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Everything posted by Claw
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Nice job! I've also added you to the front page. Do you have a name for that ship (maybe I missed it - Elcano 5?)? Looks pretty neat, like a fish out of water.
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Nice driving! From looking at it, I wouldn't have guessed that rover to be so stout. Looks like it survived quite well. Nice! I've added your completion to the front page. Confirm it's all stock rover?
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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
Can you be more descriptive about not being able to enter/exit buildings? There was a report (a while ago) about the main KSC view locking into a sort of "side view" and wouldn't allow you to enter any of the buildings. This is caused by locking out all of the inputs (and this mod does not do any input locking). In that previous case, I believe it was an add-on interaction issue. Are you using any other add-ons? And are there any errors or warnings in your log file? Some things you can try to do to make it work: Install only the Controller file, and remove all the sub folders. Run it this way and see if it works. If that works, add only the PilotRSASFix folder and see if that helps. If all you want is the SAS fix, then those two files are all you need. The other options will show up in the GUI, but they will not function. 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
Hmm. I was there not that long ago and didn't notice a problem. Was this in career or sandbox? And did you fly, rocket, or drive there? -
Nope, but might as well add to the pings for @akron
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Nan Kraken when leaving Kerbin SOI
Claw replied to Maars's topic in KSP1 Technical Support (PC, modded installs)
Well, without being able to peek into the code for the particular setup for this issue...it looks like somewhere along the lines, one of the vessels is ending up with 0 mass. That may be causing the physics calculations to go haywire, because dividing things by 0 mass will cause Infinite response (which sounds like what you are seeing). What I can't tell from this instance is if a mod is causing the issue, if it's a straight stock issue, or if it's a stock bug that's being triggered by a mod. Unfortunately the next step is to narrow down which of those might be the case, which becomes a time consuming process. -
Do it! Of course it's entirely up to you, but I'm not sure if I would start with Eve. It's fairly large and (unfortunately) the terrain/water/sky/everything is about the same shade of pinkish/purple. Though, again, it's entirely up to you. Not many folks have been there.
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Nah, it was clear. I just stopped thinking for a bit while my fingers were wiggling across the keyboard. The spirit/intent is for folks to enjoy the journey. So the more journey I see, the less I'm worried about hitting exact points on a map!
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I will accept routes that are predominantly water as qualifying for MM. The map really aimed at the folks who want to do "boat only" and don't want to cross land (i.e. they want to use a water-specific mod). They can do so and still qualify for the MM badge. Other routes that cross land are also acceptable, provided they meet all the rules criteria. One thing that I noticed for your potential routes, might need to be careful about the red routing. The rules primarily drive this challenge toward an equatorial circumnavigation to ensure the correct distances are traveled. Heading down toward a pole and driving/sailing around looks on the map like it's going the same distance, but the reality is that it's shorter to loop over a pole of a sphere and head back to the start. When I look at entries, I'm typically looking for people to get at or near the antipode (point opposite from the starting point).Polar routes also make this check pretty easy, but that's because they hit both poles. Equatorial routes make it easy because they stay mainly on the line. (This all makes me think I might need another caveat for the ocean route.) I know that's maybe not cut-and-dry, but hopefully it's clear enough. I try to give latitude in the path, so long as it's "about right." Edit: After looking again, I realize you are probably asking for your orange route. If you think water distance heavily dominates your route (which I would say it does), then I'm inclined to accept this as meeting MM criteria.
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As promised, here is the Master Mariner route map. Please see the main rules for details on the Master Mariner badge. Please remember, this is not a prescribed routing for the standard Kerbin circumnavigation. This is only to mark acceptable start/stop locations for the Master Mariner badge for those who do not wish to complete the actual land crossing. Staring and stopping at these markers, but not completing the land crossing, will not qualify for the Kerbin Circumnavigator (as outlined in the rules).
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The awesome thing is that you don't have to necessarily fully plan the route, or even stick to it. Also, feel free to wander some if desired. But since you ask, here's some things that I learned... So I also stopped at that lonely island of yours. I then took the yellow arrow route, which was a nice view. The red arrow path looks like it would also be a nice bit of scenery, with a bit of water navigation to boot (I made a little red line there also, but I don't think it's visible in the picture). For the other side, I swung past that orange arrow island. It's okay, but there's not much there to see that's dramatically different than at other points along the route. If I was going to do that part again, I would aim for one of the orange diamonds and follow the desert coast for a little while. It's probably a bit different than the other areas along your route. Kerbin is the most dynamic and interesting terrain experience. If you're up to the time investment to take a bit of a meandering journey, it's well spent here. (So in that regard, if you feel like visiting that "opposite the KSC" point you marked, then go for it. Or even head for the big crater island.)
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Dang. I promised that before didn't I? I will work one up. But also be advised, the map for those instructions is for the Master Mariner, and do not dictate a specific route for a circumnavigation attempt.
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Muahaha... Where is @WinkAllKerb'' anyway? I haven't seen him in a bit (though it's probably more because of my scarcity).
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Elcanoplan - Kerbin sea circumnavigation on hydrofoils [complete!]
Claw replied to Alchemist's topic in KSP1 Mission Reports
That looks like some kinda interesting mashup between an alligator and a swamp boat. Like one collided with the other too hard, and they were sent into the kerbal dimension. Very neat and unique design! Nice job -
Elcano Challenge: MDZhB Style (On the Mun!)(Stock)
Claw replied to MDZhB's topic in KSP1 Mission Reports
Man. The Mun is rough for a thing like that too. Maybe some moar struts (to distribute the impact) and/or some ablative cubic struts would help. I'm getting dizzy just looking at the pictures. -
@Nerfclasher That's cheating! So I guess I'll try to go with @sal_vager
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Dude, I have no idea what this is, but it looks awesome. Hahaha. Yeah, I had the crew strike on me a few times. (They also had the mysterious Kraken strike back a few times.)
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I ran into exactly the same issue on Laythe. I had no idea it would be insurmountable until I got there. The sheer cliffyness of the cliff isn't very impressive on top, but there's the classic "what you don't see" that is kinda neat too. Good luck!
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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
If you have a log file, I'll take a look and try to see what's going on. -
I don't think it's the collider (because they aren't rendered in-game). It looks like the seam where the faces meet. The texture is probably not matching up perfectly there, and it becomes more obvious when it's enlarged. I can't promise one way or the other about it changing. It's a defect, but it isn't very visible until expanding to such a size. At that point, it would be better to have a more detailed model...and there are a lot of things competing for dev attention. Plus the little gold tank has quite a following.
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More difficult than it's worth is a different set of feedback than "you cannot make." I won't disagree with the fact that it's hard to reliably and repeatedly replicate an exact shape. Also, FYI...I've changed the logic here so that when the fairing base is pulled off the ship, it no longer forces a complete rebuild. Hopefully that'll help a bit. It is attached to the top (the structural adapter). I just didn't take a picture of it before starting the decoupling process. It's simply a short demo to show that a part can be pulled out of a fairing without discarding the sides of said fairing. Anyway, I suppose back to topic...I can appreciate this sentiment. I'm not sure if KSP will ever have more procedural parts. I know "there are mods for that," but I also know that isn't always a satisfying answer.
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Egg shaped? But maybe not "smooth" without requiring more panels. Is what you mean? Also, yes, you can do interstages that simulate an Apollo style mission (or should be able to, anyway). It requires using a decoupler on top of the fairing, so that you can separate the ship like you would any other time. Which I suppose is off topic, but I wanted to clarify what the stock fairings are/aren't capable of.
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Yeah, I like the idea of electric and LF (possibly LFO) propeller type engines. They aren't necessarily all that different from a functionality standpoint, but give some new freedoms in design and aesthetics.
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Additionally, in some cases, I've noticed some slight performance improvements. But not large enough to get excited over.