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Everything posted by Claw
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Building a Space/ Refuel Station FPS
Claw replied to MrKittens's topic in KSP1 Technical Support (PC, unmodded installs)
I'm going to close this one and redirect to your other thread here. I think you'll get better answers in the gameplay questions forum. Cheers, ~Claw -
Well... Log files would help confirm this, but I suspect that you ran across the bug where the game freezes when kerbals who have logged an achievement or been rescued from a contract are deleted from the roster. Have a look at this thread and see if that helps. You'd be looking for names of the kerbals who were aboard your crashed ship. http://forum.kerbalspaceprogram.com/threads/105651-FIX-KSC-Buildings-Lock-Up-Can-t-Click-on-Anything-Firing-Kerbal-Crashes-Game Cheers, -Claw
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KSC Buildings Lock Up / Can't Click on Anything / Firing Kerbal Crashes Game This bug typically shows up by locking out either the main KSC screen, or by locking up when trying to exit one of the buildings. The screen freezes but with multiple pieces of the GUI merged together. The but itself is actually caused by firing/killing kerbals who have either logged an achievement, or who were rescued as part of a contract. And now that 0.90 comes with hiring a limited number of kerbals, they seem to get fired more often. Important: Keep a copy of your save files somewhere safe... Fixing the save file requires a little bit of digging, but is (fortunately) pretty easy. Basically you will need to check the Progress Tracking and Contract sections against the Kerbal Roster. If you already know which kerbal you fired or killed recently, that will make the process a lot easier. If you don't know who it is, then it'll take a bit of looking to find out. You'll need to edit the save game with a plain text editor (such as notepad, do NOT use Word or any other word processing software). Be sure not to leave extra blank lines in the save file as this tends to mess up KSP. You can find your save game under KSP\saves\[name of your save]\persistence.sfs NOTE: You MUST edit the persistence.sfs file (since this is the one that is broken) and not the quicksaves. ...But also, beware of any quicksaves. Generally speaking they should be okay, but if you were in the middle of quicksaving when this happened, then both the persistence and quicksave might be affected. In that case, it's easier to edit the persistence.sfs, load the game, then do a quicksave immediately. Progress Tracking Section The progress tracking section will look something like this. There might be a lot of entries depending on what all you've done during your game. You are looking for the bracketed parts labeled CREW{} as shown in red below. Keep track of the any crew names that are listed for later. SCENARIO { name = ProgressTracking scene = 7, 8, 5 Progress { FirstLaunch { completed = 54.8600000000032 } FirstCrewToSurvive { completed = 93.2401330566423 crew { [COLOR="#FF0000"]crews = Jebediah Kerman[/COLOR] } } AltitudeRecord { completed = 342.108418884252 record = 70000 } ReachedSpace { completed = 342.108418884252 vessel { name = Untitled Space Craft flag = Squad/Flags/default } crew { [COLOR="#FF0000"]crews = Muncan Kerman, Jerski Kerman[/COLOR] } } Contract Section Just like the progress tracking section, the contract section stores kerbal names for any "Rescue XXX Kerman" contracts. I often find it's easier to search for "Kerman" rather than scrolling through pages of contracts. Again, I've shown an example below with the important part highlighted in red. This time crew names aren't listed in a CREW{} section but are labeled with kerbalName. Again, keep track of the any crew names that are listed for later. CONTRACT { guid = d0aeda1b-bbad-46bf-a16b-a953b05f1849 type = RescueKerbal prestige = 1 seed = -2116328477 state = Offered agent = Research & Development Department deadlineType = Floating expiryType = Floating values = 86400,46008000,25000,100000,25000,0,50,12,86771.1684188842,0,0,0 body = 1 [COLOR="#FF0000"]kerbalName = Philcan Kerman[/COLOR] PARAM { name = BoardAnyVessel id = Board state = Incomplete values = 12500,0,0,25,0 title = Get Philcan Kerman aboard a vessel failOn = Any winOn = All } PARAM { name = RecoverKerbal id = Recover state = Incomplete values = 0,0,0,0,0 title = Return Home and Recover Philcan Kerman failOn = All winOn = All } } Crew Roster Now that you have a list of names, scroll to the end of the save file. Here you will find the crew roster. Make sure that every kerbal name listed in the Progress Tracking and Contract Sections also has an entry in the Crew Roster. If someone is missing, you can add a kerbal entry to the Crew Roster. See the example below. KERBAL { [COLOR="#FF0000"]name = Philcan Kerman[/COLOR] [COLOR="#FF0000"]type = Unowned[/COLOR] brave = 0.7172809 dumb = 0.1653517 badS = True [COLOR="#FF0000"]state = Available[/COLOR] [COLOR="#FF0000"]ToD = Infinity[/COLOR] idx = -1 CAREER_LOG { flight = 0 } FLIGHT_LOG { flight = 0 } } Make sure each kerbal has an entry. There are a couple options you can set up here based on how you want your kerbal to be available in game. If you don't know what you want, just set it up as shown above. They will stay "fired" and the game will not lock up. If you want your kerbal fired, alive, or dead, just follow the spoilers below. If you want your kerbal to stay fired, set the following values. type = Unowned state = Available ToS = Infinity If you want your kerbal to be alive, set the following values. type = Crew state = Available ToS = Infinity If you want your kerbal listed as dead with no chance to return, set the following values. type = Crew state = Dead ToS = Infinity Once Complete Save the file and start up KSP. If you've locked up KSP previously, you'll need to restart. Add-On Fix If you aren't opposed to using add-ons, I've also created a fix to avoid this problem in the future. You can find that fix here. You still need to edit your save file (if it's broken) using the instructions above. Then you can install the fix which should (hopefully) prevent kerbals from getting lost.
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All of the other parts DeMatt said are true, but this bit might be a little misleading. I think he is meaning any ship that you aren't currently in control of. It doesn't matter if you have kerbals on board, if it's being piloted by a probe core, or if it's just pure debris. If the other conditions are met: outside physics range of ~2.5km and below 0.1 atm (~23km on Kerbin) will be deleted with no funds being recovered. This is true for any atmospheric body, it's just that the altitude cutoff differs by planet/moon based on the atmosphere. That being said, if you can jettison your stages above 22km (with a little upward trajectory) you can sometimes have enough time to get your main craft in orbit, then switch back to your dropped stage to watch it parachute down. That would allow it to land and you can recover it for funds. If you can't or don't want to do that, you'll have to find a mod that fits what you'd like. There are add-ons that refund money (as have been mentioned) and there are add-ons that extend the physics range beyond the ~2.5km. Cheers, ~Claw
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Fuel flow re-directing .90
Claw replied to a topic in KSP1 Technical Support (PC, unmodded installs)
On a separate note, if you're talking about transferring fuel (using alt+right-click), I believe you have to do some building upgrades first. Although I can't remember which one off hand. Cheers, ~Claw -
Clarify the reputation system
Claw replied to zarakon's topic in KSP1 Suggestions & Development Discussion
In the KSC view, the scale at the top of the screen has color breaks. Those color breaks are at 0, 250, 500, 750, and 1000. If you look really close, you can actually see a faint 0, 25, 50, and 75 on the scale. The color breaks are a bit more obvious. Not the greatest, but it's what's available. Moderators have nothing to do with the ingame reputation system. I'm not sure what you're asking for here. Cheers, ~Claw -
KSP freezes up on entering buildings
Claw replied to tretron's topic in KSP1 Technical Support (PC, unmodded installs)
Just FYI, if you set him to dead, he will never respawn even if respawn is on. As a side note, I've created a fix to help avoind this in the future. If you aren't opposed to add-ons, you can find it here: http://forum.kerbalspaceprogram.com/threads/97285-KSP-v0-90-Stock-Bug-Fix-Modules-(Release-v0-1-7b-29-Dec-14) Cheers, -Claw -
Change in Stock Aerodynamics?
Claw replied to bakanando's topic in KSP1 Gameplay Questions and Tutorials
My suspicion with this is that you had some trim set on the craft (intentional or accidental). So when the SAS disengaged, the trim took over and flipped the craft. Cheers, -Claw -
Cannot save or load a ship
Claw replied to AdmiralAdama's topic in KSP1 Technical Support (PC, unmodded installs)
Do you mean that the buttons are grayed out and you can't even click on them? (That's different than if you can click on them, but nothing happens.) Posting a log file or pressing ALT+F2 will go a long way to helping you find the problem. To check read-only files in windows, just right click on the KSP directory and select "Properties". Make sure the "Read Only" box is deselected and that you apply it to all subfolders. Cheers, ~Claw -
[BUG] Memory Leak Flying Near Ground
Claw replied to Superfluous J's topic in KSP1 Technical Support (PC, unmodded installs)
Hmm. Good observation. This probably has something to do with the terrain loader, but I don't know any of the specifics. I'll see if I can point this out to someone who knows a bit more about it. Cheers, ~Claw -
Cannot do...anything
Claw replied to NASAengineer's topic in KSP1 Technical Support (PC, unmodded installs)
This is a rampant problem right now. I'd be willing to bet that you fired or killed a kerbal that either logged an achievement or was rescued via a contract. Once that happens, the game bugs out and the save file is broken. However, you can fix it. Without knowing exactly what your scenario is, you basically have to look through the save file for the sections that track achievements (under ProgressTracking) or the contracts section. Look for references to any kerbals in there. Make sure that any kerbals in that section also show up in the roster section at the end of the save file. If you have any names that don't appear in the crew roster, you can do one of two things: 1) Delete the entries in the ProgressTracking or the Contracts or 2) Insert a dummy crew roster entry with the same name KERBAL { name = Jebediah Kerman type = Crew brave = 0.5 dumb = 0.5 badS = True state = Assigned ToD = 0 idx = 0 CAREER_LOG { flight = 0 } FLIGHT_LOG { flight = 0 } } [COLOR="#FF0000"] KERBAL { name = Bob Kerman type = Crew brave = 0.5 dumb = 0.8 badS = False state = Dead ToD = 0 idx = 0 CAREER_LOG { flight = 0 } FLIGHT_LOG { flight = 0 } }[/COLOR] KERBAL { name = Bill Kerman type = Crew brave = 0.5 dumb = 0.8 badS = False state = Dead ToD = 0 idx = 0 CAREER_LOG { flight = 0 } FLIGHT_LOG { flight = 0 } } One you do that, you should be able to load up the save file again. If you aren't opposed to add-ons, I've created a fix which should help avoid this in the future. You'll still have to fix your save game manually, but this fix will hopefully prevent it from happening again. If that doesn't make sense, let me know! 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
It's very difficult to trap that sort of information outside of KSP's code. The problem is that the very act of saving and loading is what triggers the bug. My roster fix works on the basis of trapping things about kerbals and contracts that are being discarded by the game. Then I sort of hide them from KSP so they aren't deleted, but it's still around in the background so that it's saved and loaded properly. If you remove a part, then start the game, I can't trap those things because they are discarded/deleted outside of KSP. Once the game loads and references something that doesn't exist, it's too late for me to capture it. Also, KSP doesn't store the information in such a way that I can just crack into the contract during runtime to adjust. You have to initiate a save in order for the game to present the data in a usable format. But then the act of initiating a save also causes the bug. In a similar manner, my fix cannot protect against someone manually editing the save file and fiddling with the kerbals/contracts inside. Unfortunately I can't fix it after the fact, because of how the bug itself is triggered. Cheers, ~Claw -
Biome Hopper Challenge (Open for v0.90!)
Claw replied to Claw's topic in KSP1 Challenges & Mission ideas
Oh my. Sorry for the late update. Nice job with Duna! I always love EVA shots with that planet in the background. I wasn't sure if your craft was named DoDuna1 or Duna Biome Rover, but you've been added to the achievement board! Nice work! For Foxter and Voculus, keep it up! The boards are starting to fill in, but there's still lots of places to go. Cheers, ~Claw -
Orbit, jetpack and Science points bugs
Claw replied to Redgum's topic in KSP1 Technical Support (PC, unmodded installs)
Indeed. And I can't guarantee that there isn't some hanky-panky going on, because there certainly isn't a shortage of that in this game. No, that's not quite right. When you transmit science, your total science points should go up immediately. Only experiments done and recovered (but never transmitted) will show up at the mission summary screen, and will be applied at that time. Again, with the hanky-panky. I don't disbelieve you, based on all the stuffs I've seen in this game. What I am saying is that it's hard to give a real answer without pictures, etal. (Because of all the stuffs that can happen in this game.) No worries. Female kerbals come up from time to time, and the subject tends to cause a lot of waves. Sal was trying to ensure this thread didn't go the same way. 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
It was a problem with my module and another mod. I have since fixed that issue, so I don't know if there's a new bug in KJR or just a new conflict (as dtoxic says). If you have a log file that would help, since last time I tested my fixes with KJR everything was good. At least I could see if there's something I can do about it, or if it's inherent to KJR. Edit: I just read through the KJR thread and it looks like there are some issues with KJR. So I don't know if that's the cause of your problems. I would recommend following dtoxic's advice. Cheers, ~Claw -
Orbit, jetpack and Science points bugs
Claw replied to Redgum's topic in KSP1 Technical Support (PC, unmodded installs)
Science is one of those things that, if you are going to make an example, you really need to give the exact numbers and situations. There are several complicating factors in calculating science, to include biome, conditions, science experiment, transmission, and the introduction of scientist modifiers. Also, the "science lab" is a very specific part that doesn't actually do any science, so I think you're probably talking about the Science Jr. I'm only bringing this up not to nitpick, but because with science, the details are very important when sorting out your question. So first, around the Mun in high or low orbit, Science Jr is worth 75 points and Mystery Goo is worth 30. And the more times you do the experiment, the less science you receive each time you do it. However, it won't necessarily tell you that until after you've returned with your science. So if you run two Mystery Goo experiments in high orbit around Mun, it will tell you they are both worth 30 points, even though they really aren't worth +60 total when you recover them. As an easily repeatable example, EVA Surface Samples on the KSC launch pad will give 9 science the first time you recover it, then 2.3 science the second time you recover it. If you do both surface samples on the same flight (before the first is returned) both samples will say "9 science" but you will only be awarded 11.3 for recovering them both (9 + 2.3). Now, if you transmit either of these, you will NOT get that many science points. There are only a few experiments that transmit for full value (and they are the "report" kind of experiments). Any "transmit" numbers you see (such as the +9 and the +30 that you listed) will be all that you get, but you get that science immediately (you don't have to wait until the craft returns). Additionally, any science you transmit will not show up in the recovery dialogue. Also, any science data you transmit also becomes unrecoverable unless you run the experiment again. So you can't take a single Goo container experiment, transmit the results for some science, then recover it for the rest. (Goo is another special case, because you can only run it once "for keeps" without cleaning.) There is even more to science than this, but I didn't want to create a giant wall of text about how science labs interact with sci jr and mystery goo. Plus there are ways to pull and store science in different places. Some experiments you can run, transmit, run again, then store to collect even more points. Some experiments (like mystery goo and sci jr) can only be done one time "for keeps" before the part becomes unusable (unless cleaned by a science lab). Hopefully that clears some of it up, though I'm sure it also opened more questions. It sounds maybe like your engine was blocked. I don't think Kerbin would stop rotating. Either that, or you ran into some other bug that was causing the game to fail. We would need more information, such as log files, screen shots, and .craft files to track down what actually happened. So it might be a "known thing," but it's hard to say what specifically happened in your case. Welcome to the forums! Cheers, ~Claw -
KSP 0.90 - Settings aren't saved
Claw replied to Cheaterman's topic in KSP1 Technical Support (PC, unmodded installs)
To steal from Vexx: Cheers, ~Claw -
Hi Georgemichael, It sounds like you left Kerbin's Sphere of Influence (SOI). Or maybe you are still trying to figure out how to get into orbit around Kerbin. It would be a lot easier for us to help you if you could post a picture of what you're seeing. Then we can give specific advice on "how to." To take a screenshot, press F1 in game. KSP will save the picture to the folder ...KSP\Screenshots (KSP being where ever you installed KSP). You can upload those pictures to a place like http://imgur.com (which doesn't require an account). Then you can link that picture here on the forum. If you're just looking for help getting to orbit, try this video: Welcome to the forums! Cheers, ~Claw
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Great! If you want KSP to still take up the whole screen, you can also run it in "fake full screen" mode. Or borderless window mode. Just add the -popupwindow command to your shortcut and that'll make it run without the border around the window. When the resolution is up all the way, it looks just like full screen mode. Welcome to the forums! Cheers, ~Claw
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Cannot save or load a ship
Claw replied to AdmiralAdama's topic in KSP1 Technical Support (PC, unmodded installs)
If you can't load or save, it might be a permissions issue. Check your KSP directories and make sure they are not set to "Read Only". This is sometimes a problem with steam installs. If you can't load a ship, this is usually because you have a corrupt .craft file. The .craft file can sometimes become corrupt if the game crashes, typically because it's in the middle of writing the file and not all of the information is present. Usually to fix this, you'll have to narrow down which file is broken and remove it. If you know you were working on a ship when the game crashed, you can start by checking that file first. If you're not sure, there are a couple things you can do... - Bring up the debug log (Via MOD+F2, ALT+F2 if you are on windows). Then click on the "Load" button. KSP should generate a message saying which file it had a problem with. - If that doesn't work, move all of your ship files out of the appropriate ships\SPH or ships\VAB directory to somewhere safe, and try clicking on the load button again. If that works, move half the ship files back and try again. Keep moving ship files back until it doesn't work anymore and you should be able to narrow down the broken file. By the way, you don't need to restart KSP while moving the files. Just switch out of the game, move the files around, then go back into KSP. See if any of that helps. Cheers, ~Claw -
Crash when staging TR-38-D
Claw replied to GTHvidsten's topic in KSP1 Technical Support (PC, unmodded installs)
Well, this was a broken thing a few versions ago but has since been fixed. So I suppose what we would need is all the relevant info again. Log files are good, but if you have pictures of your craft (or the .craft file itself) that can help us replicate. As well as telling us what you were doing before launch. Or if you find a way to make it completely repeatable. Also, I'm less familiar with Mac, but that log file isn't usually the useful one. Can you see if this file exists? Cheers, ~Claw -
Part image keeps expanding
Claw replied to Olympic1's topic in KSP1 Gameplay Questions and Tutorials
You might want to try out ModuleFixer. Here is a link to the add-ons thread. The specific post I linked will take you to the updated download location. http://forum.kerbalspaceprogram.com/threads/63109-0-23-Modulefixer?p=1186964&viewfull=1#post1186964 Cheers, -Claw