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Claw

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Everything posted by Claw

  1. I have also seen this with vehicle location. I have a picture with one of my boats on Laythe at 370 degrees. That's wrong in more than one way. :P
  2. [quote name='Red Iron Crown']If you really want to do it by manually editing the craft file, I believe the rotation values are stored as [URL="https://en.wikipedia.org/wiki/Quaternion"]quarternions[/URL].[/QUOTE] Yes they are. And there are multiple sets of offset and angles. Editing by hand is certainly not intuitive.
  3. [quote name='Alshain']The Island does, the monoliths do not (at least not the one near KSC)[/QUOTE] The monolith near the KSC does not, because technically it's part of KSC. Also, I put a SPOILER tag on the title, since we're talking about spoilers. :P
  4. Also, with the new changes, if you are using an intake that's too small for the engine, it'll sometimes flameout on the ground. That's because the ship isn't moving fast enough to generate the amount of air that the engine is asking for. The engine consumes all the air in the intake, then the intake can't supply more fast enough so it flames out.
  5. If you open the right-click info in the editor, it will show you thermal rates. The drills will show their required cooling, and the radiators will show how much they can cool. Actual cooling will vary a bit based on where you are, but it's a pretty good start. Cheers, ~Claw
  6. This thread...I want to rep everyone in it all at once. This is the kind of thing I love about this forum! Nice job! :D
  7. [quote name='kerbarara']...and forgetting about...[/QUOTE] I could say this about a lot of things. Even after two years, when I build that first basic rocket (Mk1 + parachute + small SRB), I [I]still[/I] forget to move the parachute out of the SRB ignition stage... But what I really wanted to say was, welcome to the forums! :D Cheers, ~Claw
  8. I've deleted some posts. Stay on topic please, and provide a new kerbonaut some assistance. [hr][/hr][hr][/hr] alinda, What exactly are you needing help with? We can provide assistance with pictures and some advice, which might be more helpful to you in designing and building your own designs. Are looking for some examples? Or do are you having problems with anything specific? Also, welcome to the forums! :D Cheers, ~Claw
  9. [quote name='parameciumkid']Is there a way to view previously accomplished World First Milestones?[/QUOTE] The only place the completed ones show is in the blue world icon that's part of the message center button. If you've dismissed them from there, then you won't be able to see them in game. (They aren't listed anywhere else.)
  10. [quote name='luizopiloto']Claw... help us... :([/QUOTE] I've been hatching a plan on how to get after this one. I think this is going to be a hard one, and will probably need help.
  11. [quote name='ZooNamedGames']Some PSAs only have minor "discoveries" or are actually short "rage" responses.[/QUOTE] Well, as I said...community managed threads are fine. If the idea is to have a thread full of rants...please remember, threads about rants and rages often turn sour rather quickly. If there is another intent, we also have "post your fails", "post your success", and "what you learned" type threads. And no, we don't ban topics just because we don't like them. We ban topics that are against forum rules, or cause incessant problems. Good luck. Cheers, -Claw
  12. [quote name='Stupid Waldo']I might have exaggerated a little, but as you can see, over 30 seconds the apoapsis of the orbit increases by about 20km.[/QUOTE] Occasionally I see this. While there is some fluctuation in the orbit, and I see a lot of flashing intercepts (which is often the floating point and calculation errors), this particular one is usually a bit different (when the AP goes racing off). Check your debug log (ALT+F2) and look for lines that say something like "dT is NaN". When I see the orbits racing off this fast, that message usually shows up in the debug log. I'm not sure what causes it. The few times that I've gone digging, it was another craft in the file that had bad ORBIT parameters (one of them was NaN). I had to terminate the flight or manually edit the Orbit parameters to fix it.
  13. There's currently is no stock workaround for this. If you aren't opposed to add-ons, you can find a fix for it in this thread: [url]http://forum.kerbalspaceprogram.com/threads/97285[/url] (Sorry for the shameless self promotion.) Cheers, ~Claw
  14. Hmm. If you want straight science mode with non-upgraded kerbals, idk if that's possible even editing the save file. Because the game runs through the kerbal's individual log and calculates the experience. Since that's empty in the start of a new game, I would assume it also means that the function that calculates checks if you're not in career mode...then returns a five star rating. So either the suggestion above, or yeah, probably over to the add-on request area. I'm not sure how modifiable that will be.
  15. [quote name='ShmikeTP']I can't exactly find [I]where[/I] I'm supposed to do this in Settings. Help me out?[/QUOTE] Nearly everything can be accessed by going to the "private messages" page of your account. (On the left side, under the main forum buttons.) In there, you can "Edit Profile" and change the "Custom Title." (Don't ask me why it's under "private messages" and not under the link to your account page...)
  16. Yeah, it's a bit random. For example, I can get it to happen almost every time I go on a second EVA from a Mk1 pod.
  17. Community managed threads are fine. Though I would ask what your aim is that's [URL="http://forum.kerbalspaceprogram.com/threads/67467"]different from a thread such as this[/URL]? Cheers, ~Claw
  18. [quote name='keyscapeunit']Wow, getting to the Mun is easy once you get into Kerbin orbit![/QUOTE] Haha. Everyone has their challenge areas. I still remember smashing into the Mun repeatedly trying to figure out how to land there. :P Congrats! -Claw
  19. I believe underwater, there is no ore. For shores, it varies (as sal pointed out). Though I think the shores tend to be fairly poor concentration.
  20. [quote name='Ser']Claw, there's another inconvenience in KSP may be caused by the way how wheels are modeled.[/QUOTE] I'll give it a try. I haven't been building too many planes recently. [quote name='Leibniz']I have upgraded from 1.0.4 to 1.0.5 and the stock wheels have lost grip.[/QUOTE] 1.0.4 StockBugFixes did improve wheel grip a bit, since they were very slick before. I know the wheels were reworked sligtly, and I assumed the grip had been improved some. So in 1.0.5 SBF, I removed the multiplier. Off the top of my head, I believe I used 2.0 as the multiplier for 1.0.4. [quote name='KerbMav']Does the fix for fairings work with FAR? My CoL moves really high with them and even with fins my rockets tend to flip.[/QUOTE] I would assume FAR replaces everything stock aero related. Though it may very well be that there's a conflict going on. With FAR only, does the same thing happen? If not, then I'll take a look at making the module disable itself if it detects FAR. [quote name='KerbMav']I dont know if the ice at Kerbin's poles is now simulated as real ice, but it took me thousands of meters to stop my plane after touchdown, even with the help of spoilers ...[/QUOTE] I don't think that was changed, but it sounds like the traction fix is still needed. Thanks for the updates and feedback kerbonauts! Cheers, -Claw
  21. Yes, constant draw radiators are no good. They were passive, but now are "sort of active." I agee with sal that this is buggy behavior.
  22. I believe it's planned to be adjustable, but no idea if that's coming soon or not.
  23. I'm hightly interested in hearing about people's experience on Duna (and elsewhere). There were some atmosphere changes in 1.0.5 to fix things like aerobraking. Sounds like the changes were a little further reaching. Cheers, -Claw
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