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skeevy

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Everything posted by skeevy

  1. @POGtastic. Dunno. Imgur is overcapacity so the pics won't load. To AMD GPU users, I can confirm working AA with 0.25 on Mint 17, 14.9 Driver, and an R7 260x Got it by opening amdcccle as root setting AA to enhance application mode to msaa also using amdcccle override for x16 AF didn't get a drop in fps...or the fps plugin is wrong (always says 25 fps...) haven't tried override on the AA and edge detect or anything over enhance with x4 AA set in game. only posting this because I had horrible results or none at all when using any form or combination of AA in previous KSP releases...it might be the GPU driver since I never did any testing with 0.24/0.23 with the latest driver release. I'll fire up 0.24 tomorrow and find out if it's KSP being fixed or AMD fixing the driver... it's late...didn't plan on staying up so long but I had to try all the mods that updated today, saw some jaggies on a wing, thought why not try AA again, and no more jaggies.
  2. About time you woke up and uploaded the build Only it's bad timing cause I'm about to go to sleep and won't get a chance to use it
  3. It works with the Borg cube. I had a setup with one Borg cube that had the Voyager internal as the cockpit cube, a cube with the dr who interior set up as a science lab with a lot of scansat functions, and two other cubes connected to those as engine cubes, using Stargazer and Enterprise interiors. That was on 0.24.2.
  4. Comparing a PS3 to PC's is stretching it a bit. On that BF4 comment....the PS3 and Xbox 360 are why the PC BF4 is limited in features and what it can do. EA/Dice intentionally limited BF4 on PC, PS4, and XB1 just so they could have PS3 and 360 versions. They also run on medium and low settings in 720p, maybe even lower (been a bit since I looked at the relevant info specific to BF4) where PC's can run it on high and ultra in 1080p and more. Some PS3 and 360 games, while in 1080i or p on your TV, are rendered internally lower than 720p and upscaled before being outputted to the TV. On a PC, BF4 is rendered, by default, to what resolution you set it to, but it's adjustable so you can render it with more or less detail depending on PC horespower. Also, and this is the most important part -- PS3 is a fixed platform with a fixed OS with fixed hardware and fixed specs (other than HDD size). That's why games for consoles have better optimizations. Knowing all users will have the same hardware means the PS3 developers don't have to worry about supporting AMD or Nvidia or Intel GPU's, AMD or Intel CPU's, 32 or 64 bit, and Windows or Linux or OSX like Squad has to. Would you like it if Squad just dropped Windows and OSX support, heck, 32 bit support altogether, because KSP plays better on 64 bit Linux? It would be much more optimized like the consoles then. You don't need to buy stuff every year to be a PC gamer. You don't even have to spend a lot of money to do so. I could build you a gaming PC for the cost of the Xbox 1 ($500 USD) that'll play any game up to this year with the highest settings. Just go to Newegg and find a 7850k APU DIY bundle for under $400, then buy an R7 250 GPU to crossfire with it, and you'll have a sub $500 gaming PC that'll handle modern games in 1080p. The only time you actually need new hardware if you build a system like that is if you have to play every game on max in 4k resolutions or in 3d or some new technology comes out that you just have to be a part of. Personally, I'm waiting on the Carrizo APU that'll be released next March or so and build my system around that (provided my PC doesn't die in the meantime and I go the Fx-8350 or 8370 route). Hopefully they'll have an 8 core model that'll work with my R7 260x...a 6 core version specs have been leaked, but no info in the GCN it's using or what GPU's it'll crossfire with. On Topic: There really isn't much to do in the way of optimizing them other than reducing the amount of crap the OS is running or replacing that with a lightweight Linux setup.
  5. Linux version and kernel revision? I can confirm x86_64 KSP working with over 4GB ram used on Mint 17 x64 XFCE, 14.9 AMD GPU drivers, 3.15.10 Ubuntu Utopic kernel.
  6. Thank you. KSP just wasn't the same with this missing.
  7. Neither am I, but I'm thinking about doing it myself. Editing parts is one thing, but I'm not a texture guy, that's for sure. Aethergoddess had a decent post on adding textures and stuff to FSTextureSwitch that I came across yesterday (how the B9 parts do it/Bac9's suggestion). I'm gonna spend my next few hours looking into all of this just to kill some time while waiting on my favorite mods to be updated to 0.25. I'm glad this post was bumped up today. This is exactly what I've been missing and needing in the wing department. EDIT: Set all parts to use FAR/NEAR in the form of a MM patch in the part's cfg (only took a few minutes once I bothered doing it) Time to figure out textures and symmetrical parts...
  8. I'd assume using a solution similar to what Bac9 posted. @gilbr0ther Anyhoo, a bug report, FAR isn't implemented correctly, but it's an easy fix. All the parts need a similar fix and this is how B9 implements FAR into their parts (my fix is a modified-to-your-values copy/paste from some B9 wings). If you have sources online somewhere, I can fork and submit a pull request, if not, I can edit them all locally and post that...or you could do it yourself. Whatever's cool with you. This is for the left shuttle wing. It should replace the entire FAR module (posted below this one). @PART[wingshuttle_Left]:NEEDS[FerramAerospaceResearch|NEAR] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 !MODULE[ModuleControlSurface] {} MODULE { name = FARWingAerodynamicModel MAC = 5.0 e = 0.7 IsSmallCtrlSurf = 0 MidChordSweep = 0.0 ctrlaxis = none b_2 = 4.0 TaperRatio = 1.0 } } Copy and paste the above directly over this, completely overwriting it MODULE { name = FARWingAerodynamicModel MAC = 5.0 e = 0.7 IsSmallCtrlSurf = 0 MidChordSweep = 0.0 ctrlaxis = none b_2 = 4.0 TaperRatio = 1.0 }
  9. Thanks. Tomorrow can't come faster now I have the same exceptions in my logs as well. Basically this for every part using MFT. Using KAE from Infernal Robotics with this and TweakScale (works for me other than stuff not set up in configs). There's also some RF/MFT tweakscale dll errors, but I kind of expected that since I'm using some 0.24.2 mods....like RF and TS (I'm aware RF is waiting on TS before it updates). I had to try...might have gotten lucky. [EXC 19:14:01.174] ArgumentException: Message argument is null KSPAPIExtensions.PartMessage.PartMessageListener..ctor (System.Type delegateType, PartRelationship relations, GameSceneFilter scenes) System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType) System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit) System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, Boolean inherit) System.Reflection.MonoMethod.GetCustomAttributes (Boolean inherit) KSPAPIExtensions.PartMessage.ServiceImpl.Register[ModuleFuelTanks] (RealFuels.ModuleFuelTanks obj) UnityEngine.Debug:LogException(Exception) RealFuels.ModuleFuelTanks:OnAwake() PartModule:Awake() UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String) Part:AddModule(ConfigNode) PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() [EXC 19:14:01.215] NullReferenceException: Object reference not set to an instance of an object RealFuels.ModuleFuelTanks.RaiseResourceListChanged () RealFuels.ModuleFuelTanks+FuelTank.set_maxAmount (Double value) RealFuels.ModuleFuelTanks+FuelTank.InitializeAmounts () RealFuels.ModuleFuelTanks+FuelTank.CreateCopy (RealFuels.ModuleFuelTanks toModule, .ConfigNode overNode, Boolean initializeAmounts) RealFuels.ModuleFuelTanks.UpdateTankType (Boolean initializeAmounts) RealFuels.ModuleFuelTanks.GetInfo () UnityEngine.Debug:LogException(Exception) RealFuels.ModuleFuelTanks:GetInfo() PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() On a sidenote, you don't realize how dependent you become on mods until you can't use them. Just need this, RealFuels, TweakScale, FireSpitter, TACLS, and B9 to complete my KSP experience.
  10. Assume that's part of the 5.2.0 misrelease and wait for a fix. I'm having that issue and more from the current release of MFT. Taniwha seems to be aware of the issues. I'd post logs, but I happen to have tried some older 0.24.2 mods and don't want to submit a bug report if I'm not 100% sure it's being caused by a specific mod, doubly so if I'm doing stuff that isn't supported...
  11. See steve_v's post above. It's what I was gonna say. One thing I'll add is that if you can, use Mint 17 x64. Even if you don't have more than 4gb of ram, x64 is still a bit faster than x32 Linux in my experiences. Anecdotal, but on my old system with the only difference being Ubuntu 9.10 x32 and x64, 64 would consistently get a few more frames per second doing x264 encodes. Haven't bothered with 32 bit Linux ever since. XFCE and LXDE use the least amount of resources making them a bit better for gaming. Since I have Steam KSP, I don't know if the KSP Store has a checksum of the zips. If they do, check to make sure the download didn't become corrupted. Didn't realize we were discussing a card that old (looked it up). Just use the open source drivers. They work good enough for new cards and recommended for legacy cards. If you have a 7000 or higher, especially the new R series cards, use the proprietary drivers directly from AMD.com. If it's in between, try both. If possible, update to a new card. The low end of the AMD R series run in the 80-150 USD range. This is the card that I have and I'm happy with it. For $130, it allows me to play almost any game with near max settings in 1080p (not using a lot of AA). I'm hoping that AMD's Carrizo APU that'll come out next year will be crossfire compatible with my GPU. Sucks that the current APU's only crossfire up to the R7 250 cards...I have a 260x...
  12. Awesome. Can't wait. I really miss my favorite part pack. ...checks commits... Can I cheat by using the above FS dll and clone live?
  13. As do I, though something might be able to be done with Texture Replacer and making Kerbals into something else. Maybe one day there'll be a races and gender type framework to work off of to make animals and whatnot. If that were combined with EVAFollowers, you could give dogs commands like 'sit', 'stay', 'follow me', 'follow Bob', and 'load up' or 'wanna go for a ride?' to get them in the rover. Animals all over Kerbin...that would be cycle consuming if they were static and done by placing hundreds of animals for the game to track, but an RPG style spawn system might not be that bad; like where you go to the South Pole area and penguins might randomly appear or not, rabbits in grasslands and forests. It could be added to career or science modes similar to hunting in Rea Dead Redemption, only you get science by studying animals instead of killing them for fur and food...or running if you .... off a bear, wolf, or tiger and losing reputation if they catch you or you disturb them. That'll cause them to flee or change their normal behavior leading to not gathering enough science to fulfill the contract. Or the contract could be to poke a badger with a stick just to see what happens. Do you build a rover that pokes stuff with sticks or just say screw it and airlift Joe down to the tundra? We could have whales on the Mun for crying out loud. (Aren't many times I get to reference Futurama, KSP, and SG1 in the same sentence)
  14. I've always thought it would be fun to have a mod that has pets to keep our Kerbals company on long missions or to take a dog for a walk on the Mun. A cat could fit in a one man pod so Kerbal Steve, a close relative to Scuba Steve, wouldn't go crazy from boredom while he's aimlessly drifting and waiting to do the orbital burn around Duna in another year. It could lead to some pretty cruel "experiments" where you expose Bubbles the monkey to the vacuum of space to see what happens. Another "fun" idea I had would be random animals and random animal attacks on Kerbal. Land in the mountains, go for a walk to collect some soil, and a bear eats Jeb....
  15. I agree with that, except with graphics drivers....especially AMD ones. We don't have a PPA for new drivers like Nvidia cards have. If you have AMD on Linux and you're not running Arch, install them from AMD directly. A lot of distros are just now getting around to using the 14.4 oldstable drivers or 14.6 beta, 14.04 Ubuntu currently uses the 13.10 drivers from a year ago. If you think a year old driver is worth using over the current stable driver, then by all means, use the Update Manager...
  16. They already have that. Just install Real Solar System and the 10x scaled Kerbol system RSS mod. It scales the Kerbol system up to RSS sizes. From there, you'd have to tweak part configs (or more realistically, edit some RSS MM configs) to make the difficulty how you'd like it to be. All those RO mods you mention, do things like tweak the ISP to real levels, set limits on re-ignites, and almost all of the rest of the things you mention...though I'm not positive on the mass and fuel flow....
  17. First, I'd like to say that I don't recommend going the VM route unless you have a 6 core or better PC with 10+GB of ram. You'll have a crappy experience otherwise. With two OS's + KSP at the same time, you're gonna want to run Windows on the first two cores you have with 4GB ram, Linux on the two after that with the rest of the RAM, and KSP on the two CPU cores after that. Even with that setup, you won't come anywhere near the performance of my 2008 Vista special. Anyways...3D acceleration with VM's suck. You're gonna want to go to AMD's website and get the latest 14.9 drivers for Windows...for Linux...the driver doesn't matter because it's a VM and uses the VM's driver to take Linux's GPU commands and parse them over to Windows for rendering and whatnot. In other words, simple graphics, videos, and stuff like that will work, but with games, it can be hit and miss. You really need to know your system and how to configure it to use every advantage that you have. And that command does work for building drivers...been using it since I've had an AMD GPU. Also, the driver linked in the OP is literally a year old, see below for a link to the latest AMD Linux stable driver and the one I play KSP with. Another thing...update the Linux kernel. The highest that Ubuntu 14.04/Mint 17 can use with AMD proprietary drivers is the 3.15 kernel here. I have install instructions a page or two back in this thread. Even if you go the VM route, update the kernel. It might help; it helped on my Linux box to update from the 3.13 kernel that comes stock with 14.04. @sal_vager Can you update the AMD drivers in the OP to link to the latest 14.9 Stable driver. It has better performance compared to 13.10 and is designed for Ubuntu 14.04 LTS & Mint 17, either OS is one I'd hope our Linux noobs will pick to use. And thanks for looking into regular users having read-only access to the archives. Linux Stable Driver Page -- http://support.amd.com/en-us/download/desktop?os=Linux+x86 Direct Link to 14.9 -- http://www2.ati.com/drivers/linux/amd-catalyst-14-9-linux-x86-x86-64.zip And those Windows punks now have a 14.9.1 Beta driver....where's my 14.9.1 Beta Linux driver
  18. Then you need to use Linux x64 KSP. It's the only real way to go in order to play a heavily modded KSP. OpenGL and Active Texture Management will only get ya so far on Windows x32 and Win x64 isn't worth the hassle in its current state. Lots of mods will even disable themselves on 0.25 if it detects it's running on KSP Win x64. The Linux versions of KSP with OpenGL aren't as pretty as Windows KSP with DirextX, but running 5GB and more of mods stable makes up for that IMHO. Oh, and @Sarbain, the latest FAR, FAR\MJ plugin, and Mechjeb 337 build don't like each other on 0.25. Haven't tested a whole lot, but with Smart A.S.S's Kill Rot enabled, my ships like to rotate more and are hard to control making me have to use the jerky stock SAS. Playing on Linux Mint 17 x64 using 64bit KSP. I see that you're aware of some of these issues; let me know if you need Linux logs and/or testing for this and I'd be glad to help. Haven't used any actual autopilot features because I like to fly on my own, but, other than SASS that I have used, course plotting, build weight, delta v, and everything else seems to be just fine.
  19. Easiest way is to just install Modular Fuel Tanks. Almost all of the B9 tanks will have Karbonite as a selectable resource with MFT installed. For the ones that don't, make a MM config like this @TANK_DEFINITION[B9_Rocket]:FOR[Karbonite]:NEEDS[modularFuelTanks]{ TANK { name = Karbonite amount = 0.0 maxAmount = 0.0 } } Where it says B9_Rocket, change that to whatever tank type you need to hold Karbonite, change Karbonite to whatever resource you need the tank to hold. The above is useless since B9_Rocket tanks will have Karbonite support without doing anything once MFT is installed.
  20. I'd like a movable navball just because it burns into my screen after hours of playing. Being able to move HUD elements around will help in mitigating screen burn ins.
  21. Use a VPN service that connects with port 80 and use their port forwarding services to redirect steams ports into something you can use. You could also try using the default admin and password for whatever router your connected to and DMZ yourself for a few minutes to update KSP...you'd be surprised how many routers have the default admin and password still set...
  22. Same here. Mint 17 x64 XFCE. Though its not as bad as the time I put the antenna on the ladder below the cockpit door in .24.2...Jeb came out and was impaled so many times from the clipping that occurred when he spawned on the antenna, then he was flung from the ship and managed to chase it down to 40000m when he bumped into it just a little too hard, spun the rocket, and was punted all the way down into the ocean.
  23. I fix that by putting another radial decoupler at the top or above the booster (on the main rocket) and place a strut between the decoupler and the top of the booster. Small Module Manager config to increase decoupler ejection force to 500 for stock decouplers...name it as "anything.cfg" and place it in KSP's GameData directory. I use GameData/Skeevy/radial_decoupler_fix.cfg so I can keep all my tweaks away from mods and GameData clutter free. @PART[radialDecoupler]:HAS[@MODULE[ModuleAnchoredDecoupler]]:Final{ @MODULE[ModuleAnchoredDecoupler] { %ejectionForce = 500 } } @PART[radialDecoupler1-2]:HAS[@MODULE[ModuleAnchoredDecoupler]]:Final { @MODULE[ModuleAnchoredDecoupler] { %ejectionForce = 500 } } @PART[radialDecoupler2]:HAS[@MODULE[ModuleAnchoredDecoupler]]:Final { @MODULE[ModuleAnchoredDecoupler] { %ejectionForce = 500 } }
  24. 0.25 Downloaded for Linux on Steam. Download only took 2 and a half minutes to complete to boot. Off to play, later.
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