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Claw

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  1. Hi jwilly246, If you could please look at this thread: http://forum.kerbalspaceprogram.com/threads/92230-%21%21%21-PLEASE-READ-BEFORE-POSTING-%21%21%21-Stock-Support-Bug-Reporting-Guide It will tell you how to find the output_log.txt even if KSP doesn't crash. Also, it might be helpful to upload a dxdiag report (also in the thread above). Welcome to the forums! Cheers, ~Claw
  2. You have a valid point. The Kerbal Experience (KXP) is working as it was intended. But I agree that it would also be nice if the crew's log was a bit more detailed. Welcome to the forums! Cheers, ~Claw
  3. I have noticed lower frame rates when I see areas where the ground crew roams around. I try to keep the view up higher because of that. However, I wouldn't say that the slowdown equates to 1fps. Try to open the debug log (ALT+F2) and see if messages are getting spammed to the log. As a random thought, a lot of people are experiencing problems with the edge highlighting. Try turning of AA in the Settings menu and see if that changes anything. Cheers, ~Claw
  4. I've been watching the other thread, but have been bogged down by other bugs at the moment (such as the ones that corrupt the save files). I see what you guys are saying, and I'll try to verify it soon-ish. I can't say that I dug too far into the scientists myself, so I don't have a good answer for you at the moment. I'll try to see what I can find in the next day or two. Cheers, ~Claw
  5. I might not be clear. Computers have two sets of resolution settings. One setting is associated with KSP. That's the one you set in the settings.cfg file or via the MainMenu->Settings->Graphics page. The other setting is associated with your computer itself. Such as right-clicking on the desktop and "personalizing" or "screen resolution" (depends on your operating system and version). If that resolution is not high enough, KSP will sometimes turn down it's resolution to match. So even if you told KSP to use a higher resolution, it might not be setting that. It would really help if you could take a look at this link that I posted earlier: http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide It will tell you how to pull KSP's output_log.txt and how to get your DXDiag logs. That would tell us what your computer thinks it is set to, and we can tell you which setting needs to be fixed. Cheers, ~Claw
  6. Your log files seem to indicate that you're running out of memory. Try to reduce the texture quality to half. You can find that option in the MainMenu->Settings->Graphics page. If you're unable to get to that due to crashes, edit the "settings.cfg" file in your KSP install directory with a plain text editor (such as notepad). Search for the line that says "TEXTURE_QUALITY" and make it say "TEXTURE_QUALITY = 1" (without the quotes). You can also try setting it to 2 or 3. Save and restart KSP. If that's not working, you can also try to delete (or rename) the settings.cfg and restart KSP again. If you do this, you'll have to re-setup any custom keybindings and other graphics settings. Cheers, ~Claw
  7. Great pictures. I actually think this might be related to another bug I'm trying to track down. You have a good description and pictures, but I would also ask, if you can, to upload some savefiles and maybe give a description of what you're doing before hand. A .craft might also be useful if you're able to consistently replicate this. http://forum.kerbalspaceprogram.com/threads/92230-%21%21%21-PLEASE-READ-BEFORE-POSTING-%21%21%21-Stock-Support-Bug-Reporting-Guide Thanks, ~Claw
  8. If you are using Steam, you can click on the Beta option and select "Last stable release." If you bought from the KSP store, log into your account as if you're going to download the new version. Below the link to the current release, there is another link that goes back to the previous version. That's as far back as you can go with the legitimate routes. You could also try emailing directly to KSP support and see if they can do anything about the downloads. I don't know Squad's official policy on that one. Cheers, ~Claw
  9. Please have a look here: http://forum.kerbalspaceprogram.com/threads/92230-%21%21%21-PLEASE-READ-BEFORE-POSTING-%21%21%21-Stock-Support-Bug-Reporting-Guide We need a bit more info before we can start guessing at possible causes. Specifically we'll need log files and probably a screenshot. If you're forcing OpenGL, I suggest try running KSP without OpenGL and see if that works. Welcome to the forums! Cheers, ~Claw
  10. Thanks for the feedback. I actually did most of the flying without parachutes for a previous Ultimate VTOL challenge, so I guess I'm used to it. I did, in fact, add the parachutes to make it a little easier for this challenge, since part of the idea is to showcase hoppers for other folks. Although I might need to redo this one to bring an engineer along (I didn't anticipate that restriction!) I'm not sure if this question is directed at me, but by "biome hopper" I just mean something that can transit to multiple biomes. The method of movement isn't specified, except to rule out some "god like" powers. This challenge actually doesn't require any "airborne" science, but you can check the rules for what science is required. Any entries are more than welcome to gather more than the minimum science. The minimums were chosen to ensure some diversity of capability. It does sort of defeat a bit of the challenge, although I didn't rule it out. (I did rule out KSC specific biomes though.) I look forward to seeing your entry! Hmm. You raise a valid point. Rule 5 was enacted to keep ship sizes somewhat restricted inside Kerbin's SOI in anticipation of v0.90. It was set up that way because I intended that when going interplanetary, what you take with you is all you have. I'm not sure if that reasoning makes sense, but that's what I did at the time. In any case, yes, rule 5 will change. I just have to think of how to word it to still meet my intent. What I don't want is simply sending a swarm of identical ships launched in succession (that's not much of a hopper). I mean for it to be some kind of cohesive science expedition that all travels together. Hopefully that makes sense. I just need to figure out how to word it. The existing rule 5 was a simple way to enforce that within Kerbin's SOI. I'll think about it a bit and try to update this rule soon. It may become tied to additional refueler restrictions. Probably something along the lines of: "The ship must be complete before leaving Kerbin's SOI." (but don't hold me to that yet!) Cheers, ~Claw
  11. Hmm, weird. Well, if you run into this again, try to grab the output_log.txt file and upload. Also, pics of the ship itsel can sometimes help us figure out if it's a bug triggered by design issues or something else. Cheers, -Claw
  12. I can't try your save at the moment, and the filedropper link wasn't working for me, but I wanted to ask if you could also upload the output_log.txt file also. It will (hopefully) contain a lot of useful info for us. I'll try to check out your save file later, but it might be a bit before I can get to it. Cheers, -Claw
  13. That being said, when you relocate it from the desktop, COPY it, not move. If you move it, windows DEP (which might be causing the problem) will figure out what you are doing and try to "help" you out. If you copy the directory, DEP won't keep track. Cheers, -Claw
  14. I'd say it's less of a "small vs. large craft" problem and more of some magic ratio of torque for the weight. It's very easy to see with small craft because there are a lot of cases where even just the Mk1 pod has too much control authority. Planes are also suceptible to this because of all the flight controls. Larger ships tend to suffer less because the user has to add that much torque. I haven't dug into it, but it seems like when the SAS is "really" close, it just puts too much input in (when there is a high torque/mass ratio) causing a small overshoot, where the process repeats itself. Simply damping down the input rate doesn't really fix it though because planes already suffer from a SAS unlock problem, where under some circumstances if you provide even the slightest input, the SAS is to slow to put its input back to keep the nose up, and the craft never comes back under control. Some of that is aircraft design, but the SAS will fail to keep up even if there is enough control authority available. Cheers, -Claw
  15. Yeah, from the looks of that video you are running into the radial decoupler bug. It gets worse as you go faster, until you reach 750 m/s. There are a couple options. 1) Design your staging to drop off below around 300 m/s, or above 750 m/s. 2) Try one of the fixes proposed in this thread. You're looking for this spoiler: [0.25] Radial Decouplers Not Decoupling Correctly (parts collide) – [PARTIAL FIX / ADD-ON FIX] 3) If you're not opposed to using mods, you can download my fix modules here. Specifically you're looking for the AnchoredDecouplerFix. I'm a bit biased, but this really is the best option since it will completely solve this problem. Cheers, ~Claw
  16. Yeah, that's a good point. I use a piece of Logitec gaming software that allows me to build "shortcut" key sequences into a single keystroke (or mouse click). Something like that might also be an option.
  17. I've been very reluctant to get drawn into this thread, primarily because I am already completely overloaded in the support forums after the release of 0.90. Maybe aside from the thoughts that we like to crush down rogue posts and thread, perhaps also take a second to look at some of the positive work that we do. I'm not looking for sympathy, just pointing out that we do quite a bit more than just wait in the wings to swoop in on unsuspecting threads to hammer them shut. I whole-heartedly agree with you. Which is why we really do prefer to post little reminders, split threads, or remove posts rather than rampantly lock threads. The problem comes in when a troll shows up and everyone starts feeding the troll. When we end up with thread that contains a series of posts which are nothing but angry back and forth, there's not a lot of meat left in the thread that makes sense. It's much better to ignore the troll completely, and/or press the report button for us to come and take a look. Much like a stray cat, once people start feeding the troll, the troll won't go away. I think Vexx covered this pretty well. I would also like to say that the moderators are very cognizant that what we say as individuals often gets taken with an aura of "moderator" even when we try to give our own personal opinion. Most of us will even take the time to ask other moderators if a personal post we are about to make sounds out of place. There is a reason why you rarely (if ever) see a moderator's personal thoughts in a thread about politics, religion, or other typically sticky thread topics. Also, as mentioned before, we do "get it wrong" at times. What I'm hoping that you see out of this thread is that we are also willing to discuss things, as adults, without knee jerk reactions and heated discussion. Cheers, and happy kerbaling. ~Claw
  18. Moved this question about gameplay to the gameplay questions forum. Welcome to the forums! Cheers, ~Claw
  19. Yes, exactly. The contract heights are set each time you play (I won't spoil the altitudes unless you want me to). If you exceed the altitude for one of the "not yet seen" contracts, it will never show up. In fact, if you take zero contracts and launch straight into orbit, all those "fixed" contracts will disappear. You've already accomplished the goals, so they go away. The fixed ones act a little different than the procedurally generated ones in that regard... I'm not sure if that's what you're referring to with the thread title. Cheers, ~Claw
  20. This is a valid fix too. Obviously it will tie that slot back up, but it works as a short term fix. Thanks for the suggestion, and welcome to the forums! Cheers, ~Claw
  21. Please have a look at this thread: http://forum.kerbalspaceprogram.com/threads/92230-%21%21%21-PLEASE-READ-BEFORE-POSTING-%21%21%21-Stock-Support-Bug-Reporting-Guide You may need to start a new help request and add your details to that. If your game isn't starting at all, then it's likely a different issue than the one in this thread. I see your linked save above. Thank you for posting it, and I will try to check it out as soon as I can. Cheers, ~Claw
  22. Or you can click on my signature link. (Updates pending for 0.90, but your particular requested bugfix still works: http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules) Cheers, ~Claw
  23. Sorry, they seem to be working still in 0.90 except for the SymmetryActionFix. Also, you shouldn't need the LargeCraftLaunchFix anymore (it's fixed in 0.90). I've been overloaded in the support forums at the moment, so I haven't gone back to do more in-depth testing to ensure nothing new is broken with these in 0.90. But the brief testing I did, they seem to be working. I'm expecting to complete a real 0.90 test/release cycle this weekend (when the forums might slow down a bit...?). I'll add a note to the front page. Cheers, ~Claw
  24. I didn't rule out using these. I think the biomes were cleaned up a little bit for 0.90, but I haven't confirmed it myself.
  25. There's a picture around here of someone who proved you can. Although things end up a bit.... broken?
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