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Everything posted by Claw
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Launch clamps Bug
Claw replied to thiagohdf's topic in KSP1 Technical Support (PC, unmodded installs)
I have seen this bug reported, but haven't experienced it myself. It is not in my Stock Bug Fix Modules (since I haven't had the time to track it down yet). I also haven't seen a good workaround other than trying to limit the number of launch clamps. Cheers, -Claw -
The ability to reset activated, but not semi-deployed chutes, is included in the StockPlus portion of my Stock Bug Fix modules. The possible states are: - Stowed: How they are most of the time on your vessel. Internally, the parachute is actually "deactivated." - Active: After you right-click & deploy or stage the chute, it enters "Active" state. The chute is now looking for atmospheric pressure greater than the selected "Min Pressure" so it can semi-deploy. - Semi-Deployed: The parachute is semi-deployed and looking for an Above Ground Altitude less than the selected "Altitide" so it can fully deploy. - Deployed: The parachute is fully deployed (maximum drag) and is waiting for landing with speeds less than the auto-cut speed, or splashdown. - Cut: This state is auto entered after the above touchdown conditions, or when user-selected. There is a belief that Activated chutes (staged but not yet deployed) will burn up on reentry. I cannot find any evidence of this, and I believe it's actually that the Min Pressure setting selected is too low. When this happens, the chute moves to semi-deployed and is immediately ripped away or burned up. Putting the pressure up to 0.5 (on Kerbin) will offer the best chance for chute survival in this scenario. 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
More of an issue in the interface between the two. The stock control surfaces apparently rely on the sign of the flight control deflection from the previous frame, but only for roll. For pitch and yaw, it uses the current frame. Basically the roll code is happening before the code that checks if the flight control is in front of the CoM. Since the StockPlus part fiddles with the control range, the roll setting was getting the wrong sign. I have the same setup. I remapped the view keys away from the standard arrow keys and that fixes the view rotation. As for the continuous spinning, you have to let go of SHIFT first. That's a problem in either Unity or how KSP locks the movement keys. I don't think I can fix that one with a plugin. 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
Version 1.0.2d.3 is out. The major fix in this release fixes the bug where control surfaces would reverse roll input when in front of the CoM. !! IMPORTANT: Another major change! StockPlus is still embedded within the download, but is disabled by default. You will have to download a separate StockPlusController.cfg file to enable StockPlus. I've changed this so that, in the future, you shouldn't have to worry about re-enabling StockPlus when you download a new release. !! ModuleGimbalFix has StockPlus selectively disabled. If you want to enable it, you must edit the ModuleGimbalFix.cfg. (Since it's such a work in progress.) I like to put out good quality, and I've been slipping in release 1.0.2d.x. I tried to go through each fix to give it a good cleaning. Hopefully this release will be a bit better. 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 typically maintain a thread of bugs (similar to the "Cross platform bugs in 0.90" link in my sig). I've not started one for 1.0 yet, due to time constraints. But yes, the official listing is in the bug tracker. Cheers, ~Claw -
What's going on with the "Explore _____" contracts?
Claw replied to zarakon's topic in KSP1 Gameplay Questions and Tutorials
I think that this was done on purpose, but I'm not certain. The four part Explore contracts do not always show up, and which ones do show depend on your progress. The reason being that there are also now "World Firsts" contracts that appear that are similar, so I think some of the explore ones don't show up to prevent too many repetative contracts. If you notice a World Firsts contract, keep your eye out for follow up ones. Often, when you complete one of those contracts, another related one will show up. Personally, I also miss having all of the Explore contracts. Those ones feel like some sort of a collection to me. Cheers, -Claw -
Edit the original post and click "Go Advanced." In there, you can select Answered from the dropdown and Save. Cheers -Claw
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[1.0.2] Swept wings, elevons and CoM
Claw replied to NevilX's topic in KSP1 Technical Support (PC, unmodded installs)
Yes, the particular bug you pointed out is my fault. It's in the StockPlus part of ModuleControlSurfaceFix, which you can selectively disable. Sorry for the troubles. Cheers, -Claw -
glitchy SAS and "missing" atmosphere
Claw replied to 24matteocaruso's topic in KSP1 Technical Support (PC, unmodded installs)
Did you try restarting the game, then reloading your save? Sometimes you can encounter an unrelated bug that might not be obvious until later. Restarting may help that, rather than just reloading the save. As for the random spinning of the probe, it kind of sounds like the craft has trim input. Press ALT+X to zero it out. If that doesn't work, then you might have some parts clipped together, which can cause phantom forces. Welcome to the forums 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 can add it to the list of things to take a look at. Can't say that I've run into this myself, but I haven't messed with the fixed gear much either. 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, these things are still there. You have to edit the StockPlusController.cfg with a plain text editor and change the plusActive = False to plusActive = True. That will turn on the extra features. Based on other reports, I would recommend disabling the ModuleControlSurfaceFix by editing the ModuleControlSurfaceFix.cfg and changing plusEnabled to False. This is consistent with the way they work at the moment. The node connected ones didn't always deflect the correct direction, so I disabled those for now. I do plan on extending the chute spread to cover the node ones as they used to. I apologize to you guys for this one. I know exactly what's going wrong there. Disabling the StockPlus on ModuleControlSurfaceFix as you said (by editing ModuleControlSurfaceFix.cfg and changing plusEnabled to False) should prevent those issues until I can get in there and fix it properly. I think this one is either a Unity problem with how it handles keyboard inputs, or a failure by KSP to unlock running mode. When I have had this, it's because I'm using SHIFT along with the movement keys (to make the kerbal run faster). If you're holding SHIFT when you let go of the movement key, they kerbal wants to keep running. The only way to stop it is to hold SHIFT again and press in the direction they are running. (So if they are going forward, hold SHIFT and W). Then release SHIFT before releasing the direction key. Hopefully that's the bug you're seeing. If not, then Idk... It will probably remain as a separate download, due to it's highly experimental nature and very specific use. It's probably due for a recompile and testing with 1.0. I suspect it should still work with the exception of maybe incorrect handling of fairings, based on how they appear to work. Thanks for the heads up. I will comb through the parts and look for missing stragglers. Again, sorry for all the issues with flight controls and engine gimbals. Hopefully the modularity of these fixes makes it easy to recover from my errors. 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, the root problem is that there are two collision meshes on the tier two launch pad. So what happens is that the rocket is sitting on one mesh while the thrust is blocked by the other. I have to do multiple checks to figure out which mesh the engine is actually sitting on and disable the correct one. If I disable the wrong collider, the rocket will fall through the pad. Unfortunately it isn't always sitting on the same mesh. So yeah, basically what you are saying. It's inside one of the meshes. There are several other things I could try, but if I can't replicate it easily then it's impossible for me to know if it's doing any good. Another thing I just thought to ask, what is your physics slider set to? Cheers, -Claw -
A.I.R.B.R.A.K.E.S Action Groups
Claw replied to Mareczex333's topic in KSP1 Technical Support (PC, unmodded installs)
Yes, you are indeed correct. Unfortunately there is no way to work around this in stock, because it will always reset them on scene changes, loading, etc... So even if you edited the .craft file, it will still revert the action groups. If you aren't opposed to add-ons, I've recently added this to my stock bug fixes. 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
Thanks, I appreciate that. Sometimes making these things work right is a pain in the back side. So it's great to hear the they are useful. I understand your concern. I am trying to keep the StockPlus piece as unintrusive as possible. I will see what I can think up. Right now, StockPlus doesn't look in a specific location. So moving the config out of the directory to anywhere else (like the GameData root) would still work, assuming I remove the config from the download so that there aren't two of them. Yeah, I think that's why I wasn't even sure if it was happening in 1.0, but it's definitely been reported a few times. So I'm not even sure if it's the same problem anymore, and if the existing fix does any good. I haven't had one stick in my own 1.0 games yet, but then again I haven't done much career lately. 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
Version 1.0.2d.2 is out. This release also includes fixes to flight control surfaces (which didn't retain deployment status) and Airbrake action group fixes, among a few other things. A new version of EngineGimbalFix has been included. This allows engines to gimbal without having to be "staged." It also turns engine gimbal rates into a StockPlus feature, and includes a tweakable to control the rate. ModuleControlSurfaceFix and ModuleAeroSurfaceFix have extra error detection added to (hopefully) improve compatibility with other mods. StockPlus is still embedded within the download, but is disabled by default. Please see the readme on how to enable, if you want to use stock plus. Additionally, I spent some time on StickyLaunchPadFix, but I can't seem to even trigger the sticky pad. Anyone have a craft I can try? My old ones that used to stick aren't sticking anymore. Cheers, ~Claw -
MuMech (I think..?) will let you plot things in-game, although it can be a bit clunky to use. The free Unity development version along with another plugin (which I think was written by r4m0n) can allow you to see and edit the plots in a bit easier fashion. With that combination, you can cut & paste the curves into the Unity editor and adjust them with GUI tools or by typing in values. http://unity3d.com/get-unity/download The real thread that you need, which contains links to the Unity plugin ---> http://forum.kerbalspaceprogram.com/threads/93332-INFO-KSP-floatCurves-and-you-the-magic-of-tangents 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
I cannot replicate this issue, so I'm guessing it's a mod interaction issue. Based on what I see in your logs, I can probably fix this, but I will have no way to test/confirm. Fixed. Thanks for pointing it out. I will try to scrub the documents again tonight. You point out valid problems, but I tend to stay away from balance issues. I think it would be quite the undertaking to rebalance all of the stock parts in order to implement a mod that only uses the cost specified in the .cfg. Also, it would make recovery funds more difficult to deal with. There's probably too many embedded mechanics in the game to try and change this without causing all kinds of issues. Cheers, ~Claw -
Master Thread: Unresponsive Kerbals in EVA
Claw replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
You have a corrupt save game floating around in there. Move all your save folders out somewhere safe, then put just your backup save back in (and keep a copy of your backup save somewhere safe still). Your save game folder should just have the persistence.sfs and your Ships folder. Let me know if you are having problems. Which links? If you mean the ones that link to old bug reports, those threads have been moved to the archive. Cheers, -Claw -
This request is now included in the StockPlus portion of my Stock Bug Fixes (link in my sig). When stowed (or stowing), they generate zero drag. It's in the ModuleAeroSurface. Although I've received a bug report for ModuleControlSurface, so expect another update to come down later today. Also, the drag for equivalent lift rating should be the same regardless of how many wing parts it is made out of. Wing drag is generated based on lift rating and not part shape, so there is no need to occlude edges. 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
Yes, sorry. It was getting late and it seems I forgot to build the release. It is up in the dropbox link though. I will fix git later today. Yes, there is a decoupler sound. I don't know if it's attached to the stock fairing or not. It "shouldn't" be too hard to build, but every time I think that, I find some new quirk in KSP. Okay. I thought I took care of this but it appears not. I can't test it myself at the moment, but it is likely due to the StockPlus portion of the ModuleControlSurfaceFix. Do you have StockPlus active? If so, does it still happen without it? Thanks for the report, and sorry for the troubles. Cheers, -Claw - - - Updated - - - Gah, it really was late... The Special Note you posted is old and no longer applies, so you can ignore it. I'm not sure exactly what you mean for "if I don't want to touch squad folder." I assume that is in regard to the "Delete PartDatabase.cfg" in the readme. In either case, it is safe to use ModuleParachuteFix if you want, or delete the ModuleParachuteFix folder completely. No need to delete any Squad files. 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
Version 1.0.2d.1 is out. This release also includes fixes to flight control surfaces (which didn't retain deployment status) and Airbrake action group fixes, among a few other things. I've had many reports of the Engine Gimbal Fix causing wobbly rockets, especially for longer rockets. I have adjusted the Engine Gimbal response speed based on user input. I may turn this into a StockPlus tweakable for those who want it. StockPlus is still embedded within the download, but is disabled by default. Please see the readme on how to enable, if you want to use stock plus. 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
Thanks for the tip. I will do that. I'm thinking of making this option something in StockPlus, vice the Stock Bug Fixes. And implementing it as a tweakable. Would that be preferable? Also, I'm still feeling very stuck here with the StockPlus. I'm nearly certain that if I split this into two mods, there is so much overlap that I will likely abandon StockPlus due to the time involved with updating and testing everything. I'm thinking of shipping the StockBugFixes with StockPlus disabled, and you'd have to download a config file to activate it. I'm still not sure yet, and it's already causing me a slow down in releasing the next update (Flight controls, air brakes, Mk3 adapters)... and delaying work on other subjects... Cheers, ~Claw -
So, I think there's a fundamental misunderstanding about how the aero surface works. 1) It does not produce lift. Period. 2) It produces drag based on the local AoA of the surface relative to the oncoming wind, regardless of deployed state or what part it's attached to. It's drag production is similar to a lifting surface, vice a drag cube. So yes, it will have higher drag than an equivalently sized flat plate, because it's using drag curves similar to an aero surface. For the aero surfaces, the curves that govern lift and drag can be found in the physics.cfg file, which I've posted below: LIFTING_SURFACE { name = SpeedBrake lift { key = 0 0 0 0 } liftMach { key = 0 0 0 0 } drag { key = 0 0.01 0 0 key = 0.3420201 0.1 0.1750731 0.1750731 key = 0.5 0.4 4.557837 4.557837 key = 0.7071068 2.828427 4 4 key = 1 4 4 0 } dragMach { key = 0 0.25 0 -0.8463008 key = 0.15 0.125 0 0 key = 0.9 0.375 0.7227947 0.7227947 key = 1.1 1 0 0 key = 1.4 0.65 -1.29191 -1.29191 key = 1.6 0.5 -0.4376471 -0.4376471 key = 2 0.42 -0.1475873 -0.1475873 key = 5 0.275 0 0 key = 25 0.4 0.0006807274 0 } } So if it's not producing lift, why does it cause stability problems? Because it produces drag like a wing. Which means it changes considerably based on the AoA which outstrips similarly sized parts. I could build a fix for this in my Stock Bug Fixes, if there's enough interest. 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
What specifically did you delete? Yes, it does use different code. There are so many mods that help with craft control, that I've been slow to deal with this. Cheers, -Claw