Jump to content

Claw

Members
  • Posts

    6,422
  • Joined

Everything posted by Claw

  1. Haha, nice. The disappearing craft might be if they went outside physics range. The range has been extended, but still has it's limits (which is 20-something km now I think). Although I will try to replicate what you are saying when I get the chance. Cheers, -Claw
  2. Per request. Though we do appreciate the point outs. Cheers, -Claw
  3. Things are supposed to be disabled while inside. But once detached, it shoud no longer be disabled. That's the bug, and it goes well beyond just disabled engines. Thanks for the great detective work though. Cheers, -Claw
  4. Yes, it looks like you have radial symmetry turned on. You want mirror symmetry, which you can toggle with R (as mentioned above). The editor will automatically switch modes if your mouse touches a part that is mirrored/radial, which can sometimes be a pain. Also, there are a few bugs with symmetry, especially if you build a single branch then try to replicate it with mirror symmetry. Cheers, -Claw
  5. Thanks for the pint out. I will check on it. I'll look into it. Cheers, -Claw
  6. Might need to check the settings.cfg. Especially if you downloaded a whole new copy from the store. Cheers, ~Claw
  7. These instructions work with either sandbox or career. The career piece is only if you did part test contracts. Otherwise the crew piece of it still applies. Cheers, ~Claw
  8. It's a bug that happens semi-frequently, but unfortunately not enough that it's been tracked down. (It doesn't replicate very easily.) Welcome to the forums! Cheers ~Claw
  9. This happens sometimes. It's a bug that happens semi-frequently, but not enough for the actual cause to be narrowed down. Depending on how your game is set up, Jeb will reappear on his own after a while. If he doesn't, I can talk you through editing the save file to bring him back. Welcome to the forums! Cheers, ~Claw
  10. This bug has been around a while. You can find a fix for it here: http://forum.kerbalspaceprogram.com/threads/96339 I don't know if it's compatible with 1.0. Cheers, ~Claw
  11. Huh, I haven't seen this one yet. Is this only visible from the angle in your pic? Cheers, ~Claw
  12. You did fine, and pictures are pretty much always helpful. I do want to ask though, what did you do with that thing right before hand? Was the fairing always missing? Did you save/load, or leave the ship and come back? Was this inside a fairing? Thanks, and welcome to the forums! Cheers, ~Claw
  13. This looks like the cargo bay bug at work. Thanks for the report. Cheers, ~Claw
  14. Ahh, I see what you are saying here and was able to replicate. I agree, this seems like a problem. And I think it also explains some other things I was seeing. Cheers, ~Claw
  15. Does that remade craft exhibit the same problem? And best places to upload files are dropbox, mediafire, google docs, or you can paste them into pastebin or pastie. Cheers, ~Claw
  16. Hmm. That's odd. Perhaps it didn't save when you thought it did. If you did a manual quicksave, try to load that one back up and see. (Maybe make another named quicksave with ALT+F5 where you are, in case it reverts you too far.) You can also try to play the game a bit longer and see if they pop back up. Also, check the Accepted and Completed tabs in Mission Control to see if they popped up in there. If they are completely gone, then try waiting it out. Cheers, ~Claw
  17. Yes, the folders were all combined. Also, the tech nodes were jumbled up a bit, so they might not be in the same places you are used to looking (if in career mode). Cheers, ~Claw
  18. When you dock the ships together, yes, you can control them as one ship. With the wobbly note as mentioned above... For "Can I stage the 2 of them just from the Space Bar," yes you can. But something that should be noted is that when you dock two ships together, the staging orders get all jumbled together. So I highly recommend you go through the staging sequence after connecting the two ships, to make sure it's doing what you want. Also, the Action Groups will become linked. So if you have things set up on both ships to respond to Action Group 1, everything will happen when you press 1. Cheers, ~Claw
  19. Exactly what Tery215 said. You'll have to get your pilot kerbals some experience so they can use the advanced pilot techniques. Also, some probe cores allow access to these modes, but they are further down the tech tree in career. Cheers, ~Claw
  20. I would also recommend making a copy of your steam install BEFORE downloading the update (in case it breaks something on you). Especially if you have any mods installed. Cheers, ~Claw
  21. I believe Harv said that it wasn't going to make it into the release. In either case, the problem is still there. This release fixes cargo bays, but it looks like interstage fairings might also be affected.
  22. It might help if you could throw a picture up so we can give some specific advise. Generally speaking, you should be able to build rockets similar to what you had. The thing to watch out for is that all of the engines were rebalanced. So make sure you have enough thrust available, but not too much. Start your gravity turn a lot earlier, around 100m/s or so, and don't make it too agressive. Stay within about 5 degrees of prograde and try to control your speed on ascent, especially while low. If you get going to fast, or hang out around 270-410 m/s, you'll get a lot of drag on the front of your rocket which will make it easier to flip. Cheers, ~Claw
  23. Yes, this is the same bug Scott ran into. You can give this a try. I've included a fix for this problem that works on cargo bays, though I've not tested it in this scenario: http://forum.kerbalspaceprogram.com/threads/97285 My initial feeling is that it won't work for this, but I'll have to see if I can update it to work with your type of design. Cheers, ~Claw
×
×
  • Create New...