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Claw

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Everything posted by Claw

  1. In step 5c, the number #47 is the number of the other docking port. One docking port is the parent (whose number is relatively easy to find). For step 5c, you need to determine the "child" docking port. This is a bit tricky because nowhere in the save file does it explicitly tell you what number a part is. If you have another part attached to the child docking port (such as a fuel tank), you can go look at that fuel tank and it will tell you its parent number. Assuming the docking port is the parent of the fuel tank, that would tell you what part number the docking port is. It can be rather difficult to figure out what a particular part's number is if you are unfamiliar with looking at saves. If you haven't tried it already, I would highly recommend that you use the "super quick and dirty" instructions. Those work in nearly every case, and are much easier to follow/implement. It's not easy, but hopefully some of that made sense. Cheers, ~Claw
  2. There was a bug that caused the kerbals to randomly freeze up. That one has been fixed, but there are still two ways to freeze up kerbals, and both have to do with external command seats. When crashing a kerbal in an external command seat, there's a chance of turning the kerbal into debris. Generally this happens when their heads hit first (before the command seat) which can cause them to be dislodged. The end result is either that they are ejected from the seat as debris, or that they stay connected to the seat but are somehow immobilized due to being turned into a regular part (vice a kerbal part). So not exactly random, but also doesn't happen every time you crash. Cheers, ~Claw
  3. Heh, thanks. :D

  4. PB666, If you are able to consistently replicate this issue, please check out this thread so that we can better understand how you are doing it. And what you're doing right before hand to trigger it. Reproduction steps and logs, in particular. Cheers, ~Claw
  5. Well, it could be a variety of issues. You may want to look through this thread, to see if that describes your problem: http://forum.kerbalspaceprogram.com/threads/105651-KSC-Buildings-Lock-Up-Can-t-Click-on-Anything-Firing-Kerbal-Crashes-Game If not, then please have a look at this thread. It will explain what kind of information we need in order to help you figure out the problem: http://forum.kerbalspaceprogram.com/threads/92230-%21%21%21-PLEASE-READ-BEFORE-POSTING-%21%21%21-Stock-Support-Bug-Reporting-Guide Welcome to the forms! Cheers, ~Claw
  6. My pleasure. That happens a lot in this game, since there are a lot of undocumented features. (This might be helpful, if you haven't seen it.) Glad it worked out for you. Cheers, ~Claw
  7. Very nice. I do like how the bay looks. And yeah, looks like that little patch of tundra helped you out, heh. Excellent job, you have been added to the achievement board! Cheers, ~Claw
  8. I'm afraid that with all of the other things that are showing up in your log file, I can't really tell what's going on. What you describe does happen on occasion in stock, but it's generally very hard to replicate (hence no real fix for it). It looks like others have also given suggestions, but I would suggest that you try posting your request for help in the modded support forum. This thread is pretty specific, and you're likely to get more people looking at your issue in the support forum. No, it doesn't. If you have a broken save file with this sort of setup, that might help me add this case to the fix. It's sometimes hard to build a fix when I can't easily replicate the problem. So while not perfect, having a genuine broken save file can help. I would have to look at this to understand what you are describing. Again, I would suggest that bug reports make their way to the appropriate forum. While I do my best to help out, this thread is primarily aimed at building stock fixes rather than trouble shooting. Once a problem is fleshed out (with pictures, replication steps, etc) it's a lot easier for me to try to fix. Unfortunately this thread isn't quite large enough to do all that work for all bugs. Cool, I'm glad you managed to fix it. Yeah, my fix is mostly aimed at the hiring/firing functions built into stock, since I can't really get down into the root of the problem. Also, welcome to the forums! Indeed. As I noted above, it's a challenge to replicate, which makes building a reliable fix difficult. If you have a way to easily replicate, or a save that might help me out. So there are two things going on in your video. First, the crux of the bug that breaks the VAB/SPH is that the end result of that empty file is that it's really a corrupt .craft. KSP is pretty much incapable of dealing with them, and it's not really something I can fix easily (at least I think not, given how much parsing goes on). The second piece is the auto-save when you name something. I hadn't seen that before, so I gave it a try (in Windows). My KSP does not auto save a file when I type in a name. Do you have any mods that might be doing that (something that auto-saves so you don't lose your file)? I think that stock KSP will not save anything unless you explicitly click on the SAVE button, and the save button isn't active if you don't have any parts built. Hence the lack of checking for an empty craft when it saves. Not sure if that answers it for you. Cheers, ~Claw
  9. Yep, it happens. Give this a try: http://forum.kerbalspaceprogram.com/threads/75586-Master-Thread-Unresponsive-Kerbals-in-EVA It's a bit dated, but still applies to 0.90. Cheers, ~Claw
  10. This is nearly always due to unused network devices (often virtual ones, like Hamachi). These devices cause a problem within in Unity. Try disabling any unused devices and starting up KSP again. Cheers, ~Claw
  11. Hi Little Katie, Specifically in your video, it looks like there's a misinterpretation as to how the game connects parts. There are two methods. 1) Node connections... - To connect to a node, the part you are currently "holding" must also have a node. You will need to roughly align these parts in order to get the nodes to connect. Once they connect, it turns green. It looks like you're familiar with this process. 2) Surface connections... - In the video, you're trying to attach the edge of a panel to the edge of another panel. In order to do that, you need to surface attach. How do you surface attach? you ask... Well, parts that surface attach will connect where ever your mouse is. So in order to attach the part you're holding to another part, you have to touch your mouse to the spot you want to connect to. Once you do that, the part will "stick" and turn green. Then you can use the WASDQE keys to rotate the part to the orientation you want, all while surface attached. You can also hold SHIFT while pressing the WASDQE buttons in order to reduce the rotation increment. Finally, after you get parts attached, you can use the offset and rotation gizmos (those floating buttons in the top left). Simply select one of those gizmos and then click on the part you just placed (or any part for that matter). The offset tool will make a set of three arrows pop up, while the rotate tool will pop up a sphere to turn. You can use these tools to slide or rotate your parts around. Turning off angle snap will make the movements even more precise. Good luck, and welcome to the forums! Cheers, ~Claw
  12. Hmm... Do you have any pictures or a .craft example of this? Or maybe there is a specific way the parts are being offset? I haven't noticed offset parts resetting. Are these craft built in the SPH, and loaded in the SPH? Or built in the VAB? Also, are you using any mods? Cheers, ~Claw
  13. Looking good. I look forward to seeing your finished mission. I'm sad to hear that Jake, but I do understand. I was looking forward to a grand tour, but perhaps I will have to wait a bit longer. Cheers, ~Claw
  14. You are very welcome. BTW: The launch pad exploding was actually fixed in 0.90. So large craft on the highest tier launch pad no longer cause it to explode. Cheers, ~Claw
  15. Evilyoda, could you provide a few more details about what exactly you're looking/asking for? Cheers, ~Claw
  16. You are very welcome. And welcome to the forums! It looks like all your kerbals are there, but you have several Part Test contracts that reference mod parts. Specifically, these two mod parts are showing up in your contracts section: part = NP.newOdinShield & part = NP.OdinOrbMod. Have you removed any mods (or stock parts for that matter) recently? If so, you will also need to clean those contracts out of your save file. And welcome to the forums to you as well! Cheers, ~Claw
  17. I'm going to guess that you have lots of symmetric parts? At some point, the editor starts to disassociate symmetric children and you end up with the situation where you click on one of the parts, but not all the symmetric partners highlight. If that is what you are running into, I did build a fix that fixes the disassociation (linked in my sig) but it's a mod. That is the only thing that it changes though. However, my fix isn't going to fix your already built ship. Unfortunately, the only stock way around this is by clicking through each component. I am unaware of any external utility that does this. External utilities are more rare. Cheers, -Claw
  18. KJR reportedly was triggering this bug recently. You might also want to check and make sure your KJR is up to date. Thank you for the extra info. Cheers, ~Claw
  19. You're missing "Genefrid Kerman", part of the first crew to land on Minmus. Cheers, ~Claw
  20. Alshain's advice is pretty solid. Although after I got some experience, I found myself too impatient to wait until the planes were better aligned. When you are practicing Alshain's advice, try to pay attention to where Minmus is in relation to where your maneuver node is (and where the peak of your planned orbit takes you). I found that after figuring out roughly how far ahead to plan my maneuver, I could wait to do the plane change until half way (or three quarters) to Minmus. It can save a lot of dV and time, but does take practice. I also found that after "figuring this out," it helped me out with other maneuver planning. You'll start to get a feel for "about here" is the right place to put stuff, and the maneuver nodes get a little easier to manipulate with practice. Good luck! Cheers, ~Claw
  21. Yes, I would have to agree. There are several "normal" reasons this could be happening. Pictures would help out a lot. It might just be one of the usual gameplay thing, but if it's not we'd like to know. Cheers, ~Claw
  22. And again. This thread is not about race. It's also not a place for us to solve the world's problems of inequality. We simply aren't going to come to a consensus of that magnitude on a forum about a space video game. Asking people personal information is one thing. And if they are so inclined, they might share. Please avoid sweeping statements about any one particular group of people. In fact, we had a thread of nearly identical topic not all that long ago, and these threads always go down the same track. Just because there aren't that many people "of type XXX" on a forum, doesn't mean we need to sit around and talk about them as if they are mythical creations. It's okay if women aren't interested in KSP, and it's great if they are. And I'd rather convert that perception to "It's okay if someone isn't interested in KSP, and it's great if they are." We don't need to "call people to the carpet" just to prove they are here and justify themselves. You should encourage ALL people to get into math and science, and virtually every other subject.
  23. You are very welcome. I'm glad it worked out. And welcome to the forums! Cheers, ~Claw
  24. Your picture shows a different bug than what this one usually shows. The view you have there used to be a stock bug that has since been fixed. Last I remember, I think there is (was?) a mod out there that was triggering the view that you are showing. See if this thread helps you out: http://forum.kerbalspaceprogram.com/threads/100722-Game-locks-up-with-odd-view-of-space-centre Welcome to the forums! Cheers, ~Claw
  25. While there is nothing wrong with discussing a country (especially when someone is from there), please avoid making sweeping claims about any place even if in jest. It can sometimes be misinterpreted over voiceless, faceless text. Welcome to the forums, DavidBowman! Cheers, ~Claw
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