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dozerman

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Everything posted by dozerman

  1. Nevermind. I found it. Oddly enough, it's called "Persistent Rotation." I must have misspelled something when I searched for it.
  2. Several years ago, I remember hearing about a mod that re-establishes tumble after coming out of warp. Does anybody remember what that was and if it (or something like that) is still around?
  3. Odd little sense of hope there. Thank you. I will say that it doesn't really assuage my larger concern, though, in that I fear that (unlike in many other games, which don't have such similar sequels) KSP2 will be such a straight-line continuation of KSP that most people will just move right over and leave OG KSP behind. Didn't know they existed. I'd chip in on a patreon if available. The reality of that situation seems to bear that out (hence the "over time" statement). CKAN says I have 156 installed on my most played instance, which is 1.4 for compatibility with older mods that I like. Maybe. Then again, isn't over-complicating things a core tenant of KSP?
  4. I came here looking for an answer to this. It's so unfortunate that this is the way that things are going. I'm personally a Linux/BSD user, and I hate to see people making this kind of decision. There is no doubt in my mind that Proton will be able to support KSP2 after a couple months, but it's still a slap in the face that we aren't given consideration regardless. I swear this could have been a copypaste from 2009. Things are very different these days. I don't think OP meant that there are more players on Mac or PC, just that it's a better move for the devs to concentrate on Linux/Mac than the consoles. RedHat, et al. has entered the chat
  5. I'm looking through my CKAN instance and I'm pretty sure I've had something like 1000 addons over time. The vast, vast majority of these are completely unmaintained and can not be used on modern KSP installs. With KSP2 coming down the pipe, is there any motivation these days behind maintaining addons for old KSP, or is this just the end?
  6. That's so strange. I swear I meant to post this elsewhere. I must have had a rouge tab open or something... I saw that after the post, but I was really hoping there was a way to have one version for mods and one that is fully upgraded. Either way, thank you!
  7. Hey everyone. I recently upgraded my OS and didn't think that I'd need my game save and so I didn't copy it over. Once I finished the upgrade and downloaded the game again, I realized that the latest version of KSP isn't compatible with a lot of my mods. Is there a way that I can get a specific version of KSP to point ckan at? I bought on both steam and GOG (long story. bought twice, once in 2015 and again in 2018), so if there is a way that is possible on only one store, I'm fine with that.
  8. Demo-3 seems to have a technical pass. I'll take it if I can get an acceptance and work my way on to the later challenges quickly. Video is minimally edited. May have to skip a bit. Completely stock, BTW. Not by choice, though.
  9. Ckan Version: 1.262 KSP Version: 1.5.1.2335 'mono --version' output: ============================================================================================= Mono JIT compiler version 6.0.0.319 (tarball Mon Aug 12 23:46:26 UTC 2019) Copyright (C) 2002-2014 Novell, Inc, Xamarin Inc and Contributors. www.mono-project.com TLS: __thread SIGSEGV: altstack Notifications: epoll Architecture: amd64 Disabled: none Misc: softdebug Interpreter: yes LLVM: yes(600) Suspend: hybrid GC: sgen (concurrent by default) ============================================================================================ I keep having crashes right before launch. I kept trying to use the logs to figure out what is going on, but recently I noticed that CKAN seemed to produce some seemingly more coherent data vs the log: ================================================================================================================= evan@pop-os ~> *** buffer overflow detected ***: /home/evan/GOGGames/j5/./KSP.x86_64 terminated Stacktrace: Native stacktrace: /home/evan/GOGGames/j5/./KSP_Data/Mono/x86_64/libmono.so(+0x92406) [0x7f52a6681406] /lib/x86_64-linux-gnu/libpthread.so.0(+0x12dcf) [0x7f52ac3bfdcf] /lib/x86_64-linux-gnu/libc.so.6(gsignal+0xc7) [0x7f52abec6077] /lib/x86_64-linux-gnu/libc.so.6(abort+0x120) [0x7f52abea7534] /lib/x86_64-linux-gnu/libc.so.6(+0x89515) [0x7f52abf0e515] /lib/x86_64-linux-gnu/libc.so.6(+0x12d45e) [0x7f52abfb245e] /lib/x86_64-linux-gnu/libc.so.6(__fortify_fail+0x10) [0x7f52abfb2480] /lib/x86_64-linux-gnu/libc.so.6(__chk_fail+0xf) [0x7f52abfb03cf] /home/evan/GOGGames/j5/./KSP.x86_64() [0x1890a90] /home/evan/GOGGames/j5/./KSP.x86_64() [0x1890e64] /home/evan/GOGGames/j5/./KSP.x86_64() [0x1862b65] /home/evan/GOGGames/j5/./KSP.x86_64() [0x1863fa3] /home/evan/GOGGames/j5/./KSP.x86_64() [0x16aad44] /home/evan/GOGGames/j5/./KSP.x86_64() [0x165b020] /home/evan/GOGGames/j5/./KSP.x86_64() [0x1589b53] /home/evan/GOGGames/j5/./KSP.x86_64() [0xcad769] /home/evan/GOGGames/j5/./KSP.x86_64() [0x7d4cb6] /home/evan/GOGGames/j5/./KSP.x86_64() [0x7d52dd] /home/evan/GOGGames/j5/./KSP.x86_64() [0xccd314] /home/evan/GOGGames/j5/./KSP.x86_64() [0xcb452f] /home/evan/GOGGames/j5/./KSP.x86_64() [0x839afd] /home/evan/GOGGames/j5/./KSP.x86_64() [0x4554fe] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xea) [0x7f52abea909a] /home/evan/GOGGames/j5/./KSP.x86_64() [0x45eb68] Debug info from gdb: I refuse to debug myself! No threads. ================================================================= Got a SIGABRT while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. ================================================================= ============================================================================================================================ I can make out that there was a buffer overflow and that the hex numbers in brackets are memory addresses. I'm going to attach a list of all of my addons. If it can be worked out which addon may have caused this, I'd love to know how.
  10. Excellent. I will assume this is the case. If it isn't, then I had fun anyways.
  11. First off, forgive me if this is a repeat (I know managing threads can be like trying to have a conversation with the seagulls from Finding Nemo). I've skimmed through the thread but haven't found an answer to my question yet. I want to know why B9 is banned. I understand that some addons can give an unfair advantage, but using B9 seems to only up the gameplay experience to me. I've been wanting to do this challenge for some time, but have also grown quite fond of procedural wings. Is there a way that I can make an entry using B9's procedural wings and not be disqualified?
  12. Nice setup! How did you manage the off-center thrust combines with water drag?
  13. I decided to give this another go with a custom-made aircraft. https://imgur.com/gallery/KEdZbR6
  14. Did it with a stock Aeris 3A. Sorry about the pictures being out of order; I'm not used to imgur. https://imgur.com/a/MmhJoUT
  15. > that last picture h.... how? Just... How???
  16. Inspired by the Blohm & Voss BV-141, I decided to give creating an asymetric monstrosity a shot and see how it flies. My own yet-to-be-named kontraption uses a MK-1 sidecar design with a MK-2 main body and three rapier engines.It is, unsurprisingly, hard to control at low airspeeds or at high altitudes, but with the throttle up, engine gimbal and good pressure over the control surfaces give it a decent flight profile. The first test flight ended with an overheat at ~1400 M/S and the second made an orbit and came back down beautifully. Unfortunately, asymetric braking lead to an accident on the ground upon landing and caused me to lose the first model. A second prototype is still under construction. I'll be testing it with FAR by week's end. Enjoy! https://imgur.com/gallery/i3klJ
  17. It's been explicitly stated that you can dock things together in KSO and you are allowed one refusing mission *or* ISRU.
  18. In addition, I also already have several relays in orbit near Jool. Would it be against the rules to use them or do they need to be terminated prior to the launch? I could see their usage being considered cheating since they would decrease the final weight of the ship. Also, speaking of relays, if I can't use those relays would it be okay to bring a small swarm of relays to leave behind after the mission?
  19. On Jeb's level, does science collected from Jool count (gravity surveys, dipping into the atmosphere, etc), or does it all need to be only from the moons? What about collected from in orbit around the moons? What about science earned from data in the science lab?
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