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Everything posted by Claw
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Can't do orbital survey
Claw replied to skyace65's topic in KSP1 Technical Support (PC, unmodded installs)
I think it was a deliberate choice to have the user set up a scanner orbit as if you have to scan the whole planet, but eliminated the waiting part (since most people timewarp anyway). Time is relatively meaningless in the stock game, so this is a way to keep people from having to wait or timewarp to get the maps. Cheers, -Claw -
Ship "explodes" when in orbit for no reason
Claw replied to Zhao's topic in KSP1 Technical Support (PC, unmodded installs)
If you have a stock vessel or save that does this, I would be very interested. The files would be great if you can, or at least a picture. 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
Working on these. Sorry for the delay, but hopefully my time will be well spent on this other project. Hopefully tomorrow or Saturday I will get the mod incompatibilities sorted for the stock fixes. I downloaded your craft, but it appears to be corrupted somehow. There's no text in it, so I don't know if it's zipped or maybe you grabbed the wrong file? Cheers, ~Claw -
A magic claw would be awesome! It looks like you have a variation of the crew roster freeze. Although from the looks of it, it's possible you have some mods that are incompatible with 1.0 MissingMethodException: Method not found: 'ConfigNode.SetValue'. at ScenarioModule.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule..ctor (.ScenarioModule module) [0x00000] in <filename unknown>:0 at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <filename unknown>:0 at Game.Updated () [0x00000] in <filename unknown>:0 at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <filename unknown>:0 at SpaceCenterMain+.MoveNext () [0x00000] in <filename unknown>:0 This happens several times. Since it's in the scenario module, I would first start by looking through any mods you have that modify or give scenarios (like contracts?). Also, is this an old save? It might be an incompatibility with mods and old saves mixed in with 1.0. Cheers, ~Claw
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You have weird stuff in your parts files
Claw replied to brucemo's topic in KSP1 Technical Support (PC, unmodded installs)
Perhaps you could upload the offending files? And are they causing you any problems? Cheers, ~Claw -
Ksc Bug/Freeze
Claw replied to _DarkPhantom_'s topic in KSP1 Technical Support (PC, unmodded installs)
DarkPhantom, You can find the support sticky here: http://forum.kerbalspaceprogram.com/threads/92230-%21%21%21-PLEASE-READ-BEFORE-POSTING-%21%21%21-Stock-Support-Bug-Reporting-Guide Your game log should be located in KSP_Install/KSP_Data/output_log.txt. The sticky will explain how to get there and good places to upload the file. Welcome to the forum (ish) Cheers, ~Claw -
This request for an exchange of spacecraft has been moved to the spacecraft exchange. Cheers, -Claw
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Why do parachutes hurt so much?
Claw replied to saskwach's topic in KSP1 Gameplay Questions and Tutorials
It's a recognized problem. Chutes deployment times were slowed down to help with opening shock, but chute drag is a bit on the high side. Hopefully it will be rebalanced soon. 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 report. I'm going to guess that the same thing I did with my MPFix is happening here. I will fix/update these in the next day or two, depending on another side project I'm working on. Thanks for the log bits. I'm not certain off hand, but possibly. Like some of the other things I've done, I try to stick with fixing stock bugs rather than adding functionality. However, I am thinking about creating a pack of "Stock Plus" type modules, that will add little features here and there for stock without changing things too much. This might fit right in with that. You are very welcome. I'll see what I can do about that. Perhaps it (or something similar) will be part of that "Stock Plus" pack that I'm planning. Although it sounds like the 0.90 version might still work, if you want to grab that and give it a run while you wait. Cheers, ~Claw -
Kerbals change profession when Roster shrinks
Claw replied to titus's topic in KSP1 Technical Support (PC, unmodded installs)
Hmm, that's not good. If you can post a save file or replication steps, that would be helpful. Welcome to the forums! Cheers, -Claw -
Stack Decoupler unavailable
Claw replied to Paramars's topic in KSP1 Technical Support (PC, unmodded installs)
Sounds like you are in a career save. The tech tree was modified quite a bit. It's possible that the node with that decoupler isn't unlocked. See if finding it in the tree and unlocking it helps. Cheers, -Claw -
Yes, this was an intentional change. Unfortunately, it causes issues. Especially if you have a main carrier that is hauling some sort of lander that will be decoupled. Keep an eye out for it stealing from your landers or other craft that will be decoupled. Empty fuel is not an issue if you are decoupling debris, but when it's a lander it is very frustrating. Cheers, -Claw
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Engine "cannot activate while stowed"
Claw replied to GusTurbo's topic in KSP1 Technical Support (PC, unmodded installs)
It is a bug. The same one that affects radial chutes near service bays. 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
First, I want to say that I hear there is some incompatibility with my mod and RealChutes. I will fix it but it might be a couple days. If you want to use real chutes with stock bug fixes, I recommend you delete the Parachute directory from the BugFix folder. Hmm, well... As mentioned above, areo does now affect the way parts fall off the craft now. I have seen the people lower the boosters a little on the decoupler to provide a little more kick above the CoM. My mod might work because it's actually applying more force to the decoupler half on the booster than what the stock module does. However, I don't want to dismiss you guys completely. So if anyone has stock craft files, I'm happy to try and take a look. Possibly, but I'd need a bit more detail on exactly what you are asking for. I think I know what you mean, but (beyond camera shake) what problem is it causing that I would be able to identify? Thanks for the confirmation. BACCs and LV-T30/45 seem to be the most affected, which is the same as in 0.90. Yes! If you have a reliable stock craft that does this, please upload! I am thinking this too, which requires a bit of modification to compensate for. Although I know this bug has been a pain. I'm pretty confident that it's been fixed, but it might require some extra design considerations with NewAero. Again, I don't want to sweep it to the side though. So feel free to upload! Cheers, -Claw -
I crashed by clicking a button.
Claw replied to LiquidFenrir's topic in KSP1 Technical Support (PC, unmodded installs)
This is a bit of an old issue I think. It happens if you are quick on the revert button right as the physics is loading up. I doubt this one will ever get fixed. However, if you wait a couple more seconds, it should bE fine to revert. Cheers, -Claw -
1.0 MAJOR bug with nuclear engines
Claw replied to kookoo_gr's topic in KSP1 Technical Support (PC, unmodded installs)
I agree. I personally don't like how much it overheats, considering the rest. Cheers, -Claw -
Can't make fairings.
Claw replied to 99TheCreator's topic in KSP1 Technical Support (PC, unmodded installs)
Which sized fairing? And can you post a pic? Cheers, -Claw -
Can't do orbital survey
Claw replied to skyace65's topic in KSP1 Technical Support (PC, unmodded installs)
Yes indeed. You are not stupid by any means. Huntarr is right, you need to be in a polar orbit for the orbital scanner. Cheers, -Claw