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Claw

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Everything posted by Claw

  1. It will likely add more drag than just the docking port above it. If you want to put a nose cone on top, you're better off with one that's roughly the same size as the part below it. So in this case, something that matches up to the docking port / science module, rather than the large nose cone. Also, the lander's fuel tank will cause quite a bit of drag since there's nothing tapering up to it. Same for the hitchhiker. If you can make smooth transitions, or just one abrupt transition, that's better than stepping back and forth between sizes. Cheers, ~Claw
  2. Unfortunately that didn't do it. The fix appears to have fixed issues with small parts (like cubic struts). I managed to get my hands on a cargo bay overheat bug, which is caused by something else (and hence isn't fixed in this release). That was one hole that I knew of in this fix, but I'd need some examples of any others that you're experiencing (such as dock/undock). Without .craft files, pictures, saves, or anything, it's impossible to troubleshoot. Cheers, ~Claw
  3. Well then, this thread looks like it's run it's course about SRBs, and has led down the alternate theories and politics track. Both of which we like to avoid due to their inflammatory nature. Cheers, ~Claw
  4. Cool, thanks! Cargo bay / service bay overheats were a piece of this that I am still missing. So, with that...I'm also going to drop this link here, so I don't lose it later. http://forum.kerbalspaceprogram.com/threads/126574-1-0-4-Cargo-Bays-Causing-Objects-Adjacent-to-Belly-to-Overheat-and-Explode-on-Pad-or-Runway Cheers, ~Claw
  5. Great! It's good to know things are at least starting out well. Cheers, -Claw
  6. I think this should be doable with the existing offsets in the .cfg, actually.
  7. Lots of reasons and things...but the only one I'll mention is that spontaneously flipping rovers are most often caused by either not disabling the rear wheel steering, or because torque and steering controls coincide. That's not meant to say stock wheels are perfect, but once I got used to building with them, my rovers stopped flipping "on their own." Yes, the brakes are broken. Either never (ever) right click on the wheel, ot use my fixes. Sliding is definitely another issue... This would actually be pretty easy to simulate with the current system. We'll see if they do anything with this in 1.1... Cheers, -Claw
  8. I've published the fix for this. If you're stricken by this and not opposed to add-ons, you can check it out here: http://forum.kerbalspaceprogram.com/threads/97285-KSP-v1-0-4-Stock-Bug-Fix-Modules-%28Release-v1-0-4b-2-1-Aug-15%29?p=2153984&viewfull=1#post2153984 Please be advised that the clamps are still auto cleaned up by KSP. So please be careful about having extraneous parts hanging off of the clamps themselves. Also, I've discovered some other weird effects with the clamps...such as flying well outside of physics range and back very close to them (within 300m) and they suddenly collide with the surface (the clamps, and not your vessel). I don't think that's due to my add-on, but still investigating. Cheers, ~Claw
  9. For those of you whom seem most stricken by this and not opposed to add-ons, give this a try: http://forum.kerbalspaceprogram.com/threads/97285-KSP-v1-0-4-Stock-Bug-Fix-Modules-%28Release-v1-0-4b-2-1-Aug-15%29?p=2153984&viewfull=1#post2153984 You're looking for the OverheatFix, which is completely stand alone. I have no test cases available with parts inside cargo bays, but it seems to work pretty well for other cases. Cheers, ~Claw
  10. Version 1.0.4c.1 This release includes two new fixes. I have two choices here. I can hold them and continue to test, with limited time and .craft to test with... Or release to you all and let you have at it. As best as I can tell, they work just fine... But as I said, limited test cases... Significant Additions: OverheatFix - Fixes overheating bug that causes thermal feedback and part explosion. LaunchClampFix - Fixes bug where launch clamps would follow the ship into space, often causing collisions. So I'm releasing them as experimental. Enjoy! If you run into problems with parts still overheating, please (please) include .craft files. I cannot fix this further without .craft files.
  11. Unfortunately it's a feature. One that I personally disagree with (to a high degree), but done intentionally. In fact, it purposely looks for fuel hiding behind decouplers to suck out first, because it assumes you're going to ditch that stage. This design isn't all that great for SSTO space planes, since you aren't jettisoning fuel tanks, and the first thing behind a decoupler is usually the payload. On another note, in reference to the overheat bug... I obtained a little help, and it seems I've constructed a fix for it. As far as I can tell, it seems to work. Although I have limited test cases available, so this might be one I release early as an experimental. Cheers, ~Claw
  12. I haven't built a fix for the runaway heating. I'm not sure when/if I will get to that one, though it's definitely a big issue. Cheers, ~Claw
  13. I clarified my statement a little. It might have been misleading... No. I think the module itself is a bit different than the control surface module. The roll code is not present, and I think that's because it starts to present non-intuitive options. I'm guessing for the sake of simplicity, it was left out. Cheers, ~Claw
  14. I think because of the way the drag cube system works, it's just aesthetic. If you mounted them forward facing (like a scoop), they should make the craft a little more unstable, but they don't. You can also watch the drag lines from the overlay and see that even though the scoop-forward type airbrake presents more flat plate area to the wind stream when yawing or pitching, it produces less drag. That's because it's based on part orientation from the connection point and rotation, rather than from the animated plate section of the airbrake. And yeah, deployable flight controls can act like slats, flaps, and all sorts of things with a little fiddling. Cheers, ~Claw
  15. Please don't get me wrong, I do appreciate what you posted. I am looking for an unmodded replication of this because I've already gotten to the root problem using FASA clamps via another user's .craft. My issue now is that I need to replicate this in stock to ensure that the same thing is causing the clamps to fly around (and hence the fix works in stock also). You are also correct. Based on what I see with add-on clamps, if they don't work properly under most "normal" situations, then placement isn't going to matter. Actually, based on what I see from the modded launch clamps, there isn't going to be a workaround other than reworking the clamps themselves or using another add-on to delete them after launch. Additionally, while the load/pack distances bring the issue to light, it's not actually the root of the problem. "Fixing" the distances back does resolve the clamps following you around, but also results in clamps being deleted (vice being auto-recovered). Cheers, ~Claw
  16. Log files can be incredibly helpful because they tell us if there are other intervening errors. I see your pictures, and that looks like quite the mess. However, with things like this, it's often necessary to know exactly what's happening to arrive at this point. And really, in this case, I think the most helpful thing would be if you could post the .craft file itself. There are several things that could be causing this. It's a lot easier for us to know what was happening within the game before hand in order to narrow down what the problem might be. There's been a variety of strange things that happen with fairings, cargo bays, and service bays. Any of those things may or may not be related. It could be clipping, it could be an add-on, it could be some other completely unrelated error that isn't being seen until you launch one of these vessels. That's a big part of the reason we ask for so much info in the stickies. If we aren't sure right off hand what the problem is, then we need more before we can even try to figure it out. If this does it with several craft for you, then it's better for us to see the various craft before exploding to see if there is anything consistent in what's happening. Cheers, ~Claw
  17. If you say it's doing it with stock clamps (and the rocket is all stock), then yes, I will take a copy of your .craft. Cheers, ~Claw
  18. Ah yeah, the docking port and claw bugs are separate things. Even though I know these docking port bugs happen and I've fixed a fair number myself, I still don't know what triggers them... Yeah, after some practice it becomes fairly easy. Although it's a slight bit unfortunate how often it has to happen, it's nice that it's often fixable. Cheers! ~Claw
  19. Well, it'll be a module on that will be added to my stock bug fixes. Based on my findings of this bug, there isn't really a non-stock way to prevent it, other than avoiding the placement issues as noted above. Also, due to the lack of .craft or save files, it will have undergone limited testing. So that's why it's taking longer for me to release it. Cheers, ~Claw
  20. Just to be clear about what reboot means... That simply means to restart it. That does not mean "reinstall windows." It's a good idea to restart windows occasionally. Especially after installing any system required software, like sound or video drivers. These pieces of software interface directly with Windows, and it can be important to make sure no old pieces are left behind in memory, as sal_vager points out. Cheers, -Claw
  21. Small update: I believe I've fixed the "launch clamps follow me into space" bug also. I will likely include that in the next release. Cheers, ~Claw
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