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Everything posted by Claw
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Better pace yourselves folks.
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Mmmm... Bacon... The Mun landing is a big step. Enjoy it and take lots of pictures. Welcome to the forums! Cheers, ~Claw
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Welcome to the forums! If you have any other questions, feel free to post them in the Questions forum. You'll probably get more and faster responses in there. Although looks like you got some pretty good answers above. Cheers, ~Claw
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Hello! And please don't feel inadequate. There are some people who are absolutely fantastic at this game, or have played for a really long time. Welcome to the forums! Cheers, ~Claw
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Yeah, I agree with Climber. Just get in there and get your hands dirty! The game is actually not to hard to learn from a physics standpoint. There's virtually no math or anything required. But most people find that after learning a few key tasks (landing on the Mun being one of the biggest ones), you actually start to want to learn more, so that you can progress even faster. Welcome to the forums! Cheers, ~Claw
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Awesome, welcome back to the forums! Cheers, ~Claw
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Better efficiency to get to orbit and then elsewhere
Claw replied to redpiz's topic in Welcome Aboard
Hiya, It's not a big deal, but for future reference you will probably get faster and more responses posting in the Questions forum. It's not a big deal though, since it looks like plenty of people are helping here too. Welcome to the forums! Cheers, ~Claw -
Welcome to the forums, both of you! Cheers, ~Claw
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Haha, a little late from me but welcome to the forums! Hope you enjoy another 650+ hours! Cheers, ~Claw
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Biome Hopper Challenge (Open for v0.90!)
Claw replied to Claw's topic in KSP1 Challenges & Mission ideas
Sure, that would be okay. The rule is there to prevent the typical orbital behemoth construction, not to impose editor restrictions. Good luck! ~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
Good to know, thanks. I'm not sure if those engines are using different collider names. Thanks! I appreciate it! I'm glad the fixes are working out for you. Cheers, ~Claw -
Creating your own Kerbals without Kerbalizer?
Claw replied to Kozak's topic in KSP1 Gameplay Questions and Tutorials
Make sure you are in KSP's main menu when you do it. Edit the persistence.sfs with a plain text editor (like notepad, as Norpo suggests). Also, make sure there are no empty lines when you are done editing (i.e. don't put extra returns around a new kerbal entry.) Make the name edit, then go start the game. If you reload any quicksaves, the name will go away. Also, do not rename any kerbals that have scored records, such as first to orbit. If they have entries in the Progress Tracker or in the Contracts section, you will cause the game to crash. Your best bet would be to edit one of the Applicants, then hire him after starting your game. Cheers, ~Claw -
Crashing in loading screen
Claw replied to Mr_Bacons123's topic in KSP1 Technical Support (PC, unmodded installs)
Well, this one is a steam install, which generally does okay with installing itself to the default locations. However, SpaceExplorer is right in that several people have been reporting similar problems. Additionally, your log files have several graphics errors in them. Please make sure your graphics drivers and direct X are up to date. That will probably solve some other issues you might encounter, though it might also fix some problems here. To answer your other question, this forum is maintained by users (like yourself). The staff rarely visits in here, if ever. (To clarify, by "here" I mean in the support section.) Welcome to the forums! Cheers, ~Claw -
I'm sorry if my tutorial is confusing. If you let me know what part doesn't make sense, I can update it or try to clarify for you. Beyond that, my tutorial is mostly aimed at capturing the asteroid around Kerbin. If you are serious about capturing a Class E as the base for a station around Duna, I would highly recommend meeting up with it well outside of Kerbin's SOI. Then, you can adjust it's inbound Kerbin trajectory such that it crosses around the equator (for correct inclination) and set it up for aero braking. That will save loads of dV on the capture and takes a lot less dV to adjust it's inbound Kerbin trajectory. If you get lucky enough, you might be able to find an asteroid that is set up such that you can use the Kerbin flyby to slingshot it toward Duna, and bypass setting it up in LKO all together. When capturing it around Kerbin, you can leave it in an elliptical orbit to save fuel when sending it along to Duna. However, if you're going to to that, you need to make sure the Apoapsis is pointed the right way for a trans-duna injection. Otherwise it won't help out at all and may, in fact, make it much more difficult. As for asteroid control, you can attach multiple RCS and torque control units via small helper claw ships all around the asteroid. Monopro and electricity are shared all over the ship (including through an asteroid), so that makes it a little easier to keep the part count down with all the extra helper ships (they don't all need solar panels or RTGs). Distributing RCS makes it easier to control, and adding torque units to them helps distribute the torque load and prevent all bending from going through a single claw. Keep in mind, as has been noted, that the claw is quite buggy. Using multiple claws can make things worse. So save often and keep backups. If you run into a problem, don't be afraid to exit KSP completely, then transfer over a quicksave as your persistent before reloading. Once you hit a claw bug, quickloading generally doesn't make it go away. Be patient. Moving 3,000t takes a lot of patience and time. And yeah, disconnecting and reconnecting the puller is sometimes more efficient for major orbit maneuvers.
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Can't launch the game
Claw replied to NoZerone's topic in KSP1 Technical Support (PC, unmodded installs)
Awesome! And a double thanks for posting what you did to fix it. Definitely helpful for people who are troubleshooting their own problems. Cheers, ~Claw -
If you're still checking the forums... As another thing to try, install KSP to a different location. Such as C:\Games\KSP, instead of in your user directories. Also, avoid places like the desktop, documents (which is where yours is installed), or "program files". Sometimes Windows has an issue installing to these locations. Make sure you either install fresh from the .zip, or that you copy & paste the KSP directory over. Do not move the folder. Windows might try to help you out and will keep track of the protected directories. Cheers, ~Claw
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Try installing KSP to a location such as C:\Games\KSP, and avoid places like your user-specific directory. Also, avoid the desktop and "Program Files." For some people, installing to these locations causes loading problems. You'll need to either install fresh from the .zip, or copy & paste your KSP directory. Do not move the folder, because sometimes windows tries to help you out. As you said, there seems to be several people suffering from this problem. I'm hoping that installing it to a different location will fix the problem for you... v0.90 hasn't been updated since release. So there shouldn't be anything "new" in it as compared to previously downloaded v0.90. Cheers, ~Claw
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Targets not showing up in the "hud"
Claw replied to Kebra's topic in KSP1 Technical Support (PC, unmodded installs)
Yes, what Tex_NL says. Also, targets won't show up in stage view if they are >99km away, or once you get really close. I forget the exact cutoff for the close range, but it will also turn off the indicator which can be a pain when you are on the dark side. Cheers, ~Claw -
Can an decoupler be recoupled?
Claw replied to benburch's topic in KSP1 Gameplay Questions and Tutorials
Heh, I've done this too. I staged off the landing gear once, and the perfectly good return ship was laying on it's side...incapable of taking off... Good luck! -
A picture of your craft would help, but my guess is that your small craft has a lot of control authority (reaction wheels and/or aero surfaces)...And that you are possibly using the Pilot Abilities type SAS (and not the Stability Assist). The new SAS abilities (basically all the ones except stability assist) are somewhat unstable with craft that have a lot of control authority for their size. This is pretty easy to have happen with a small craft that has a torque wheel and gimballing engines. Hopefully that helps a little. Cheers, ~Claw
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Docking/Undocking rules can be found here: http://forum.kerbalspaceprogram.com/threads/79594-Docking-and-Vessel-Type-Rules-%280-23-5%29 Action Groups: Yes,consistent action groups is a good idea. For example, 0 for me always toggles solar panels. Staging: Is a big mess. The stuff in the lowest stage block is usually the stuff that is active. If you are going to leave things connected long term, it's a good idea to rearrange the stage stack. Undocked Name: You should be able to get the old name back. The game stores the craft name for any ships that had a name prior to docking. If it isn't storing the name, then there may be something strange going on with the hierarchy. Rules for the mothership are the same as rules for the docking ship. It's actually based more on craft type, which is outlined in the link above. Cheers, -Claw
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Ted has confirmed that experimentals will be starting very soon. I don't think the exact day has been specified, but the announcement is not a joke. No April Fools involved in this one. Cheers, ~Claw
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Historically, "Kraken" used to refer to a very specific bug that would rip ships apart due to a specific reason. That bug was fixed long ago, but now the name is used in more generic terms (as was stated earlier) to refer to most vessel eating bugs, which may or may not include game crashing. Cheers, ~Claw
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I'm going to go ahead and close this thread. There's already a general 1.0 discussion thread here, and you can post any Hype related content in the Hypetrain. Cheers, ~Claw