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  1. steubens option is the one that i chose, as awkward as it is. It was supposed to be a sort of 'suprise' gift. If he needs to create an account in advance, it kind of ruins the experience, doesnt it
  2. I would put this in your bug tracker thing but it requires an unacceptable amount of javascript, and password lengths I will never remember. (10 chars? liquid off) NAVBALL_TOGGLE { primary = KeypadPeriod secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } This has been a control config since at least 1.3.0. It no longer works. Obviously annoying since at critical moments like hoverslam/suicide landings, I need a single key to hide the navball that works all the time, every time.
  3. With the new website design, I no longer know how to buy KSP for a friend. We do not want steam/console versions, just the standard DRM-free one from I know my friends email address, and I am ready to pay for him. That should be enough, right? Any ideas?
  4. As a suggestion, is it possible for you to punch the information from the spreadsheet back into the original post in this forum? Perhaps this 'google docs' can export it in html or whatever format this forum uses (i think it's called BBcode)? Say, at least when a new KSP release comes out, or every few months if you have the time. I exercise my right NOT to complain, mainly because you've collected the URLs to the mods I want already, and I always check them for the latest builds, regardless of what this post says. This idea does seem to solve all the problems though, if it's possible - As a heavy mod user, I generally don't use the new KSP versions until the mods I want are updated and they fix the invariable linux/mac problems; usually at least 1/2 a year later. I'm still running 1.3.1, and only a few months ago updated from 1.3.0 for example. I don't think I'm alone in this.
  5. So it was unintentional. A shame.
  6. If you're left wondering how to turn these vectors into something tangable, this function converts body-relative vectors into the strange ship-relative triplets required by node(): FUNCTION nodeFromVector // from a reddit post somewhere (I've forgotten) { PARAMETER vec, n_time IS TIME:SECONDS. LOCAL s_pro IS VELOCITYAT(SHIP,n_time):ORBIT. // The following assumes you do not change sphere of influence // between now and n_time LOCAL s_pos IS POSITIONAT(SHIP,n_time) - BODY:POSITION. LOCAL s_nrm IS VCRS(s_pro,s_pos). LOCAL s_rad IS VCRS(s_nrm,s_pro). LOCAL pro IS VDOT(vec,s_pro:NORMALIZED). LOCAL nrm IS VDOT(vec,s_nrm:NORMALIZED). LOCAL rad IS VDOT(vec,s_rad:NORMALIZED). RETURN NODE(n_time, rad, nrm, pro). } As noted I don't take credit for this (nor do I really take credit for anything here, since it's all just regurgitated equations from other sources). I found it on reddit after the much worse version I invented didn't work properly (see the oneorbit() post). Anyway, you can now do things like: set V1 to lambertMinE(R1,R2) -velocityat(SHIP, burntime). set n to nodeFromVector(V1, TIME:seconds +burntime). add n. to add the calculated maneuvres into the map. Making them actually happen is a less advanced topic not for this thread.
  7. And luke-lukem, Squad has always screwed up linux (and apple) majorly in the first few new versions, hopefully take-two won't do any worse. Although I wonder why you need a joystick to drive a rover I just write kOS code to do trivial crap like that
  8. It's clearly not that because I've noticed that after assigning an axis, and returning to the settings screen, it still shows '<>' as if it hasn't been assigned, rather than saying something like <Joy2, axis3> or whatever that stupid SDL2 mucks it up to be. Admittedly, I havent checked the settings.cfg immediately after, but AFAIK, that is only saved on exit anyway. Or perhaps when you press "Apply".
  9. While I'm at the soapbox, in the 1990s I wrote a bit of code for a project called "gamedev" that automatically calibrated polled joysticks. Several months later, I found something similar in the linux kernel, similar to: value > axis_max ? axis_max = value : value; value < axis_min ? axis_min = value : value; I think they missed the extra part that also centres the axes - they lost that when they started using /dev/input/jsX (evdev) instead of just /dev/jsX. I released my bit as public domain, so no matter who wrote it, it has been used in SDL right up until SDL1.2 and because of it, I've always been able to laugh at windos users with impunity because they seem to need to constantly calibrate their joysticks. Now this... nothing makes me angrier than morons "forgetting" good algorithms just to be more "windows-like", or lately, "console-like", or "ipad-like".
  10. I haven't tested if it still works this way in versions later than 0.90 or so, but it does look a bit like they were intending to enable launches from Baikerbanur at some point - If you parked something on the launchpad there, and tried to launch a new vessel from KSC, it gave you a dialogue box that indicated the launch pad was occupied (possibly the "recover the vessel and continue/cancel launch" one), even if the launch pad at KSC was empty. Can someone confirm this still happens? I accidentally deleted my long standing save game recently that had stuff near Baikerbanur and had to start anew.
  11. Yeah, my web browser has this "new" thing called "Search" - I just press '/' and type what I'm looking for. As I'm well aware, *maintaining* this list must be a real PITA, but for "users", forcing them to use an unnecessarily complicated spreadsheet is a bit ridiculous. Anyway, it's Gaarst's decision, I'm not going to complain.
  12. In case we have to end up using this ridiculous system that basically maps the axes of my very expensive joystick to act like a pathetic console controller, heres one for the CH F-16 Combatstick (just the joystick, not the throttle controller): SDL_GAMECONTROLLERCONFIG="030000008e060000f400000000010000,CH PRODUCTS CH COMBATSTICK USB,platform:Linux,a:b0,b:b2,x:b1,y:b9,back:b3,rightstick:b8,dpup:b4,dpdown:b6,dpleft:b7,dpright:b5,-leftx:h0.8,+leftx:h0.2,-lefty:h0.1,+lefty:h0.4,rightx:a0,righty:a1,lefttrigger:a2~," Don't forget to `export SDL_GAMECONTROLLERCONFIG` Note that there are no new lines in these, the forum formatting will probably add more, so you need to remove them (I've forgotten how to do the codeblock thing) As luke-lukem and Badsector have noted, it doesn't actually work yet, because KSP immediately forgets the settings. While I have the extremely hard to find program (you basically have to recompile SDL2 completely) that generates these strings, heres one for a Logiteck MOMO Racing Wheel with pedals: SDL_GAMECONTROLLERCONFIG="030000006d04000003ca000000010000,Logitech Logitech MOMO Racing,platform:Linux,a:b3,b:b5,x:b2,y:b7,back:b4,guide:b6,leftshoulder:b0,rightshoulder:b1,rightx:a0,-righty:a1~,+righty:a2~," The really moronic thing about this system is that the GUIDs (that huge hex number at the beginning) are generated seemingly randomly by SDL2. Theres no way to find out what they are without writing code that asks libSDL2 itself; they aren't related to USB addresses or vendor/product IDs at all. Some "millenial" at SDL needs a good hard stabbing in the face.
  13. A million bucks says you're overloading the clock for the DP (3 ports? pfft!) - disconnect all other ports, and then see what it does? This smells like a poor design/hardware problem. Before you complain, my nVidia (a 960 or 980 or something, not as fancy as yours) board has the same problem - there are 4 connectors on the back but it only has enough clocks to supply 3 of them. It's commerce/false advertising gone rampant.
  14. ...and also ask elsewhere. This is a forum for Kerbal Space Program, not generic unity development.