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Everything posted by Claw
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If anyone is still looking for a fix to this (and isn't opposed to using add-ons), I have added a fix for this to my stock bug fix add-ons. http://forum.kerbalspaceprogram.com/threads/97285-KSP-v0-90-Stock-Bug-Fix-Modules-%28Release-v0-1-7-23-Dec-14%29 Cheers, ~Claw
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[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
Version 0.1.7 is out. It includes the initial release of StickyLaunchPadFix.dll. This is a fix for tier 2 launch pads, where certain rocket configurations would "stick" to the launch pad (typically with LV-T30/45s). Details about the bug here: http://forum.kerbalspaceprogram.com/threads/104287-Sticky-ship 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
You are very welcome! This one certainly seems to be the favorite fix. Cheers, ~Claw -
You have it installed upside down. The arrow should point at the piece that you want it to detach from. So there's not a "legit" way to get it off now. If Youkon's suggestion doesn't workout, you could also try "Whack-a-kerbal." You enable it by pressing ALT+F12 to get to the debug menu. Go to Cheats and click on "Show Whack A Kerbal." The follow the instructions on the little pop up window. I recommend making a quicksave before you try this, and it may take a couple of attempts to get it right (it's kind of hard to control). Good luck, ~Claw
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Mmmm. Modded install on a recent KSP update. I think this add-on support might be a better home. I would recommend maybe trying without the mods first,then add them one at a time to see what happens. Good luck, ~Claw
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You are correct, there aren't any workarounds for this because the cause has been very difficult to determine. This bug has actually been around a while. Just seems that more people have been encountering it in the last two updates. My suspicion is that more people are encountering it because more people are building space planes since the SP+ and Mk3 updates. As I said, if you can figure out how to reliably replicate this bug, people would be very excited. This is also an old bug, and I have managed to build a fix for this one. If you aren't opposed to using add-ons, you can download the fix here: http://forum.kerbalspaceprogram.com/threads/97285-KSP-v0-90-Stock-Bug-Fix-Modules-%28Release-v0-1-6-20-Dec-14%29 Cheers, ~Claw
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Hi Squiggy88, I don't think anyone meant to bash you. As Keldaria said, new users go through a period of time where your posts need to be approved by a moderator (to ensure you aren't a robot). And the posts above I think were meant to be lighthearted at the fact that your original post wasn't showing. So I'm sorry if you took offense. It's not actually a new user posting a new thread that causes this confusion (as Keldaria explained). When a new user posts a new thread, the thread is hidden until approved by a moderator, so nobody else sees anything weird. What actually happened in here is that you made a post, which was approved, then made an edit to your post. Because you edited it, your post went back into the queue but the thread was still visible. When it happens that way, the thread is seen by others, but they can't see the post. That's what all the confusion is about. Soon your posts won't go in the queue anymore, and this sort of confusion won't happen. By the way, your rover looks pretty cool. Sort of an organic look to it. Welcome to the forums! Cheers, ~Claw
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Oh, I didn't mean to imply that you shouldn't use decouplers, or that I think they are a bad idea. Not at all! I'd say most people think of decouplers for doing exactly what you say (ejecting small probes). I just wanted to mention that docking ports can be used in the same way as a decoupler but with different side effects. Generally I find that many people don't know that you can use a single docking port this way. Like when you get that probe in exactly the orbit that you want, but don't want to ruin the orbit by "kicking it in the pants." Just more options, that's all. Cheers, ~Claw
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A little known fact is that you can also use a single docking port in the same way you use decouplers. Place the docking port in the cargo bay like you normally would, then connect your cargo to the port's "docking node." It doesn't have to be a second docking port, just make sure it connects to the stack node and doesn't surface attach. In flight, you can Right-Click and Decouple on the docking port to release the cargo. The result is a clean disconnection with no ejection force (unlike when you use a decoupler), so you don't have to worry about small cargo striking the inside of the bay. As a bonus, you now have an available docking port in case you need to go capture something from orbit. Also, docking ports don't add staging nodes to the stage list, which is handy if you don't want to deal with shuffling around the stage to prevent accidental early separation. Cheers, ~Claw
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[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
Heh, I also accept payment in cookie form... You are very welcome. It's good to know that the fixes are helping people out. Cheers! ~Claw -
Parts can go through each other
Claw replied to LABHOUSE's topic in KSP1 Technical Support (PC, unmodded installs)
Ahh. I was wondering if this is what you were asking about. Like making stock cargo bays? I haven't tried this in 0.90 yet, so I can't say how it's changed. Although you can look over the last few pages of this thread, since these guys use that technique a lot. Cheers, ~Claw -
You're right, it is a bug. Unfortunately it isn't new, and it's really hard to replicate. It seems to generally have to do with taking a spaceplane farther from Kerbin than just LKO, and returning. (Although that's not strictly required either.) If you can find a way to repeat it reliably, we would all be interested. Cheers, ~Claw
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Parts can go through each other
Claw replied to LABHOUSE's topic in KSP1 Technical Support (PC, unmodded installs)
There were some editor changes and a few other things. So maybe you can provide a few more details, such as what you were doing and under what circumstances? Pictures may also help. Cheers, ~Claw -
0.90 and strut connectors
Claw replied to Bryce Ring's topic in KSP1 Technical Support (PC, modded installs)
Sounds like modded support might be a better option. Cheers, ~Claw -
As LethalDose said, there's a bug with the pad. Specifically it's a bug with the tier 2 launch pad colliders which cause certain mass/engine combinations to stick to the launch pad. To fix it, you can (as others have posted): 1) Increase your TWR a little (such as activate your core engine for just a moment to get off the ground) 2) Use launch clamps 3) Add some girder segments onto your boosters along side the engines to pick them up off the pad slightly. I'm working on a fix for this, but it's been difficult to do without inadvertently destroying the ship. Also, the "exploding pad due to overweight vehicles" bug has been fixed in 0.90. Cheers, ~Claw
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Launchpad stays broken
Claw replied to Restrepo's topic in KSP1 Technical Support (PC, unmodded installs)
Indeed. Support forum here we come! If you don't mind, please check out this thread: http://forum.kerbalspaceprogram.com/threads/92230-%21%21%21-PLEASE-READ-BEFORE-POSTING-%21%21%21-Stock-Support-Bug-Reporting-Guide We'll need to know what OS, game mode, maybe some pictures, and a save file might be helpful. Or maybe some more details that explain how you managed to glitch it. 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
Is that Modular Rocket System? Can you give a few more details about what probe core and an example contract? I will say that this will probably be farther down the list though, since I have about four fixes that I'm focused on at the moment, and several in the queue. Yeah, I'd have to say it would be really hard for me to even guess what might be going wrong without owning a 3D mouse. Unfortunately I have no plans to buy one any time soon. :/ -
Oh dear. Your log file is a train wreck of epic proportions. My first suggestion is to get KSP off of your desktop. That's a known problem for KSP vs. Windows DEP. Make sure you "Copy & Paste" it off, or install a new copy to someplace like C:\Games\KSP. Do not "Move" or Windows will figure out that you're trying to trick it and "help." Try that and run the game again. If you're still having problems, report a new output_log.txt Cheers, ~Claw
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[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
Sounds like the same bug. I'll check that scenario and make sure my module can handle it. So I tested it out, and my fix needs to be updated. Thanks for pointing this out! Cheers, ~Claw -
EVA Ejects at High Velocity [.25]
Claw replied to Caelib's topic in KSP1 Technical Support (PC, unmodded installs)
Thanks, and I'm glad it's helping you out. This problem was first noticed in 0.25. Space-F works because I have code in my mod which essentially freezes the kerbal when they initially EVA. Getting the slide to stop after you start moving around has been more difficult. But I fully agree with you, it would make a great addition! (Once I figure out how. ) I thought it was fixed in 0.90, but it looks like it wasn't. However, if you aren't opposed to mods, you can download a set of stock bug fixes that I have built from here: http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules That pack of fixes includes a few things, including a fix for a new save breaker bug in v0.90 as well as this EVA ejection problem. Cheers, ~Claw