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Claw

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Everything posted by Claw

  1. Did you try restarting KSP? I recall running into a very obscure bug a long time ago, but I think it acted slightly differently. With the Navball at the largest size, and setting the music to zero volume via the in-flight settings caused some graphics issues. Back then, the thing that fixed it was reducing the size of the navball or turning up the voulme slightly. I think the other thing that fixed it was running the game in frameless window mode via the -popupwindow command. The other thing to possibly check is the settings.cfg, and make sure the resolution didn't get messed up. Make sure the resolution matches your desktop settings. The other thing that might help us is to upload the log file. The instructions for how to do that are in the sticky in this forum. Welcome to the forums! Cheers, -Claw
  2. There are some weird cases with placement of other parts, where they show green but when you place them they don't attach quite right. I'm not sure if that's what is going on here, or if maybe there's something more sinister at work. Does this persist if you save the craft, restart, and reload the craft file? If you do manage to make it happen again, the next step would be to grab the log file and note the steps that caused it to happen. That might indicate if there is some sort of bug being triggered. Cheers, ~Claw
  3. A strut indicator isn't stock. Do you have add-ons installed?
  4. Thanks for including a craft file. A screenshot would also be handy (I'll have to download the file later). However, this is often due to mass imbalance along with not enough (or misplaced) struts. The physics engine then creates a sort of resonating loop where the wobbling gets worse and worse. Strategic strutting is often the best bet, but sometimes turning off SAS also helps. I'll have to fiddle with the craft later, if someone doesn't beat me to it. Cheers, -Claw
  5. Yes. Handing out infractions to community members isn't particularly fun. I suppose that comes from growing up as members ourselves, instead of hired monkeys. However, as Van says, there are lots of ways to take positive action also. Personally I prefer to help people out more than anything else, which is why I hang out in the support and questions forums so much. Cheers, ~Claw
  6. We get paid in cookies. And no, most of us have our regular "non forum" jobs.
  7. Not at all. I just wasn't sure if I understood what you were really asking. F3 logs/screenshots aren't required by the rules. The rules just state that there needs to be some proof of the adventure. F3 would do that, but isn't strictly required. Not sure if that's what you're asking about. Cheers, ~Claw
  8. Locally it's more smooth like Minmus, though the gravity is obviously higher. It's not exactly like Minmus though. Minmus has much more flatness to it, with some steep drops. Whereas Duna is more "rolling" hills. I didn't really "catch" on the terrain as much as what seemed to happen on Mun. The polar route was really only painful because of the poles themselves. The pole was pretty much impassible by rover (at least by my rover), because there was no way to climb the vertical. Some of the terrain up there is very jagged, though I didn't run into those problems on Ike. Hopefully that helps out. Cheers, ~Claw
  9. I'm not sure what you're asking here, but it might also be important to note that the F3 log resets itself whenever you load the flight scene. Which means if you quicksave/quickload, or leave the vessel for any reason, it'll reset. Which is unfortunately, because it would be nice to know the cumulative distance traveled for a vessel. Cheers, ~Claw
  10. Perhaps I'll make it a slider instead. So you can decide how much you want them to deflect (more or less, as you desire). Huh, interesting. I'm not sure if that's some weird variation of the existing bug, or something new. Thanks for the video and craft file. Not sure when I'll get to this, since my regular life is a little busy at the moment. But I do appreciate you narrowing down the mods and providing a succinct video. Cheers, ~Claw
  11. Duna Why am I doing this to myself? -- I have no idea... So...On to Duna! The crew hopped back into the mothership and waited patiently for alignment on the Duna day side to do their transfer operations. After taking seats in a new rover, they decoupled and proceeded to land on Duna. The landing was nearly uneventful, except for the rear wheels breaking upon landing. Obemy was able to fix those pretty quick while also planting the starter flag. As with Ike, the mission director was convinced (by one of his other mission director buddies) do also do Duna via polar route. So the crew set off mostly straight north, but wandered a bit to the east to catch a glimpse of one of the massive craters north east of the landing site. Julella describes Duna as quite hilly, which most of you probably already know. If you ever decide to do this challenge with a similar rover, it was very much like doing a Baja through the desert. Except it’s a really, really, (really) long desert. For the most part the terrain seemed smooth (through the mesh transitions) with only an occasional rover flipping fold in the terrain. The transition to the ice cap is also pretty neat, with some very unusual terrain. There are even some valleys along the way. It was actually quite fun trying to decide which way to twist and turn through (or over) the dunes. That is, until the crew arrived at (or maybe we’ll just say near) the North Pole. Not the whole snowy polar area, mind you...just the terrain right at the pole. There are some seriously bad things Obemy wants to say about the North Pole, but I told him to keep those to himself (as momma always says, if you can’t say something nice...). Julella’s theory is that there is some elf magic up there keeping kerbals out of a secret workshop. In any case, the North Pole was like some sort of rover-impervious fortress from the Kraken realm. Julella drove as slowly and as far as she could along one of the radial ridges, but after constant flat tires, crashes, and random flipping, she simply turned around and backed out. (The terrain starts to turn into sharply angled triangles.) Also, it wasn’t wholly obvious to the crew before they arrived near the North Pole, but even if they could get to the pole itself, the sheer radial cliffs make it impassible by rover anyway. So the mission director didn’t tell the crew how long, but it took a heck of a long time to get around the pole. Running south along the “back side†of Duna was actually quite pleasant, or maybe it just felt that way after doing the North Pole. I think I went several hours before experiencing any blown tires, and even those were from being stupidly aggressive. The South Pole...well, I was hoping for it to be different than the North. In all, it actually took me several days of play time to get through/around the near pole areas. Several times it was bad enough that I quit playing early that night due to frustration. I guess as rugged as my rover is, it’s just not well suited for dealing with the shattered terrain that exists at the poles of Duna. As with the Ike post, I’m just going to post one the route and one of Duna here, and you can peruse the rest of the album if you’re interested. For the most part, the route is straight north from the landing site, and nearly straight south around the back side of Duna. I took a few side trips to check out some of the larger craters, and to follow the numerous gentle valleys that grace the landscape. Rover Status: At the end of the trip, the rover lost two of its three reaction wheels, a probe core, both lights, and the two top most solar panels. These parts are on the upper half of the vehicle and, for the most part, the lower half parts survived well. I’m not sure if it’s due to the differences in the terrain, or if the rover adjustments actually did some good. Most of the damage the rover took was when it flipped over and landed on its back or tail, so I think further adjustments might be made to strengthen the top. While I would choose to do another polar route on Ike, I don’t think anyone could pay me enough to do a polar Duna route again. It was interesting to see the poles (I hadn’t before), but came with a hefty price. Cheers, ~Claw
  12. Yes, it works with already launched (in-flight) vehicles. I believe I put a self adjustment on there for some of the brakes, but you might have to right-click on them to adjust the brake torque for any that are in-flight. I see your thread and mod list. What would help me out the most is if you could post a log file, preferably one where the bug happens early on (so there isn't hundreds of MB to dig through). That would help me narrow it down a lot faster. Or (ideally) if you could copy KSP to a new install, add the stock bug fixes, then put in the other mods a few at a time to see if that narrows it down. But I kinda do need at least a log file to get started. Because of how I try to act on the stock code in a non-interference basis, sometimes other mods pull stock parts out from under my code. So I need a little more info to help find where that's happening so I can add some safeguards. I'm guessing that these parachutes were probably on the underside of the plane. Right now they basically deflect away from their mounting point, perpendicular to the airflow. So mounting on the underside of a plane is an issue for this method. I'll have to think about how to deal with this without causing other parachute configurations to go wonky on landing. Cheers! ~Claw
  13. I agree. And actually, the most useful thing for me to get started, is if you could post a log file. That will go a long way to helping me figure out which it's conflicting with. (And probably posted on my thread so I don't miss it. ) Cheers, ~Claw
  14. I enjoy sleep a great deal. Like sal, I don't have any "pre-written" text. The only things I cut and paste might be from some of the more complex issues that are in other threads I've written. And usually in those cases I just link over. Cheers, ~Claw
  15. First off, welcome to the forums! Secondly, thanks for using the bug report template. (Another ) This is indeed the case. The burn time estimate only calculates after the engines have run for a second or two (it doesn't take long), and it will calculate based off your current acceleration. So if you only turn the throttle up a little, the estimated time will be a high estimate compared to running at full throttle. KSP's built in burn time estimate is really (really) basic. It won't remember previous calculates after certain events (such as saving and reloading), and it won't take into account things such as staging to a new engine stack, or dropping fuel tanks along the way. (I think most of that might have been said already...) Personally I use MechJeb for burn time estimates, but KER works just as well for that too (personal preference for how information is presented). I think these are the two primary add-ons that provide that sort of information. Cheers! ~Claw
  16. My significant other saw a news article and shared it with me...several hundred (thousand?) hours of KSP ago...a decision that I'm sure is full of regret.... Why, I am my own favorite moderator...of course.
  17. Yes, there is a physics discontinuity at 100km. Generally speaking, the orbit and vessel attitude are more stable when the vessel is above 100km. Cheers, -Claw
  18. That's part of why I'm doing the Elcano Challenge. It's a long one for sure, but I've not done a challenge in a while and I was missing that kind of interaction.
  19. Currently 2,211,817 posts, counting this one. Doesn't include the ones lost...
  20. Hmm. I'm not sure, but quite a few. Current count is 120,604.
  21. Sal is nearing 24,000 posts. I'm sure there's time for you to catch up.
  22. Yes, it's possible. Just like it's possible to artificially inflate it (such as with a few key accounts). Though there's only a few who can and it stays logged. So no funny business.
  23. The real trick is getting them airborne in the first place, since there aren't any stock actuators and such to be able to move the blades after launch. So you either end up with a blender going uphill, or you have to get creative. Hence the "flaps" hint. Don't forget, there are also some cargo bays that might be of use. And if you don't mind the drag, couple a second set of counter-rotated blades behind the first. Then (when it's time) get rid of the second set... You know, I've waited about 8 months for someone to figure this out. Cheers, ~Claw
  24. There is a bug when selecting a fresh parachute. It causes lots of errors to be sent to the log file, which is what is causing the slow down. You can continue to overcome it like you have (place them save, and load the craft), or if you aren't opposed to addons, I have built a fix for this in my Stock Bug Fixes. http://forum.kerbalspaceprogram.com/threads/97285 Cheers, -Claw
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