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Claw

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Everything posted by Claw

  1. Claw

    Hellooo!

    Hello Mango2015. KSP 1.0 definitely changed the way things get launched, but a lot of those videos are still good for concepts. Good luck getting to Duna! Welcome to the forums! Cheers, ~Claw
  2. Yes, k-drives. We need more k-drives! Glad to have you aboard...and Welcome to the forums! Cheers, ~Claw
  3. Claw

    Hello.

    Oh yes. I still remember my first Mun "landing." Which took more tries than I'd care to admit. What made it extra painful was that I didn't even know there was a save option. (Yes, to all the old heads. I know it wasn't always there "back in your day.") Welcome to the forums! Cheers, ~Claw
  4. Claw

    Ignition!

    That's a really awesome picture. I definitely like that ship over Eve, great design. Glad to have you aboard! Cheers, ~Claw
  5. Ah, yes indeed. Sorry, thought you said it was stock earlier. Glad you got it fixed up! ~Claw
  6. I would tend to agree with the "start a new sandbox and copy over the vessels" if you aren't very familiar with save games. There are a lot of subtle differences, and even though KSP can be quite buggy, it's often pretty good at spotting inconsistencies (or choking on them...). So if not everything is lined up properly, it often doesn't work. So yeah, I would start a new Sandbox save, then exit it back to the main menu. Make a copy of that new persistence, and name it so it's easy to find as a quicksave. (Consider making a second copy and naming it something like "Start" in case things go bad, you don't have to create a new sandbox game.) Open that one and your old game with a plain text editor. Copy the entire FLIGHTSTATE and ROSTER sections. I've pasted the headers below. These sections appear below the SCENARIO blocks in a sandbox game. (Also, there's no need to fastforward your new save to the same time if you copy the flight state block, which I highly recommend.) FLIGHTSTATE { version = 1.0.4 UT = 68.6800000000039 activeVessel = 1 mapViewFiltering = -1026 VESSEL ...bunch of vessels, parts, etc... } ROSTER { KERBAL { name = Jebediah Kerman ...and a bunch of kerbals with their flight logs... } } Once you do that, now you have a viable quicksave. You also Cheers, ~Claw
  7. I have a few ideas, but none that trigger from what you are describing. Could you cause the bug again, then upload your log files? Possibly a picture of your craft too. The sticky in this forum will tell you where to find those files. Cheers, -Claw
  8. Top right of the page. Click "My Profile" then "Customize My Profile". That might be what you're asking for? (You can put URL links into some of the fields, such as "Background") Cheers, ~Claw
  9. Haha, I'm also very interested to see how the new comm satellites/dishes work out. Will change the feel of the game a bit (for probes and science anyway). Welcome to the forums! Cheers, ~Claw
  10. Long time lurker (about a year?) I've been playing a while too, and still have lots to explore (I like to move slow myself). Glad to see you join the forums! Welcome! Cheers, ~Claw
  11. Yeah, exciting times with New Horizons. Makes me realize just how hard space really is, and excited that I have a game that makes it a bit easier and puts it at my fingertips. Welcome to the forums! Cheers, ~Claw
  12. Heh, yeah seems like 0.25 was so long ago, but also not. Planes have definitely changed (just a little). Anyway... Welcome to the forums! Cheers, ~Claw
  13. Hello Alan! 1.0 certainly brought some changes, but I'm glad to hear you've been playing for a while. Also glad to see you join the forums (maybe you can share some of that wisdom. ) Welcome to the forums! Cheers, ~Claw
  14. I'm glad you decided to become a bit more active on the forum. I spend quite a bit of time building SSTO planes too (though maybe not so much recently). Hope to see some of your designs at some point. Welcome to the forums! Cheers, ~Claw
  15. Hi tech2000, Welcome to the forums! Dropbox works okay for sharing photos, but isn't the greatest place for embedding pictures into the forum here. One of the popular sites in the forum here is imgur.com. You can upload pics, make albums, and embed both into the forum here, and you don't need an account with imgur. Again, welcome to the forums! Cheers, ~Claw
  16. I think since the op edited the front page only five days ago, perhaps give some benefit of the doubt. Cheers, ~Claw
  17. Just to be clear, this thread is mostly a necro. My most recent response was to answer this post here: So if you want to provide answers, this is the question you're looking for. Cheers, ~Claw
  18. Special thanks to both of you. I was able to create a fix for the bug posted by ScienceLion. The one that LittleBlueGaming posted was a bit more difficult (given how hard it is to replicate). I was, however, able to trap the error and prevent it from shredding the ship. This at least buys time for the player to quicksave and restart the game without losing their work. Cheers, ~Claw
  19. Haha. Yes, I am quite indecisive at the moment. Well, this seems easy enough to get rid of, actually. Although I can trap the time warp shredding claw kraken, I still haven't found the exact cause. This error looks like it's coming from a piece of code that I suspect isn't fixing anything, though I can't really confirm that since the bug is so difficult to trigger. Perhaps I will add a bit more error checking and see if that avoids the errors. It's strange to me that it would trigger on something that isn't using the ModuleGrappleNode, since that is what this fix latches onto. It shouldn't be getting loaded onto a part that doesn't have it. So either there's another interaction bug in here, or it's actually lingering around orphaned in memory. I say that it might be orphaned, because that's actually what I suspect is happening with this claw bug to begin with (orphaned code is still out there trying to execute). Thanks for the report. I'll try to dig through in more detail. Cheers, ~Claw
  20. No worries. That's why we have the forum, so we can help each other out! Speaking of...Welcome to the forums! Cheers, ~Claw
  21. Well, I can think of one thing off hand that I can do to possibly fix the ModuleGimbal in the editor, although this doesn't happen to me when running it by itself. I'm really not sure about PilotRSASFix, since all it does is modify the SAS thresholds. So in this case I'd need some logs to see if there are errors or incompatibilities that are leading to this behavior. I know what you are talking about, but I'm not sure off hand how easy that is to accomplish within KSP since Unity handles all the inputs/outputs. It might very well be aware of what the caps lock state is, but maybe isn't being checked by KSP. I'm really not sure, and would have to investigate first. As with other bugs, what would always help in speeding the process along is if you could provide exact (and short) replication steps that demonstrate the behavior. EDIT: Also, I'm not intentionally ignoring the other requests over the last couple weeks. Tbh, it was a bit of a struggle to get this update together. So now I will try to go back and get to the other requests if possible. Cheers, ~Claw
  22. I will check (because I can't recall for certain), but I think the mechanic was changed. It just used to be "launch any new ship." But I think it now check the launch date of the vessel you're in control of when attempting to fulfill the contract. So it's comparing the ship's launch time to the contract's start time. Cheers, ~Claw
  23. Version 1.0.4b.1 -- Updated for more KSP 0.23.5 craziness! (Yes, I said 0.23.5, when the Claw came out!) Two significant changes: ModuleParachuteFix - Adds a "Safe/Risky/Unsafe" indicator. Updated/improved chute spread, which also now includes stack chutes (placed in symmetry). SymmetryActionFix - Minor update HighestSpeedFix - Uncaps the "Highest Speed Achieved" value in the F3 Flight Log (which currently tops out at 750 m/s) ModuleGrappleNodeFix - Fixes a bug which crashes KSP when in not in control of the claw ship while clawing (ship plummets to planet or game crashes). Also adds a bug trap (but not quite a fix) that prevents the Claw Kraken from shredding a ship when failing to initiate time warp. (Prevents the ship from being shredded, and will allow you to quicksave and exit.) Cheers, ~Claw
  24. First, I would like to say that this particular mod is different than SPP+ was. SPP+ was owned by a non-squad add-on author. The Asteroid Day mod is made by two previous add-on authors who now build code directly for squad. It's also one of two "Official Mods" that squad has released. That being said, I doubt it will be bundled given that the original wasn't. However, noting is final until the version is released. So until it's publicly announced that it won't be, it's always possible. Also, 1.1 has already announced a feature that will add more parts... Cheers, -Claw
  25. If you have another part (besides a fuel tank) connected to the decoupler first, then it won't block fuel flow. Decouplers themselves actually don't block fuel flow except in the special circumstance where they are attached to fuel tanks. Cheers, -Claw
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