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filip.kofron.cz

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  1. That's great. Will have to try on different distro later (i use the bleeding edge vs of everything). I forgot to mention that it fails on my integrated Intel graphics card on laptop. I may try to get the AMD drivers working again, they make much more heat and drain batteries, though. Surprisingly, KSP doesn't benefit from the much more powerful dedicated AMD card and with minecraft they're only 2 games i play at all, so i don't ever switch to AMD drivers as they like to break things with new kernels and stuff. Anyway, i just tried installing it on my main computer at home and it indeed runs fine on both Debian wheezy and Windows. It's awesome!
  2. I got really excited to try this mod. Though, it doesn't work on Linux. I have tried {0.25, 0.90} x {32b, 64b} versions but all the time the loading screen shows this: http://us.halt.cz/owncloud/public.php?service=files&t=1eb71f5ec2ef32cf4790af1918233b28 After the game is loaded, the planet factory log shows this exception: http://us.halt.cz/owncloud/public.php?service=files&t=f837b968c682fcb042d497230d4598ad Only mod i tried it with is the interstellar (w/o makes no difference) I can do some debugging if you want and tell me how to do it
  3. Why would receivers produce so much heat while they do NOT receive any energy at all ? Is this a bug? The heat is dependent on the potential energy that i can get beamed down.. I upgraded my power plant with lots of fusion reactors on Kerbin and all my satellites already in the orbit overheat, some of them even ran out of power after shutting down (without backup solar power, my bad). I would expect that the receiver would communicate with its transmitter directly or via relays, since it has to do it because it can't beam the power to all directions at once anyway.. so that it would say, hey the demand is 10kw, beam me this amount and not the full 80GW that i do not need...
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