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Claw

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Everything posted by Claw

  1. Looks like your log cuts off. The last thing I see is that it loads the main menu, then it stops.
  2. Also, if you are in career mode, you need to make sure the R&D center is upgraded at least once. (Which I think it should be if you have docking ports.)
  3. Well, that's odd. Are you able to replicate it, and do you have a log of the events? http://forum.kerbalspaceprogram.com/threads/92230-%21%21%21-PLEASE-READ-BEFORE-POSTING-%21%21%21-Stock-Support-Bug-Reporting-Guide Cheers, ~Claw
  4. Hmm. I couldn't replicate this. What build are you running, and if you exit and restart did it still do it?
  5. This should be fixed in the most recent version. It was a bug in the heating.
  6. There's always the good old fallback. Make sure you have any virtual network adapters disabled, such as Hamachi. It tends to cause Unity to load really slowly.
  7. What it actually looks like to me is that there are two copies overlaid on top of each other. There are some instances where 2x or higher symmetry modes will overlay two parts on the same node, instead of a single part. Can you confirm if you had symmetry 2x on or not? (it's on in the pic) Cheers, ~Claw
  8. Yeah, it's a z-clipping issue. I don't know if it'll get fixed or not. Cheers, ~Claw
  9. In that case, can you share the craft file? (Assuming it's stock) Thanks!
  10. Make sure that you Copy & Past (not move), or do a fresh install to somewhere outside of windows protected areas. If you move it, Windows sees what you are doing and continues to "help" you out. Beyond that, I'm not sure I've seen this problem before......
  11. Ahh. I'm going to guess this is how the interstage shielding bug was fixed. I'm guessing that fairings now break apart so that the unshielding code gets triggered.
  12. No need to apologize. I looked through your log file, but it looks like you didn't have any problems during that play. Can you cause the bug, then upload that log file? There's no need to exit the game (if it's stuck). Just trigger the bug and close out. The log file should be there. Also, when you are "in game" and can't move anything, what were you doing (or trying to do) right before that? Thanks, ~Claw
  13. Hmm. Check the folders and make sure they aren't set to "Read Only" If that doesn't help, then you'll need to upload a log file. Check this thread on where to find that stuff: http://forum.kerbalspaceprogram.com/threads/92230-%21%21%21-PLEASE-READ-BEFORE-POSTING-%21%21%21-Stock-Support-Bug-Reporting-Guide Cheers, ~Claw
  14. Huh. Another good trick to know. I'm running Win 8 and haven't hit this problem yet. Thanks! Cheers, ~Claw
  15. Yeah, this one has been around since Gizmos showed up. Hopefully it'll get fixed (eventually)? Cheers, ~Claw
  16. I think, generally, the intent is for the smallest parts to be physicsless. That basically applies their drag to the parent part (and is supposed to do the same for mass). This way, you can design things that are slightly asymmetric in terms of drag, but it doesn't cause a bunch of annoying little stability issues. (Like a ladder on the side of an airplane.) The problem with the Chute-Pod-Heatshield combo is that the chute pulled the CoM up, but the heat shield didn't pull the CoM down but did offset some of the drag, as applied to the capsule. The heat shield was probably way to heavy and to big for this sort of thing (unlike some of the small science bits) to be doing this sort of thing. Turning the physics back on for the heat shield should now have things acting more or less correct. Cheers, ~Claw
  17. Yeah, the patcher still seems to not work all that great. The Steam updater seems to work pretty well. Both will suffer though, if there are duplicate (renamed) parts. That's why you'll often hear "it's safest to delete the Squad folder." Because then you won't end up with multiple copies of the same parts. Cheers, ~Claw
  18. I tried this on smaller sized engines and it seems to be working now. Do you guys have a downloadable .craft that still does it? Cheers, ~Claw
  19. Connection mechanics were changed a bit. But even at that, it's probably not exactly your problem. That little fuel tank is now surface attachable... So if you'd like to put it on the node, hold the MOD key (ALT in windows) while you place it. Cheers, ~Claw
  20. That was part of it. Drag overall was too low, except for parachutes...which were quite a bit OP. Well, it's a bit more tied together than that, but also set up at a fairly forgiving level. Stall behavior is simulated to an extent. Planes will lose lift at high angles of attack and slow speeds. However, the stall AoA is quite high and the resulting "free fall" can still generate quite a bit of lift while falling straight down. So there is some stall-like behavior, but it's extremely forgiving and you probably aren't going to suffer a "crash and burn" from a pure stall event. However, the curves were made externally modifiable, so that they can be tweaked to provide quite a different feel if desired. Cheers, ~Claw
  21. This incompatibility is definitely my fault, so probably no need to harass stupid_chris about it. I will be getting to this potentially in the next few hours, but a day at the most *fingers crossed*. Also, the parachute fixes should no longer be required for 1.0.1 (hopefully). Off hand, I believe that the following should be no longer needed. I will have to check on the other still: HeatShieldFix ModuleCargoBayFix ParachuteFix Thanks for the feedback. I will take that into account if I put out a ParachuteFix in the StockPlus. No, this is my doing. It was something I was playing with, although the chutes shouldn't be deflecting that far. I'm guessing it's because you have 12, and the specific arrangement. My goal was to make symmetrically place chutes deflect away from each other, so that they aren't all straight up and overlapped. Looks like it doesn't come out that good in high symmetry count situations. Cheers, ~Claw
  22. Welcome to the forums! We will need some more information to be able to help. Please have a look at this thread. It will explain how to find your log files.: http://forum.kerbalspaceprogram.com/threads/92230-%21%21%21-PLEASE-READ-BEFORE-POSTING-%21%21%21-Stock-Support-Bug-Reporting-Guide Cheers, -Claw
  23. I don't think those contracts are tied to the manned/unmanned status like that. Although the trip log is stored in the pod/core, so I think that part needs to survive. Maybe you can provide some more details and we can help you narrow it down. Cheers, -Claw
  24. Okay, that's your problem. It's an old bug, but decoupling multiple controlled ships from a single core causes this bug. You can decouple them one at a time as a workaround. Cheers, -Claw
  25. Are you able to consistently repeat this? And if so, can you show some pictures or provide some replication steps? Cheers, -Claw
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