Jump to content

Claw

Members
  • Posts

    6,422
  • Joined

Everything posted by Claw

  1. I went ahead and stuck this. Good info and maybe it'll help us all through the growing pains.
  2. Hello bobmac, and welcome to the forums. You might want to also consider adding some points for arriving at different bodies (some are harder to get to), and maybe include a system for "landed" vs. "in orbit" too. You have some elements from [URL="http://forum.kerbalspaceprogram.com/threads/24898-Challenge-Submission-Guide"]this thread[/URL], but maybe see if you can come up with something relatively unique or extra for folks to try along the way. Good luck with your challenge. :D Cheers, ~Claw
  3. [quote name='Kobymaru']Well, is that a bad thing?[/QUOTE] I don't think they mean to say it's a bad thing. Just to say what the potential next complaint will be. I'm not sure if there's a part limit that could be reached that wouldn't upset someone. And if that ever did happen, the next complain would be that the unlimited part count was limited by the 5km physics bubble.
  4. [quote name='evileye.x']If I don't see SAS fix tweakables (as they were in 1.0.4)[/QUOTE] I checked, and I'm not seeing them either. I haven't been playing with my mod installed at the moment because I'm doing a challenge, but yeah, looks like that bit is missing. I'll take a look, and thanks for letting me know. :) [quote name='Bandus']I have tried using "Left Alt + F8" as well as "Right Alt + F8" but the menu simply doesn't open at all.[/QUOTE] Should be MOD+F8. So ALT if you are using Windows, SHIFT if you are using Linux, and Option key(?) for Mac. You should be able to bring the menu up in any scene. Depending on the scene and when you do it, you might have to hold MOD+F8 down for a little bit to make sure it registers. If it's not working for you, you can open up the StockBugFixPlusController.cfg file and edit the line "userConfigured = True" to "userConfigured = False". That should make it come up and ask you again when restart KSP, but won't wipe out any settings you have set already. Cheers, ~Claw
  5. Make sure you're posting content, and that it's on topic. This thread needs to move quick since the forum bonfire...I mean forum migration is just around the corner. Good luck
  6. Right now, the only thing that's been announced that will have a big impact on saves is the CommNetwork (whatever it's going to be called). As Snark said, it'll cause some control issues for uncrewed (probe) vessels. For probes that are already in place, it probably won't be an impact except that you'll have to go back and add in communication nodes to get back to controlling them. The issue will be for anything enroute. If it's out of communication range on the way to another planet, you'll probably not be able to do the capture burn at it's destination. The fix for that will be preemptive, and make sure you don't have anything enroute while moving the save from 1.0.5 to 1.1. Cheers, ~Claw
  7. As a side note of help for those who stumble upon this...there is a fix available in my StockBugFix add-on. [url]http://forum.kerbalspaceprogram.com/threads/97285[/url] Cheers, -Claw
  8. Huh, interesting. I'll have to give this a go. Moved to the support and buggy area. Cheers, -Claw
  9. Hello lili hao, I've moved your "hello" post to the "hello post" area. Welcome to the forums. :D Cheers, ~Claw
  10. Hey, I missed this post previously. So if you've deleted a mod and want to still use an old save (that's not working for you), then you have two choices. 1) Reinstall the mod (as you did) and go to mission control. Delete any contracts that reference any of the mod parts. Don't forget to check all the tabs (usually it's completed ones that catch people). or 2) Open the save file and edit by hand. Remove any contract references to the mod parts. You'll have to search by name through the contracts section. Hopefully that helps. No idea about the validated file... Cheers, ~Claw
  11. Indeed. If there is new insight for this topic, feel free to start a new thread (given all the changes). Cheers, -Claw
  12. [quote name='Fwiffo']I think this still looks like an issue with 1.0.5? I noticed my Twitch thrust vectors are "misaligned" (using RCS Build Aid to view). Having trouble getting 3 radial mounted ones to cancel out and give me a torqueless vector.[/QUOTE] It should be fixed. Can you post a pic of exactly what you're talking about? Cheers, ~Claw
  13. I think "well crud" was about all I could say at the time. [img]http://i.imgur.com/EhfNhyv.png[/img]
  14. The lack of tail means that the flight computers actually need to do more work to prevent drift. This sort of functionality doesn't exist inside KSP. (Unless I'm misunderstanding your issue.)
  15. Exploding ships are no fun...(Or maybe they are?) Can you post a list of mods you are using? And does this problem persist if you restart KSP and load up that save again? (Log files might help too.) Oh, and threw some spoiler tags on there just in case. :P Cheers, ~Claw
  16. So as to help avoid confusion, the cyan line coming out of fairings ahead of the rocket is a bug.
  17. [quote name='jacksa2']Saw that 1.05 is supposed to have a 64 bit .exe installed with it...[/QUOTE] I'm not sure where you read that, but there currently isn't an officially supported 64-bit KSP version for Windows. There are too many stability issues with the Unity engine, so the 64-bit version is on hold. It "might" be in 1.1 when that arrives. There is a community 64-bit hack, but results widely vary. Cheers, -Claw
  18. Sounds like you might be heading to orbit too fast. Are they exploding? Or are you getting a message that says something like "Destroyed due to Heat and Areo forces"? Explosions would be caused by flying too fast in the atmosphere and overheating the part. Getting the aero message means that the part is getting activated while flying too fast (the parachute rips off when trrying to deploy). Also, in 1.0.5, there is a red marker that appears on the background of the stage icon (the square of the icon turns red, but not the outline of the parachute). This marker only means it is unsafe to deploy the chute, but as long as you don't deploy when red, the parachute is fine. If the parachute part of the icon is red, then the chute is cut. I mention this, because it's tripped up a couple people. Cheers, -Claw
  19. Yeah, I'm pretty sure KSP doesn't simulate this. It also doesn't simulate "opposite but equal" reactions from wheels with respect to the ship. If you spin a wheel in space, the craft should respond by wanting to rotate also, but it doesn't. Torque wheels are simulated by applying a moment at their location. So there's no actual physics going on there either. Cheers, -Claw
  20. [quote name='Alshain']I remember seeing something about RTGs generating heat now, but how much heat exactly.[/QUOTE] They do generate flux now (i.e. they produce heat), but it's a very small amount. Such that they reach equilibrium just a bit above ambient. They don't actually require any active cooling. I'm not sure (and can't check at the moment), but I think RTG CoreHeat might even be thermally isolated from radiators. (In other words, I don't think radiators can pull heat from RTGs.) Cheers, -Claw
  21. FYI, you can play "pure stock" and still get more patch limits without editing config files. I actually find that I like the default conics (to keep things decluttered) but then do a little trick when I need more intercepts to show. So the way you can have the game add more patch lines is by setting up your first maneuver. Then, in a subsequent patch line, add another maneuver node (you don't even need to pull the handles). Another patch line will show up. Keep adding nodes and you can get more lines to show up.
  22. Craft files, pictures, and/or saves would also be greatly helpful. Otherwise it's a matter of stabbing in the dark.
  23. Though I haven't tracked it explicitly, I find my emperical experience matches OhioBob's post (the previous one). I tend to stick with burning to the maneuver node, because I found that burning on prograde seemed to require a lot more adjustment after the burn. If anything for a long burn (like burning 6+ minutes for Jool), I found that I saved way more by working to split the burn, rather than trying to really split hairs on the prograde/maneuver node portion. Though OhioBob's most recent post (burn at the maneuver node, then prograde) sounds very interesting. Efficient burn AND ends up at the right target. Cheers, ~Claw
×
×
  • Create New...