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Everything posted by Claw
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FuelFlow and FuelGuage strangeness
Claw replied to MarvinKitFox's topic in KSP1 Gameplay Questions and Tutorials
Hmm. You might be running into some weird clippy-ness or something. Are those side tanks just surface mounted or is there anything internal going on there? If you can, post a .craft. Cheers, ~Claw -
[0.90] Stage only fuel doesn't work well
Claw replied to lttito's topic in KSP1 Technical Support (PC, unmodded installs)
Thanks for the picture, because you're right, it's a lot easier to see what you are describing. Although I'm not sure if you're asking a question or posting some feedback? What you are seeing is definitely how KSP is meant to be mechanized. The resource reading in the top right includes all fuel on the vessel (even fuel you've locked out from use). If you look in the lower left, the yellow bar shows how much fuel is available to that engine. Showing fuel by stage could be useful also, but it gets tricky. Fuel by stage doesn't mean it's actually accessible by the engines in that stage. And with fuel lines running across decouplers, it can also get weird. Do you include fuel available from across the fuel line? Or just what's below that stage? I think the readouts from MechJeb and/or KER do it pretty well (although I'm thinking of the dV readouts off hand). They show what's available for that stage and assume you're going to stage as soon as the fuel for that stage is consumed, even if there are fuel lines attached across decouplers. Cheers, ~Claw -
Strut issues and more in SPH.
Claw replied to ZooNamedGames's topic in KSP1 Technical Support (PC, unmodded installs)
Hmm... Well the symmetry thing you speak of might be the way the current system works (maybe not?). There are a lot of options you can activate, symmetry around a part being one of them. And I'm not sure what you're talking about with the struts. Perhaps a couple pictures would help out? Cheers, ~Claw -
FIX: Dock / Undocking Bug in 0.23.5
Claw replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
Yes, each is handled differently internally by KSP, which is why the fix for undocking works. This is another bug that I know how to fix, but still can't trigger the bug "on-demand." This is a common assumption but it doesn't work that way at all. KSP has a hierarchy order for subsuming ships based primarily on ship type and listed order in the save file. For example, a ship docking with a station results in the station being the root of the new vessel. It doesn't matter which you're in control of at the time of docking. If you dock two ships together, the one that's first in the save file will be the root of the new vessel (regardless of size or part count). I made a whole thread about this, buried somewhere in the tutorial forum. However, you're right, docking does work differently. But KSP tracks the old root UID and old vessel's name. When you undock, that information is pulled and used when reconstructing the ship. If I recall correctly without looking, that name/uid is stored in the docking port because that's the safe place for it once you start docking multiple pieces together. And frankly, it can't be tied to a control pod because you can build vessels which don't have a pod or probe core at all (such as an adrift refueling tank). 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
Actually, that is one of the next on my list. At least assuming you're talking about this type of thing. -
If you had a crash, it sounds like one of your ship files is corrupt. If you press ALT+F2, then try to load it will often tell you what file it is hung up on. If that doesn't work, try copying all your .craft files out of the VAB & SPH folders. Then see if the load screen comes up. If it does, then copy back the files a few at a time (you can leave KSP running) and try to press the load button. Eventually you should narrow down the broken file. Cheers, -Claw
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Cannot Exit Buildings, UI errors
Claw replied to Velenne's topic in KSP1 Technical Support (PC, unmodded installs)
There are two bugs right now that have similar results. I haven't dug into this one yet, but you may also be experiencing the other bug (which I just built a fix for). The other bug occurs when you fire a kerbal that's been on a flight. It can cause the save to become corrupt and the UI to lock up. Check here and see if that's your problem (the post I linked to contains directions on how to manually fix a save). If not, come back to this thread and please upload some saves / log files for us to sift through. Thanks, and welcome to the forums!! Cheers, ~Claw -
Cannot Exit Buildings, UI errors
Claw replied to Velenne's topic in KSP1 Technical Support (PC, unmodded installs)
I haven't forgotten about this thread (it just took me a while to fix that other bug). I will try to look into your save file in the next day. Cheers, ~Claw -
serious problems with the game
Claw replied to Michael.Step's topic in KSP1 Technical Support (PC, unmodded installs)
Fantastic! I'm glad you got it sorted out. Enjoy! ~Claw -
I've finally finished a fix to deal with this bug as it occurs. However, it will not fix saves that are already broken. So if you want to rescue your save, you'll have to do the fixes mentioned above. If you're not opposed to mods, the fix I created can be download 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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I've built a fix to deal with this bug as it occurs. However, it will not fix saves that are already broken. So if you want to rescue your save, you'll have to do the fixes mentioned above. If you're not opposed to mods, I've created a fix that you can download 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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[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
v0.1.6 is out, and has been compiled and tested for KSP v0.90. The most recent version also includes a fix for v0.90 that caused KSP to lock up when firing kerbals who had logged achievements. (This one was a bear to write, so please let me know if you run into problems.) If you have an old version, please make sure to remove SymmetryActionFix.dll. It is broken in v0.90 and it will likely be a few more days before it is updated. 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
I'm almost done updating and testing the majority of the fixes for 0.90. I found a few minor things, but the big thing is that SymmetryActionFix.dll is causing problems. So if anyone has downloaded my fixes you might want to delete that one, or wait a little bit and the new stuff will be uploaded, to include a new fix for a save breaker in v0.90. This is a new one to me. If you can, please head over to the support forum and post a bug report. I'm in there a lot and I'll see what's going on (and if it's something that needs to go in here). Cheers, ~Claw -
I play on windows, but I have noticed an occasional tendency for the MOD key (ALT in windows) to get "stuck." Sometimes the game thinks you're holding down the Modifier key even when you aren't, which makes it so the right-click menus don't function correctly. Try tapping the modifier key a few times, that usually resets it for windows. (I don't know what it is for Mac off hand,sorry.) If that doesn't help, then yeah, we'll need some more details/log files/etc... Cheers, ~Claw
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KSP running slower than expected
Claw replied to makenzi242's topic in KSP1 Technical Support (PC, unmodded installs)
If you run the OpenGL flags, I also recommend you use the -popupwindow flag. It forces the game into borderless window mode. OpenGL in full screen has reportedly been very buggy in v0.90. And welcome to the forums! Cheers, ~Claw -
Okay. Well that doesn't leave much left after cleanup. So now I ask you guys politely, and please consider this fair warning. Challenges are meant to be fun. If a particular challenge isn't fun for you, or you have a question about the rules, there is no need to get into a back-and-forth about what is/isn't allowed. The OP is permitted to modify the rules in order to remove unintended exploitable loopholes that detract from the spirit of the challenge, and nobody is forcing a user to participate. Please try to keep to the spirit of the rules and not just the explicitly-written doctrine. In either case, I ask that you guys step back and realize this is supposed to be for entertainment. If it's not entertaining, then maybe consider moving along. Cheers, ~Claw
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Cause Building Upgrade from spaceport.
Claw replied to azmodie's topic in KSP1 Technical Support (PC, unmodded installs)
Hi azmodie, That's an interesting bug you are reporting. Unfortunately I couldn't duplicate it on my 32-bit windows install. When I left click, I immediately enter the radar facility. Right clicking does nothing. Then escape takes me back to the KSC complex. Even when I try left-right clicking faster, I am not seeing the upgraded buildings. - Where/when do you right click to make this happen? - Are you inside the tracking facility when you right click and escape? - What tier did the building start out at? Okay, I take it all back. After some more fiddling I was able to replicate this bug. Thanks, and welcome to the forums! Cheers, ~Claw -
Biome Hopper Challenge (Open for v0.90!)
Claw replied to Claw's topic in KSP1 Challenges & Mission ideas
Very true. I missed the nuance in the previous post of "single stage." The rule is actually for single launch, but not Single-Stage. Very nice craft! And thanks for the input for rule 5. All that being said, I also don't want to limit anyone's ability if they are somewhat limited by part count. So perhaps I will leave this as it stands for a bit longer, unless it becomes a real problem for people. It's supposed to be a fun design challenge, not a "how awesome is your computer" challenge. Hopefully soon (after the bugs and support requests die down a little), I can build some new biome hoppers too! Cheers, ~Claw -
What does the 'Root' command do in the VAB
Claw replied to Oddible's topic in KSP1 Gameplay Questions and Tutorials
Yeah, the first part clicked on does not need to be the old root. I think the first part selected might force some parts organization internal to the game (such as which direction to rebuild the craft), although those things are fairly transparent to the user. I haven't confirmed this, but it's my guess based on how the vessel tree structure works. Cheers, -Claw -
Hmm. It dosen't seem clear to me. However, what you say is also valid, depending on the contract. It seems on the ground, the explore areas can be really small. So yes, it might take some really precise landing/roving/walking to hit the spot. Using the navigation options is a good idea. There are also contracts that specify an altitude, but might say something weird like "above 19,000m." In that case, those contracts are sometimes only achievable from space. Good luck, -Claw
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"F", "R", and "X" all modify symmetry options. F & R were just added. Give those a try and see if that helps. Cheers, -Claw
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Anyone else seeing contracts disappearing?
Claw replied to Vicomt's topic in KSP1 Gameplay Questions and Tutorials
Hmm. That's a good idea. I have a feeling these contracts were made before the multi-goals were created. Either that, or they were intentionally split out so that players who were already able to surpass intermediate goals didn't need to feel forced into smaller steps. (But funds!) That's still food feedback. Maybe put that in the bug tracker. Cheers, -Claw