Wjolcz's topic in KSP1 Suggestions & Development Discussion
This looks like it's the same issue with the swept wings where the attachment point is in front of the CoM, but the control surface is behind. KSP messes up in this situation and fails to invert the control properly (it thinks it is still in front of the CoM). Though I would like to see a top down view of this craft. I don't recall seeing one with wing segments extended that far (that many segments) and the control fails to invert properly. @Veeltch About your yaw comment. The surfaces do act in yaw, but unfortunately they don't split right to do what you want. I'm not sure how stock could incorporate that feature while still being "simple." Maybe a clearer example of what you are thinking for this feature? -
Very nice! I'll have a look today. You're reminding me that I need to get my stuff posted too. I've finished Bop, Vall, and Laythe for my JoolCano-5. And the mothership is on it's way to Tylo!
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@NathanKell and I work pretty closely together, actually. He is directly responsible for teaching me how to create add-ons over a year ago, and we chat on a near-daily basis. I actually had an idea for making my own add-on, but wanted to work on smaller "side projects" to learn more about KSP's interface. Those small projects started out as parachute fixes, then editor fixes, and on and on. I started releasing them, because I spend nearly all my forum time helping people resolve issues, so I guess it ended up being a good fit. Then I never got around to that original project. The deal with my bug fix modules is that they are primarily work-arounds to the actual problem. So when working with NK (and other developers), I can point to where the actual issue is. My code is a bit of a hack-job sometimes, but that's because I work hard to live within the stock code (vice replacing it completely). I've spent a lot of time looking for some of the really hard bugs (like the claw bug, which took about a month to find with semi-reliable replication steps). So I do understand the sentiment that "these are Squad's problem to fix," but I actually help them pretty heavily (or try to). And I can tell you that @pandaman is correct. The better the bugs can be detailed, the easier they are to attack and fix. And, quite frankly, when a bug can be replicated in an easy-to-do-way, I can usually get to the root of it pretty fast. So, on topic, I do know what @322997am is talking about, but I don't know of a way to make it easily happen. I've circumnavigated rovers around 10 planets and moons and have only had this bug on maybe one occasion, but I've seen it reported by others many times (and have edited a fair number of saves). It requires hitting the kerbal just right. Same with the "triangular wings hitting the launch pad" and "can't undock" bugs. They are crazy old, but still can't be easily and quickly replicated.
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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
Yes. I don't mind that CKAN is hosting my add-on. But I really do have no idea how it works. My aim with my overhaul in 1.0.5 was to make it easier to manage settings and fixes across updates. That caused some issues with CKAN that I thought were sorted. So it's possible you might have some mixed pieces in there causing a local issue. It has been discussed before, but it's been a while. I'm happy to throw it up on dropbox for those who need it. Hopefully this works for you. https://www.dropbox.com/s/zvud622pgxdcr6r/StockBugFixPlus%20v1.0.5a.3.zip?dl=0 Cheers! -
Excellent start! Keep up the good work. So turns out you can get coordinates from the map mode, by pulling up the info icon (on the right) about your craft. I used that when calculating fuel for my Laythe boat, because I wasn't sure I had enough fuel to get across the big expanse. However, that still raises part of the sticking point with having a list of "stock approved mods." Because info such as lat/long is already there, so why not allow mods that show it in-flight? (I don't expect an answer, it's just an example.) So really, what I'm more aiming to avoid, is getting hung up on someone's challenge debating over "what's a mod and what's a stock entry?" Really, I just want people to be able to enjoy the game/challenge, without artificial concerns or barriers hampering enjoyment. Everyone has opinions about add-ons, and I'm all for people playing the game how they like. The obvious exception being that the challenge is about the journey. So you need to actually do the journey, rather than (for example) hyper edit your craft around. Just looking for an easy, clear solution that doesn't hang people up. Thanks for the inputs!
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