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Everything posted by Claw
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FIX: Dock / Undocking Bug in 0.23.5
Claw replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
I think this is probably the thread you are looking for: http://forum.kerbalspaceprogram.com/threads/100286 Unfortunately (or maybe fortunately) I've learned that even though a mod "doesn't touch this aspect" of the game, software is finicky and often does unexpected things. For example, I just created a fix for the "launch clamps are following me into space" problem. This problem isn't really a stock bug, so much as stocks reaction to another bug that has to do with modeling and collision boxes. The game is doing exactly what it's supposed to, it appears that the launch clamps themselves aren't set up properly. Cheers, ~Claw -
FIX: Dock / Undocking Bug in 0.23.5
Claw replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
Hry Rune, The claw bug hunt was completed a few weeks ago, and that one seems to be successfully squashed. Thanks for all the digging around that you have done for the docking ports. One of the common things I see with this bug in modded installs is use of the docking alignment, which obviously has something to do with docking. I am not implying that it is a cause (though it might). It may also simply be that people who use this mod do a lot more docking. In any case, I will have to sift through your save files. Hopefully the bug happens for me in there. Usually with a repeatable save/.craft and some replication steps, it cuts the bug fixing time down significantly! Thanks again. Cheers, -Claw -
Kerbal Space program game Crash
Claw replied to Arnpld's topic in KSP1 Technical Support (PC, unmodded installs)
It might be a stretch, but try giving the -popupwindow option a try. Looks like you have a slightly unusual resolution set, and perhaps that's causing a hiccup with your graphics drivers during scene transitions. To add the flag, create a shortcut to KSP.exe. Edit the properties, and add '-popupwindow' to the end of the shortcut link (but without the '). So it should look something like C:\Games\KSP\KSP.exe -popupwindow or maybe even "C:\Games\Kerbal Space Program\KSP.exe" -popupwindow If windows put quotes (") in your link, the -popupwindow flag must go outside those. You may want to also consider fiddling with your resolution settings, or at least confirm that they match whatever your computer's desktop is set to. 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
Well, other than the over heat bug or clipping problems, I don't know of anything with the claw where it blows itself up. Sounds like something that might need it's own thread in the support forum to try to sort out first. 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
There is a "Gimbal Rate" option in right-click menu. Is that what you are looking for? Fantastic! Spread the word to you friends, we can now use the claw again. Cheers, ~Claw -
Editor Broken. PLZ HELP!
Claw replied to NeedHelpUrgently's topic in KSP1 Technical Support (PC, unmodded installs)
I think what my fellow kerbonauts meant was that it's helpful for us if you can provide a bit more info (such as what is outlined in the sticky linked above). It's sometimes hard to guess what might be causing your issue if we don't have enough info, such as where you get KSP from (i.e. Steam or the store, as Gaarst states). Something that often helps us get to the bottom of this quickly is if you can post the log file. Where to find that and places to post are in the link above. Also, if you haven't already, try restarting the game or even your entire computer. Welcome to the forums! Cheers, ~Claw -
Ironically it's all over the place, sine it is linked in my sig as part of the bug fixes. Perhaps I should indicate that fact by adding "StockPlus". Cheers, -Claw
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Some of the posts here are slightly confusing because modded and unmodded discussions are being mixed. But I did want to point out this one... Stock KSP allows turning on/off surfaces in each axis via the tweakables. Stock KSP does not have a tweakable for control authority. StockPlus does have this option. Also, the amount of yaw authority needed will depend on a combination of how resposive you want the plane to be, and how statically stable you want. You could easily make a plane that is stable in yaw with zero vertical stabilizers. But then it might not be super responsive. As for the "pitch up" timewarp thing, make sure you aren't accidentally inputting trim. It's easy to do when flying, especially under warp. If it's not trim, then I would be interested in seeing more. Cheers, -Claw
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Random destruction of wings
Claw replied to QuesoExplosivo's topic in KSP1 Technical Support (PC, unmodded installs)
Yeah, that's been the problem with this. Every so often, a few people will make progress with this bug, but eventually stop short of figuring out the triggers. And unfortunately it isn't persistent, which generally means it's a leak in how things are being handled. With something like this, it's extra difficult because it could be in unity or in KSP. This is a BUST worthy bug, if people are serious about tracking it down. This is another one of those bugs that would simply take too long for me to uncover completely by myself. Cheers, -Claw -
Replacing parts in craft files.
Claw replied to Frozen_Heart's topic in KSP1 Gameplay Questions and Tutorials
Yes. Inside the .craft file you can often get away with changing the name. At least for similarly sized/shaped/defined parts like LF and LFO tanks. Other parts...results will vary. In flight, however, is another story. Changing the name of something like an LF to LFO tank won't necessarily automatically add the desired resources and fill them up. I can't say for certain for LF/LFO, but a lot of parts won't work right by simply swapping names (in flight). 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
If that's what you're referring to, it's actually on purpose. That's the version when the claw part (the grabber unit) was released. I've finally managed a fix for it (a bit over a year later). ========================= Asteroid Redirect Mission (v0.23.5.459) ==================================== The Asteroid Redirect Mission Patch is a special update in many ways. This time, we've partnered with NASA to produce a completely new set of features for the game. Main Features: ... * The Advanced Grabbing Unit (aka "[COLOR="#B22222"]The Claw[/COLOR]") As the name probably implies, this new part is the means by which asteroids can be captured to be redirected. Just arm the device, approach the target carefully, and the claw will do the rest. It's like a docking node, but without the need for a mate node on the other side. Better still, the AGU can be used to grab on to much more than just asteroids. In fact, it can pick up just about anything, even Kerbals. So the Bug Fix version 1.0.4b.1 added The Claw fix. v1.0.4b.2 made the fix much more reliable and robust. Cheers, ~The Claw -
Random destruction of wings
Claw replied to QuesoExplosivo's topic in KSP1 Technical Support (PC, unmodded installs)
The real trick is, does this persist when you've restarted KSP? Much like the bug, it has some generic reproduction but doesn't always happen consistently. I have encountered this bug a few times, and along with other reports, it seems generally tied to missions that travel further away and back to Kerbin. Although it has happened up in orbit too. And it's almost always a few specific type of wing pieces. So yeah, help me figure this one out too. Cheers, -Claw -
There have been several challenge threads that I've enjoyed immensely. Though I don't post my creations most of the time. The other thread I really enjoy reading through is the Open Source Construction Techniques for Craft Aesthetics. Some people come up with quite amazing little techniques with stock only parts/options. I don't think people want negative rep, but I imagine some people want to give it at times.
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We have one day to try to save my astronauts!
Claw replied to Hegemon's topic in KSP1 Gameplay Questions and Tutorials
That Mk2 cockpit you have includes a hatch already. Once you get close, switch over to the stranded kerbal by pressing ] or [. Then you can EVA over like normal (pressing 'R' to activate the jetpack) and get close to the hatch. Hopefully you've EVA'd before. If not, let us know and plan on keeping a quicksave or two as you get some practice. Good luck! ~Claw -
Can I transfer fuel while burning the engines?
Claw replied to cephalo's topic in KSP1 Gameplay Questions and Tutorials
Sirine is indeed correct. And you can do it with multiple tanks at a time. -
Wheels being trolls.
Claw replied to Sharkman Briton's topic in KSP1 Technical Support (PC, unmodded installs)
Also, I think if you start out with the mouse on the vessel in radial, then switch to mirror, it often goofs up. But I think I know what your issue is and I think I've fixed this problem in my bug fixes. It has to do with the default symmetry that gets stamped on parts internally. There was another user who posted a similar problem with a complex shuttle setup. I believe in his case, the trigger was from starting the craft as the first thing, saving, then coming back later. The pure stock way to avoid this is to start a new craft and place any part. Switch symmetry mode to mirror, then start new or load your ship. In this particular case, the internals of your ship are already stamped incorrectly, but you can use the above steps to avoid problems with future vessels. If you want to fix the vessel, make a copy of the original .craft, open it in notepad and search for all the symmetry methods and change "Radial" to "Mirror". That should fix your craft. Be careful if you Find/Replace all Radial with Mirror, because some of the parts have radial in their name. If that doesn't fix it up, I'd be interested in seeing your .craft file to verify this. Or if that's not the issue, I might be able to add this case to my fixes. Cheers, -Claw -
Also, it depends a lot on what you mean by "worth it." With such an open ended game, a lot of the content in this game is done simply because you want to, or because it's there. So it would be important to know what the goals are, in order to say if it's worth it. I did a boat/rover circumnavigation of Kerbin not to long ago. It took around three Kerbal weeks to refuel itself, in which time I could have easily landed a fuel depot. But sime time wasn't a factor, it was easier to just warp forward. So it really depends a lot on what you are planning, and (more importantly) what you enjoy doing. Cheers, -Claw
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Yes. It is possible. I actually had more problems with the kerbal on the left in that picture. He kept getting dislodged from his seat for some reason. Cheers, -Claw
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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
Because it's time consuming and can be difficult. Which is why I'm always grateful if people can narrow down the problem (if even just a little) when they post a bug. So thank you for at least trying to narrow down your issue. 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
Yes, that's exactly right. Each folder has a .cfg in it for that fix. Most of the fixes (the ones woth StockPlus functions) will have a plusEnabled = True setting. Just change the to False and it'll disable that specific module. Cheers, -Claw -
Orbit decaying for no reason?
Claw replied to Kobymaru's topic in KSP1 Technical Support (PC, unmodded installs)
I've also noticed there is a physics discontinuity at 100km altitude over Kerbin. Above that, the orbit and attitude doesn't seem to drift. So if you would like more stable orbits, I would aim to be above that altitude. 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
Actually, I have no idea. I don't personally do a lot of add-on interaction testing myself, but when bad interactions are reported I try to fix those problems. I've not seen any reports in this thread about negative reactions between RO and this add-on. -
[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
Yes, I would say that this is the likely culprit for both of you. The StockPlusController.dll needs to be installed because any StockPlus capable module will communicate with it, whether you have StockPlus enabled or not. (It needs to talk to the controller to find out if it should be active.) If you do NOT want StockPlus, you simply download/install the bugfix package and do nothing else. StockPlus is disabled by default. If you want to turn StockPlus on, then you have to download the StockPlusController.cfg file (not the .dll, which is included in the base bugfix download), which acts as the global light switch. The StockPlusController.cfg tells the StockPlusController.dll that the user is allowing StockPlus. Individual modules will have the plusEnabled = true set by default, but without the global setting on, all StockPlus functions will still be off. I see that the install instructions might leave a bit of a hole. They state to install the mod, and then delete the module folders you don't want. I should probably add a note for people who only drag and drop folders. And it doesn't specifically state that the controller.dll is required. As a side note (because I'm sure people will ask), the controller was put in a separate .dll for a variety of reasons. Historically, I had changed how StockPlus was enabled/disabled several times, which started causing problems for people. While still not ideal, this was the method I settled on. Partly to stop the flail, and partly to allow the most flexibility since I wasn't sure of StockPlus' future at the time, where it would grow to, or if it would get deleted entirely. As it stands, maintenance of StockPlus still eats a significant amount of time and isn't necessarily the focus. Though I personally like some of the little things (like chute spread). -
[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
Did you have the StockPlus.dll installed? Also, if you can, it might help to upload a log file for me to dig into. Thanks, -Claw