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Radial decouplers are fixed!


Majorjim!

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What about the klaw? I think if that thing (finally) works correctly it will be a real litmus test for overall stability.

Good point - my last full hypetrain I made was deleting Kerbin if I hooked it up the wrong way with klaws heh :)

Maybe we should celebrate 1.0 by assembling a ground base on one of the poles of Kerbin while making extensive use of the klaw to do so ;)

Haha - yeah :)

Anyhow, he did say 300 bugs were fixed...hopefully includes klaw-shenanigans (I think there's a certain Spartan meme joke in there somewhere...)

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What about the klaw? I think if that thing (finally) works correctly it will be a real litmus test for overall stability.

Maybe we should celebrate 1.0 by assembling a ground base on one of the poles of Kerbin while making extensive use of the klaw to do so ;)

They have to fix the klaw, don't they? You can't tell me most players won't try to create refueling stations with the klaw as the transfer mechanism.

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They have to fix the klaw, don't they? You can't tell me most players won't try to create refueling stations with the klaw as the transfer mechanism.

I don't know, would it really occur to most people that fuel can be transferred via solid metal claw?

I agree that it needs to be fixed though. I never use the thing because it is such a disaster waiting to happen.

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I don't know, would it really occur to most people that fuel can be transferred via solid metal claw?

I agree that it needs to be fixed though. I never use the thing because it is such a disaster waiting to happen.

Yeah. I just use KAS. All I know is, once I heard that the claw could transfer fuel, I tried to use it to solve ground based refueling problems. Bad things happened.

edit: I'm also a believer that the stock solution needs to work in expected ways: including backing a rover into the claw. We can't expect new players to use mods.

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I hope so, I'm trying to use a claw as a means to dock my rover with my lander(trouble getting docking ports to line up, expected to be worse in different gravities due to shock-absorbers), and if I drive my rover into an activated claw, the planet Kerbin disappears.

um, i think you just minimized Danny's Planet Buster.

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I'm happy they fixed Radial Decouplers, it was annoying having to add Sepatrons and increase the part count just to ensure proper separation.

Now does anyone know if they plan on fixing the zoom issue in the SPH? I haven't really heard anything about it since .90 came out. (When the bug was introduced)

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...So you are saying that the klaw is not meant to transfer fuel? :huh: I use that for my reusable rockets.

You're tempting the kraken when you do that.

As for the klaw, I've used it as a docking (well, grabbing) mechanism a few times when a ship doesn't have a docking port or when the docking port doesn't want to work, the second one was when I wanted to deorbit a piece of a station that I removed, but the dock wasn't working.

Edited by smjjames
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Finally, this had to be one of the most annoying bugs, now I don't have to triple the amount of parts needed to use radial decouplers. :D
That bug has been with us for a number of versions of KSP and is super annoying.

Yeah. Totally annoying, lots of stinky remarks on the forum for as long as I can remember... Yet by all appearances it's only getting fixed because it embarassed Maxmaps during the last squadcast. Maybe he should play the game more?

@StrandedonEarth: you're just plain evil.

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I think the claw should be used for fuel transfer, but known glitches keep me from using it fully.

Hopefully the world-killer Klaw bug is one of the 500 bugs that got fixed.

- - - Updated - - -

And hopefully now that the decoupler bug has been fixed, my side boosters with sepatrons won't suddenly start smashing their rear-ends into the core rocket (since those sepatrons were placed to oppose the decoupler bug).

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I am very glad to see this bug finally get trounced. It caused me all sorts of grief during the fastest trip to space and back challenge. 'Kept watching my giant side tanks pivot right into the core. (The bug was badly excerbated by the nature of the challenge, since the false torque was kinda proportional to speed and decoupler strength.)

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Yeah. Totally annoying, lots of stinky remarks on the forum for as long as I can remember... Yet by all appearances it's only getting fixed because it embarassed Maxmaps during the last squadcast. Maybe he should play the game more?

Well, he said his Steam hours played is like 220-240 hours vs. my 376 hours.

Oh wait, my stats got reset in Steam after I hit 700 hours. Also, I only play the Steam version until I can install the Store edition nowadays.

I'm probably north of 3k hours now.... So on second thought, yeah, you're right -- maybe Max should play a bit more KSP. *cough*

(Does that mean I spent roughly 30-40% of my time playing KSP since I started? Hell yeah! Talk about getting your money's worth!)

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Well, he said his Steam hours played is like 220-240 hours vs. my 376 hours.

Oh wait, my stats got reset in Steam after I hit 700 hours. Also, I only play the Steam version until I can install the Store edition nowadays.

I'm probably north of 3k hours now.... So on second thought, yeah, you're right -- maybe Max should play a bit more KSP. *cough*

I left KSP open overnight a couple of times.

Several weeks later:

"Have I really been playing this much!?"

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ok so I know nothing about programming, so help me understand this.

The bug has a known fix, which can be downloaded as a "mod," and is a very small file.

So why is Squad fixing the bug an accomplishment? Or something that wouldn't take like 2 seconds? Am I naive to think you can just plug that little code from the fix into the release in a minute or 2? Do you have to start all over from scratch?

I used the bug fix mod and it worked great.

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Yet by all appearances it's only getting fixed because it embarassed Maxmaps during the last squadcast. Maybe he should play the game more?

Given that Max said that he thought that that bug was fixed during that same Squadcast, I think you're off base there.

The bug has a known fix, which can be downloaded as a "mod," and is a very small file.

The bug "fix", if it's the one I know of, works by eliminating the ejection force of the radial decouplers. An actual fix would involve more than that.

Edited by Eric S
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