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Everything posted by Claw
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A saving system that actually works
Claw replied to Pappus's topic in KSP1 Suggestions & Development Discussion
I think this is a pretty good suggestion, for the autosaves to rotate names (or something like that). Or maybe a periodic isolated save every hour or so. In the mean time, there are a few mods that also do this for you (if you aren't opposed to add-ons). Otherwise, MOD+F5 is about the only way. 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
Okay. If I get time I will download and try fiddling with it. Perhaps there is some module work being done with those parts. Unfortunately, I have no clever answer for you. Essentially when on the edge of space. That could be too. With my fixes, you should be able to assign airbrakes to one of the action groups (it won't stick to the "Brakes" group). Good to know. For some reason I can't trigger this bug on my install anymore. "Extend" is exactly that. If you assign "Extend" to an action group, that action group will only extend (or deploy) the control surface. It's like with engines. You have the choice to "Activate," "Shutdown," or "Toggle." Activate always activates, even if you toggle it. Unless that's not what you mean... I have literally never seen this problem in my stock install, although I haven't been doing much of anything with resources. Replication steps and all would be good, but this if this is a stock problem, then it probably needs it's own thread in the Unmodded Installs forum till it's fully sorted out. Cheers, ~Claw -
Floaty ship bug.
Claw replied to Mister Kerman's topic in KSP1 Technical Support (PC, unmodded installs)
If you've already played KSP since having this problem, the KSP_Data\output_log.txt won't help much. But if you have the problem again, make sure to grab that file before starting KSP again. Cheers, ~Claw -
FIX: Dock / Undocking Bug in 0.23.5
Claw replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
Ahh, yeah. Glad you figured it out. Cheers, ~Claw -
Lag in VAB when looking at the floor
Claw replied to Greenspan's topic in KSP1 Technical Support (PC, unmodded installs)
I experience noticeable lag also when looking at kerbals walking around in the background, especially on my older computer. As sal said, there is a setting in the Main Menu->Settings where you can turn them off. It helped me a lot. Cheers, ~Claw -
Reentry heating problem: ships won't burn
Claw replied to ace0spds's topic in KSP1 Technical Support (PC, unmodded installs)
Yep, still a work in progress and will hopefully be rebalanced in the future. It's not anything you're doing wrong. Cheers, ~Claw -
Bug re: Jet engine CoM
Claw replied to The_Rocketeer's topic in KSP1 Technical Support (PC, unmodded installs)
Thanks for submitting a proper bug report. Unfortunately, this one is done by design. I believe it was implemented to simulate the weight of an actual engine, and to help with balancing CoM for "regular" style airplanes (same with the fuel flow rules change for jet engines). Unfortunately it has some (definitely) unwanted side effects. Cheers, ~Claw -
Campaign/Turn Based Strategy
Claw replied to ColeBrown352's topic in KSP1 Suggestions & Development Discussion
I'm not sure the vision for KSP is a competition based campaign. It would certainly offer a different style of gameplay (ala B.A.R.I.S), but I don't think it'll be something included in KSP any time soon. Welcome to the forums! Cheers, ~Claw -
Ship Turns while EVA HELP!
Claw replied to Dspan_000's topic in KSP1 Gameplay Questions and Tutorials
It's because there is trim input on the ship, and pressing WASD causes the SAS to unlock on ALL ships. So when you are within physics range and press on a button, the SAS on the vessel unlocks and starts to maneuver. You can also fix it by switching to the vessel and pressing MOD+X to zero out the trim. Cheers, -Claw -
I know restarting fixes it (all the way out, not just to the main menu). I haven't tried the double-click mouse wheel thing...I'll have to check that out. Cheers, ~Claw
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Master Thread: Cannot Activate While Stowed!
Claw replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
I have not heard any official rumblings about this bug. Lurking is not the same as posting. Yeah, this is one of the ways to fix it. Basically anything that causes a scene change (going to KSC, switching vessels, quicksave/quickload). That causes the fairing check to reset, which resets things that were previously hidden inside fairings. Cheers, ~Claw -
1.0.2 - Jet Engines Drain Across Stages
Claw replied to Brownhair2's topic in KSP1 Technical Support (PC, unmodded installs)
This is a feature change in 1.0. Air breather engines suck fuel from nearly everywhere, including lower stages. It was done to automate fuel balance (which it sort of fails at) and to make sure fuel from new sources (such as wings) is also accessible. Personally I dislike this design, but it is how it's set up now. 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
I'd have to agree on both accounts. It is something I would classify as a balance issue, although I agree that it needs fixing. I probably won't put this in a patch, since it's not something that "broken" (strictly speaking). Possibly. I'd have to play around with it. It's an annoying "feature" but I'm not sure how it's meant to be implemented. I guess there's no "parking brake," just a guy pushing on the brakes. It's already in StockPlus. You can control from 10% to 190% of the range. I find that it's most helpful when making flaps, since you can set the range much higher (as a flap would be). Although then you have to actually place them as you would a flap, or it'll cause control issues. Or have a pairs that deflect opposite directions (sort of like a spoiler/flap combo). That's not much to go on. I don't have problems reverting or getting into the VAB/SPH through KSC. I'd need way more info. Perhaps a post in the support forum might help you out. Cheers, ~Claw -
How do I make a Kerbin rover?
Claw replied to Lekar's topic in KSP1 Gameplay Questions and Tutorials
Haha, awesome! I'm glad it's all sorted out. And I feel honored. 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, sorry. I'm not really sure what the best way is to distribute this without causing constant changes and headaches. I suppose I could make one big config file, and it would only need updating/changing when a whole new module is added. Yes, that should work for the StockPlus configuration file. Technically, it would work for all the .cfg files, except that you'd have to delete any new ones that get downloaded. But if I start shuffling around where the .cfg files are, then it makes management of individual modules more difficult. I would stop putting out StockPlus stuff, except people seem to like it. I'm pretty sure if I split the two, StockPlus will cease to exist. This is also part of why I spend a lot of effort on the readme and post, so that people can see what has changed and decide if it's worth the update. I haven't seen this. Is it only the LV-909? I tried it with StockPlus off and on, in both editors, and in flight and did not see this. I assume you are using other mods, and perhaps a log would be useful here. I'm not sure which canard issue you are referring to. Is this a bug in my fixes, or a stock bug that you're asking about? There was a bug with control surfaces and StockPlus, although I think that one is resolved. I've not had anyone come back to say if it's still broken, except perhaps this post right here. It's a relatively new addition to my fixes. As Gryphon said, they are minor additions to the game that don't change stock functionality, but add little things or unlock things that are in the stock code. For instance, radial mounted parachutes that are attached in symmetry will flare away from each other. Or control the number of panels around the side of a stock fairing. There's also a tweakable sider added to rover wheels that allows the user to control how much grip the wheel has (so you can make it a bit more "grabby" for low gravity worlds). Features that are in StockPlus are annotated in the Readme. Cheers, ~Claw -
How do I make a Kerbin rover?
Claw replied to Lekar's topic in KSP1 Gameplay Questions and Tutorials
Yeah, it is hard to tell from that picture, but it looks like you have your wheels on incorrectly. You'll have to rotate them so the narrow part points downward. Since you're building in the VAB, you'll have to switch to mirror symmetry using 'R' when placing them, and make sure they are rotated. I've attached some pictures to show what I mean. I replicated your rover. The first pic matches yours, and the second shows the wheels rotated incorrectly (the way it defaults in the editor). The third shows the correct orientation, and the fourth shows the result. Cheers, ~Claw -
orbital scanner use
Claw replied to fistfullofnails's topic in KSP1 Gameplay Questions and Tutorials
Unfortunately, you can't in stock KSP. That's all that you can get out of the orbital scanner. And actually, you're not getting the biomes from the orbital scanner. You are getting resource concentrations. Which leads me to believe that you're actually asking about the narrow band scanner, which provides a small GUI popup with a map overlay and does display biome names. In which case, you can use the narrow band scanner pretty much anywhere from landed up to orbit to get a bit of a zoomed in map. It also provides better accuracy for the resource concentration of any scanned areas. No, just the zoom that you can do with the normal controls (zooming into the planet in map mode), assuming you're talking about the orbital scanner. If you mean the narrow band scanner, there is no zoom feature. Cheers, ~Claw -
I just can't get to like how the engines are knobbled now
Claw replied to Foxster's topic in KSP1 Discussion
I'd like to remind everyone to stay civil with the conversation. If it's going to devolve into telling people they are stupid for their interpretation (regardless of what it is), then this thread will have lost it's purpose and will be trimmed and/or locked. If you want to debate the utility of an engine in different regimes, that's fine. But there's no need to debate if someone is stupid, based on how they prefer to use the engine. Please stick to the topic at hand. Cheers, ~Claw -
How do I make a Kerbin rover?
Claw replied to Lekar's topic in KSP1 Gameplay Questions and Tutorials
If you could post a picture, that would help us give you specific advice. Although I would say a very common starter problem is that often people use the ruggedized wheels, and those wheels are not (by default) oriented correctly in the SPH. If you look at the axle of the wheel, there is a wider side and a narrower side. The narrower side needs to point at the ground or the wheel will not work properly. You can take pictures by pressing F1. That will dump a screenshot into the Screenshots directory, which you can upload to somewhere like http://www.imgur.com/ and link here by using [noparse][/noparse] tags. Fixed it for you. You can change the title by editing the original post and clicking "Go Advanced." Welcome to the forum! Cheers, ~Claw -
How to turn on overheat "progress bars"?
Claw replied to SlabGizor117's topic in KSP1 Gameplay Questions and Tutorials
Yes, in the Main menu settings options under graphics...or while in flight in the Escape settings menu. There is a "PPFX Enable" radio button that will disable the the thermal and outline highlighting, but not the mouseover highlights. Cheers, -Claw -
How to turn on overheat "progress bars"?
Claw replied to SlabGizor117's topic in KSP1 Gameplay Questions and Tutorials
On that note, it's not actually the temperature bars that leaks memory, it is the highlighting overlay that accompanies the temperature bars. If I turn off PPFX highlighting, the memory leak appears not to happen, even with the thermometers on. (This probably explains why some people haven't experienced the memory leak.) Also, I've recently discovered that the ALT+F12 debug menu itself leaks memory. So exercise caution when labeling things as "memory leakers" if using the debug menu's performance page memory consumption indicators. Cheers, -Claw -
Asymmetric flameout is reduced, but not eliminated. To really eliminate it, the way resources flow would need to be reworked, which I suspect is unlikely to happen. Your best bet is to alternate the placement of intakes/engines. Intake, engine...intake, engine...etc. As a side note, asymmetric flameout is a thing on realy high performance airplanes. Some airplanes (like the F-15) have a system that detects when one engine has a problem, and automatically adjusts the other. Also, the book "Skunk Works" details several asymmetric flameout stories that plagued the SR-71 flight testing. That being said, I don't think asymmetric flameout adds to gameplay, considering that it's a side effect to the resource flow that is only marginally controllable by the user. I did build a sort of fix for this, but it's rather complex and can render planes in flight semi-broken if uninstalled. It's not been updated for 1.0. The intake build aid above is your other add-on option. Cheers, -Claw
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Is this not polar orbit?
Claw replied to fistfullofnails's topic in KSP1 Gameplay Questions and Tutorials
It needs to be greater than 80 degrees inclination. I've not actually looked to see how that lines up with the polar cap graphics, but you can try targeting the Mun and seeing what the AN/DN angles say. Also, if you want to take an in-game screenshot, press F1. KSP will dump a screenshot into your Screenshots directory. Cheers, ~Claw