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Claw

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Everything posted by Claw

  1. Press "R" and that should activate the jet pack. Controlling it is another story.... Like so many others, I can link to this page. But the long story short, WASDQE (unless you've remapped) will control your kerbal. Welcome to the forum! Cheers, ~Claw
  2. Yes, parts that are marked via the part.cfg file as "physicsless" have their drag added to the parent part. This was done (partially) to allow for smaller parts, such as ladders and science bits, to be added without messing up the aero balance of smaller craft. There's also an option in the debug menu to apply the drag at the part itself, instead of at the parent part. Although I don't believe that this option stays persistent when restarting KSP. Cheers, ~Claw
  3. That might explain the horrified look on that kerbal's face. (updated) Cheers, ~Claw
  4. Ah, you know. I might have misread the question a bit. There is a stock "warp to" feature, which pops up when you left click somewhere on the orbital lines. If there's a maneuver node, it'll also pop up the option to "warp to maneuver node." I missed the part of the question about "warp to" buttons over AP/PE. That isn't a stock feature. Blame Trigger then... Cheers, ~Claw
  5. I believe you are running into a minor bug with the brakes. Under some situations, they activate when switching around even though the icon is off. If this is the same bug, you can fix it by simply toggling the brakes on, then back off. I can't recall if you need to click the icon to properly clear it out, of if just pressing B takes care of it. Hopefully that will help work around the issue.. Cheers, -Claw
  6. Tex_NL is correct. The light blue lines are from body lift. You are getting lines off the FL-T800s as well as the intakes. The intakes are producing body lift because of the way occlusion works Also, I think that your second picture is also as Tex says, and it turns out the left side line simply isn't long enough to come out of the tank. The base of the line actually starts inside the parts (at the origin). Cheers, -Claw
  7. I don't think you can disable this feature. Sorry. Hopefully you'll get used to it. In the mean time, use plenty of Alt+F5. Cheers, -Claw
  8. I've merged your two threads but left the posts since they contain slightly different questions/information. As a new member, your first few posts need to be approved. Sorry if that caused any confusion. Let the flood of information commence. And welcome to the forum! Cheers, -Claw
  9. I don't know. I've installed Ven's revamp (which is pretty awesome) and it seems to be working just fine for me. I can adjust all the options and things seem to respond properly. They also don't blink in and out of existence. I want to help, but there must be more going on in the background here. I'd need more narrowing down and some log files. Cheers, ~Claw
  10. I'm not sure if this was your issue, but make sure there aren't any kerbals on craft that you recover. When you recover the craft, the kerbal will end up MIA, instead of recovering with the craft (because, technically, the kerbal at that point isn't part of the same vessel). Cheers, ~Claw
  11. It's the mod. I can't actually remember now if I did it that way on purpose, or if it was a midnight coding mistake. But I can say that it doesn't make sense to me now, so I will fix it in the next release. I might just do a quick update for this, because I don't know why I would have done it this way. I'm going to go with the "it was late, and I made a poor choice" excuse. Cheers, ~Claw
  12. Yes, this. Download the StockPlusController.cfg and put it in your GameData directory. StockPlus will then be enabled, including each individual module. Once enabled globally, by default the individual modules are enabled. But if you don't want one of the StockPlus modules enabled, you can go in and selectively disable it. Cheers, -Claw
  13. This is more what I meant, and now I understand what the problem is. So, air brake action groups were built differently than other parts. I don't know why, but they were. The problem is that they were not programmed properly and they constantly revert back to being tied to the "brakes" group, which is why I built the fix. On a similar note, the air brakes extend when the brakes are activated by default. What I forgot about is that action groups might take a bit to get unlocked. So now I understand your question/concern/feedback. So yes, in the next update, I will change the default action group to function such that when brakes are applied, the airbrakes extend. And when brakes are turned off, airbrakes retract. Now, I still don't think that gets down to your other question. You're asking about the wheel brakes resetting (turning off) when getting back into a vessel. I see what you are saying, since the brakes were on while out of the vessel, why should they turn off when getting back in? I will also take a look at that. Sounds like something I could put into the generic "UI Fixes" I'm thinking of working on. Hopefully that answers everything. Cheers, ~Claw
  14. Yes, I would agree. Probably not good to link to a site known to exploit browsers. I've removed the link. Cheers, ~Claw
  15. Yep, I understand. Personally, I did want to see it moved forward some, but not quite as much as it is.
  16. This bug appears when there is trim input in the craft. Pressing any of the control keys causes SAS to unlock for all ships in physics range. So any ships that have trim input will rotate when the SAS unlocks. So it's not quite "remote control." You fix it by switching to the vessel, and pressing MOD+X (Alt+X in windows) to zero out the trim state. Cheers, ~Claw
  17. Yes, this is the one I meant. Or you can use ] or [ to "switch vessels" while EVA and press Alt+X to zero out the trim. Although at that point, the ship will already be spinning so it won't matter much. The trim indicators are in the bottom left of the screen. You can see how much work the SAS is doing by looking at these indicators with SAS on. When you turn SAS off, the indicators will show you your trim state. You can input trim by holding ALT and pressing WASDQE (or whatever you have your steering keys mapped to). Alt+X returns this trim to zero on all three axes. Glad you have it sorted out. Cheers, ~Claw
  18. If your save file actually says "Dead" then they are indeed gone and won't come back. I haven't manually resurrected a kerbal since kerbal exp was implemented, but I have a feeling that their log file will not prevent them from resurrecting when the rest if manually edited. They are supposed to take an exp hit when there's a death in the log (though I haven't actually confirmed it). So you should be able to change them to "Available" and make sure "idx = -1". If it's not -1, then it can cause problems. I would also recommend keeping a copy of the save game somewhere safe before editing it. Cheers, ~Claw
  19. Thanks for the excellent bug report. It happens if you manage to hit the kerbal into the ground and ragdoll them in the seat. Unfortunately this bug has been around for several versions now. On the plus side, you can fix up your kerbal manually by editing the save file. Or, if you aren't opposed to add-ons, I have created a fix for this here: http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules Cheers, -Claw
  20. Three things... One, make sure it's not moving at all before you exit the craft. Two, make sure there isn't anything around the hatch. If something is too close, your kerbal might be colliding with that part and causing the ship to spin. Since the kerbal is hanging on to the outside, SAS will not stop the spin once it starts. Three, take control of the ship and press MOD KEY+X (ALT+X if you are using windows). This will zero out the trim. So when you go EVA and the SAS turns off, there won't be trim input causing it to spin out of control. Cheers, ~Claw
  21. If you are feeling up to it, go read up on how to use "msconfig"... It will allow you to stop many of those background processes that auto-start when you boot windows. Leave any of the Microsoft processes enabled, but many of the other things can be turned off. Just make sure you read up on how to use it and how to enable/disable things before changing things at random. It's not particularly dangerous, but can take a bit of fiddling with to clean up some of that stuff that accumulates over time. After you do all that, reboot your computer and much of that background stuff will (hopefully) be gone. When I did that, my old Vista machine was able to handle KSP...and that computer is 7 or 8 years old. The next version of KSP will be on Unity 5, which will (hopefully) properly support multiple cores. Cheers, ~Claw
  22. Depending on how you have the internals of those tanks hooked together, you might be getting some strange crossfeed from internal parts. I've also seen some wacky behavior from clipped parts, although that has been spotty. As Dman979 suggests, I would first try pulling the ship apart, and rebuilding it (or just rebuild it from scratch) and try again. If you are using any internal parts to attach the fuel tanks too, it would be helpful if you let us know (some of them crossfeed, but the rules underneath that can be strange sometimes). Cheers, ~Claw
  23. Yes, actually I'm really sorry but I'm going to lock this thread. I appreciate that you have a question and are looking for help, but this thread contains very outdated information, and nearly every post to follow will likely completely miss out on your question (many people only look at the OP before they reply). My recommendation is to repost most of your questions (without reference to the outdated posts) and include a picture of your craft from several angles in the SPH. That will allow us to give more specific advice. Cheers, ~Claw
  24. That would be awesome. A huge "kerblam!" and the asteroid splits into smaller ones. The way I read in the dev notes is that they are being rewritten because of the way collisions are detected in U5. Hopefully having that many overlapping collision meshes doesn't ruin any performance boost gained from U5. Cheers, ~Claw
  25. Yeah, without more complex kerbal crew management, this seems like it doesn't really fit into the game as it is now, except maybe as part of the science exploration. But there isn't much in the game that effects kerbals negatively, except being inside a capsule that impacts too hard. Even out of a capsule, they often survive by landing on their helmets... Cheers, ~Claw
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