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Curveball Anders

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Everything posted by Curveball Anders

  1. Personally i don't think they will add much to the basic game. Sure, some new tech nodes with new capacities possible but not anything big. They will continue to fix issues, hone features and add new toys. But they'll leave any bigger changes to their friends developing KSP2.
  2. I'm using this MM patch: //Default Hibernate in Warp to Auto //Author: Alshain @PART[*]:HAS[@MODULE[ModuleCommand]:HAS[#hasHibernation[True]]]:FINAL { @MODULE[ModuleCommand] { %hibernateOnWarp = true } } It's from the Community Database of Module Manager Patches
  3. I use the following script to launch KSP on Ubuntu #!/bin/sh cd /home/hdw/Desktop/KSP/ cd /home/hdw/Desktop/KSP/KSP_1.11.2 tar cfz ../Backups/1.11.2/SSC_JPL-`date +"%Y.%m.%d-%H.%M.%S"`.tgz saves/ cd .. rm LastBackup*.txt touch LastBackup`date +"%Y.%m.%d-%H.%M.%S"`.txt cd /home/hdw/Desktop/KSP find . -name 'MiniAVC.*' -exec rm '{}' \; find . -name 'zKACBACKUP*' -exec rm '{}' \; find . -name 'PartDatabase.cfg' -exec rm '{}' \; LC_ALL=C DRI_PRIME=1 time -a -o newtimelog.txt -f "%e" ./KSP_1.11.2/KSP.x86_64 So I always backup my game at every start
  4. Or suffer not only the mild wrath of out most beloved moderators but the horror of your native language being turned into a complete joke by excessive use of google translate ...
  5. It should be possible but highly unlikely that anyone would spend 10c on it due to it's extremely limited target (as in ARM64 platforms with enough performance and users).
  6. It appears to be some issue with either GPU driver or DirectX install d3d11: failed to create 2D texture id=1739 width=4096 height=2048 mips=1 dxgifmt=65 [D3D error was 8007000e] (Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/TexturesD3D11.cpp Line: 496) d3d11: failed to create 2D texture shader resource view id=1739 [D3D error was 80070057] (Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/TexturesD3D11.cpp Line: 460) d3d11: failed to create 2D texture id=1741 width=2048 height=1024 mips=1 dxgifmt=65 [D3D error was 8007000e] (Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/TexturesD3D11.cpp Line: 496) d3d11: failed to create 2D texture shader resource view id=1741 [D3D error was 80070057] (Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/TexturesD3D11.cpp Line: 460) d3d11: failed to create 2D texture id=1745 width=4096 height=2048 mips=13 dxgifmt=28 [D3D error was 8007000e] (Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/TexturesD3D11.cpp Line: 496) d3d11: failed to create 2D texture shader resource view id=1745 [D3D error was 80070057] (Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/TexturesD3D11.cpp Line: 460) d3d11: failed to create 2D texture id=1747 width=4096 height=2048 mips=1 dxgifmt=28 [D3D error was 8007000e] (Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/TexturesD3D11.cpp Line: 496) d3d11: failed to create 2D texture shader resource view id=1747 [D3D error was 80070057] (Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/TexturesD3D11.cpp Line: 460) D3D11: Failed to create RenderTexture (1920 x 1080 fmt 27 aa 8), error 0x8007000e (Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/RenderTextureD3D11.cpp Line: 207) D3D11: Failed to create RenderTexture (1920 x 1080 fmt 27 aa 1), error 0x8007000e (Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/RenderTextureD3D11.cpp Line: 207) D3D11: Failed to create RenderTexture (1920 x 1080 fmt 19 aa 8), error 0x8007000e (Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/RenderTextureD3D11.cpp Line: 207) D3D11: Failed to create RenderTexture (1920 x 1080 fmt 27 aa 1), error 0x8007000e (Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/RenderTextureD3D11.cpp Line: 207) (Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/GfxDeviceD3D11.cpp Line: 1547) d3d11: failed to create buffer (target 0x2 mode 2 size 131072) [0x8007000E] d3d11: attempt to lock null buffer C:\WINDOWS\SYSTEM32\d3d11.dll:d3d11.dll (00007FFDD7E10000), size: 2506752 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.19041.746
  7. Watch or read The Expanse and then build your own Ceres Station
  8. I use launch twr about 1.8, Q limit at 40k, pitch start at about 50 ms, pitch 42, target orbit 75k Works most of the times.
  9. Correct, but Ice cream is ice crystals
  10. Good question. It appears that Unity performs some form av sweep for possible drives, including network ones. So if there's unused but not disabled network adapter it hangs for quite some time before giving up.
  11. The only thing to check is if you have any unused but not disabled network adapters (firewire is a classic case).
  12. Indeed, remember that Unity and short time from idea to market was a critical part of KSP's existence ... Harvester was given a short amount of time (6 months?) to prove that it could be done. So Unity was his way forward, there's no way that he could have proven his business plan to his bosses that fast coding from scratch.
  13. The thing is that Squad doesn't have resources/skills to develop for consoles. So they've chosen to contract an external partner, with said resources/skills, to port/adapt their code to consoles. It's bread and butter in software development, But it also means that the external partner will not touch a target in motion, they will not get engaged until Squad says "this is the release". Made even more obvious by the fact that you can't post an "oops, sorry patch" on consoles since every release has to be evaluated of each console masterminds. CPU and GPU is irrelevant in most cases. PS4 and XBox have a quite different software environment, they don't run on standard Win/Mac/Linux. Which actually makes is easier to code for consoles, but messes up porting from Win/Mac/Linux. And few studios (or software developers at large) are actually coding for one platform anymore. Much more profit if the software, regardless of what, can run on as many platforms as possible.
  14. incorrect, those toys are computers. Just not very powerful ones.
  15. I'd say that it depends how good KSP2 is. If it manages to be KSP2 and still KSP, then KSP is dead. However, judging by many other games, the successors hasn't always managed to woo all the fans of the original. Just speaking from my own experience I can say that Civ3, Civ4, Civ5 (and some rabid Civ I or II, the only properCiv!) fans tend to diagree about almost everything. And so I think will be with KSP and KSP2
  16. The thing is that the console version is made by another company, after Squad has frozen their latest version. So, sadly, console versions will always come several months after the main releases. The only good thing is that you doesn't have to deal with xx.0, xx.1, xx.2 ...
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