steve_v

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About steve_v

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    Grumpy Sparky

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  1. steve_v

    1.5.1 Hotfix

    Because any competent engineer fixes what he breaks. This isn't a "never worked", it's a regression introduced in 1.4. Likewise. For me it's actually "No GNU/Linux port, no purchase." At a guess: You're running KSP <1.4, you're running some super-obscure distro I've never heard of, or you're one of the unicorns who have managed to get something out of this supposed "steam controller" support. I have 2 joysticks & 3 gamepads that mysteriously don't work in any KSP (and only KSP) version from 1.4 up. These same devices operated perfectly in 1.3.1. It's been more than three, as there have been more than three broken releases since 1.4. You might get some peace from it if that's your thing, this is probably the last time I'll be around here, at least for a long while. I don't support game developers that only port to my OS because it's easy, and I don't support game developers that butcher such ports at the first opportunity to make a quick buck on another platform. If you say you support a platform, support it. Also, I haven't forgotten the missing analytics switch, that liquides me off too.
  2. steve_v

    1.5.1 Hotfix

    And joystick support on GNU/Linux is still not fixed. Bye @SQUAD, I'm done with this game.
  3. steve_v

    The Landing Legs & Gears Is Killing Me!

    This is my biggest gripe with the wheel system. Other jankiness aside, the ease with which one can accidentally build a perpetual motion machine is ludicrous, particularly when taken with the "realistic physics model" claim on the box. If systems gain energy from nowhere your "realistic physics model" is broken, period. This is quite possibly the case, though I have not tested it. However, space exploration is pretty heavy on light vehicles, if you get my drift.
  4. steve_v

    The Landing Legs & Gears Is Killing Me!

    To wit: Not fixing the root cause. The root cause, as with all the other unfixed problems in this game, is the game engine. If Unity won't sort it out, you either code around it or you buy a source-code licence and fix the existing systems. KSPWheel is much better than Squads implementation, or it was the last time I tried it with the stock patch. Even if it's not perfect, it's yet another example of free community code being seriously superior to what Squad has developed. So why doesn't Squad do what Shadowmage & co. did to provide the best possible user experience within the limitations of Unity? Is it the same reason they haven't taken a cue from AFBW and fixed the input stack? Perhaps it's because it's easier and cheaper to blame Unity?
  5. steve_v

    Memory usage on WIndonws 10 64 bit

    Norton is nowhere near as bad as it used to be, and Kaspersky is one of the best antivirus products available, at least as far as detection rates go. You should help yourself first, by reading this and posting the information it suggests. As you appear convinced that this is a Windows upgrade issue, some system information might also be useful.
  6. steve_v

    The Landing Legs & Gears Is Killing Me!

    Welcome to post-1.1 KSP. Landing legs and gear have been borked in a variety of ways ever since the U5 "upgrade". Since Squad seems to have no interest in fixing them properly, the only options I am aware of are to avoid using them entirely or spend considerable time tweaking the spring and damper settings... Which will trade slinky or pogo-stick for mound of jell-o if you are lucky.
  7. steve_v

    KSP Weekly: Space Junk

    If protecting oneself from spyware means you don't get counted, the developer is simply using a bogus metric. If KSP didn't have an analytics off switch when I bought it, I would not have. The removal of this option is one of the reasons I'm liquided at Squad ATM. Spyware and greed seems to be all we got when TTI became involved, an afaiac Squad sold us out. If the sale brought more resources to work on fixing the game, I don't see it. Your talk of corporate decisions, numbers and user percentages only backs this up. Greed, plain and simple.
  8. steve_v

    KSP Weekly: Space Junk

    No "code" involved. Iptables is the GNU/Linux firewall facility (or at least the most common one), and it's configured with text-based rules. I also have a shell script to launch KSP and grab it's PID for a firewall rule, but that's just fluff. Host redirects are simply lines added to /etc/hosts to map a hostname to, say, 127.0.0.1, so it never resolves to a valid address. Works 99% of the time and dead easy. None of this is coding, it's just reading the relevant manuals. man iptables and man hosts for a start. There are a bunch of "easy" frontends to iptables around, but I have little experience with them. I have used fwbuilder (GUI) in the past, but I'm not certain it can do per-process or per-group rules.
  9. steve_v

    KSP Weekly: Space Junk

    Eh, it's just a combination of per-process iptables rules and host redirects.
  10. steve_v

    KSP Weekly: Space Junk

    It can try, but these "statistics" are sure as hell not getting out of my network. Indeed. I for one check all my games for "analytics" BS, and maintain a comprehensive firewall ruleset to prevent it. If game developers are relying on this kind of borderline-spyware to get their usage figures, such figures probably bear little resemblance to reality.
  11. It won't make any difference, KSP is as CPU bound as it gets. It's both. KSP uses a lot of rigid-body physics, and Unity doesn't support GPU acceleration or threading of the same. As it has always been, single-threaded CPU performance is king. I'm running ye old i7-4960X @ 4.2GHz and a Nvidia 1070. KSP still runs like crap, my GPU is essentially idle, and the performance degradation is almost exponential with single-vessel with part count.
  12. steve_v

    Can I get some Linux Help and Advice?

    I was running Slackware at that point, I moved to Gentoo around 2003 (after a brief flirtation with LFS) and ran it without issues for ~5 years before switching to Debian for "just works" and no lengthy compile time. Installing stuff with Gentoo on a P166 was slow. Then Systemd became inescapable on Debian, so I escaped Debian. I look to Gentoo as one of the few remaining distros with a choice of init systems, and discover that it's now considered "old guard". But it's got choice and freedom, and that's what matters. Kinda felt like coming home TBH. Yeah, I was dual-booting until a few years ago, for this very reason.
  13. Short answer: Uses 2 modules simultaneously for the same operation (by splitting data into blocks and sending one to each module alternately), much like RAID0 does for disks. Theoretically this provides twice the performance of a single module. Memory interleaving is just the technical term for what manufacturers call "dual channel". You should use slots 1&2 or 3&4 (i.e. slots the same colour), for double the memory bandwidth. Ed. This is totally in the manual for your board... You did read the manual, right? Red or blue. Clearer?
  14. You were right to begin with, I was just moaning about the "ease of use" vs "logical layout" colour coding on most motherboards. The other way to tell is that slots on the same channel are usually adjacent, this is the case on your board as the physical layout is 1,3 (channel 1) 2,4 (channel 2). You want slots 1&2 or 3&4 for 2 modules... Or to put it another way, a module in every second slot WRT the physical layout. Mine was easier, 8 slots, 8 identical modules.
  15. If your motherboard follows the usual convention, yes. Confusingly (to me at any rate) each memory channel serves one slot of each colour, so to use both channels in interleave mode you use matching modules in matching colour slots. Frankly I'd find one channel = one colour to be more logical, but whatever.