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Claw

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Everything posted by Claw

  1. 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
  2. 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
  3. Well, I can see the bugs in your log but I can't tell what you are doing that's causing them. Looks like the first problem happened when you crashed. It's also happening later. Are you, by chance, decoupling multiple pods or probe cores at the same time? Cheers, ~Claw
  4. As Master Tao requests, please check here on how to upload logs: http://forum.kerbalspaceprogram.com/threads/92230-%21%21%21-PLEASE-READ-BEFORE-POSTING-%21%21%21-Stock-Support-Bug-Reporting-Guide Welcome to the forums! Cheers, ~Claw
  5. Well, I can spoil some of it if you want... Asteroids have a maximum amount of fuel (they deplete). They usually have a fairly high percentage of their mass as fuel (upwards of 90% sometimes), and the mass reduces as they are mined (but no size change). Cheers, ~Claw
  6. 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
  7. 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
  8. Perhaps you could upload the offending files? And are they causing you any problems? Cheers, ~Claw
  9. 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
  10. This request for an exchange of spacecraft has been moved to the spacecraft exchange. Cheers, -Claw
  11. 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
  12. It looks like you have some mods installed. Have you tried running a clean install and seeing if the issue persists? Specifically, VOID looks like it's having a problem with the biome maps. Might want to check the VOID thread. Cheers, ~Claw
  13. 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
  14. 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
  15. 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
  16. You are indeed correct. I have a fix for that if you want it: http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules Cheers, -Claw
  17. 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
  18. It is a bug. The same one that affects radial chutes near service bays. Cheers, -Claw
  19. When the dust settles around here, remind me of this again since I suspect it'll get buried. Cheers, -Claw
  20. 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
  21. 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
  22. Pictures or a craft file would help with this one. It might be exactly what Sal is saying. Also, does it fly properly? Cheers, -Claw
  23. I agree. I personally don't like how much it overheats, considering the rest. Cheers, -Claw
  24. Which sized fairing? And can you post a pic? Cheers, -Claw
  25. 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
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