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Everything posted by micha
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What else needs to go on the mountain of content for 1.0?
micha replied to BrainiacBlue's topic in KSP1 Discussion
While I'd love to see more stock content (KAS, KAC, KER, EVE, ..?) the far more important point is that of polish - one simply CANNOT implement a slew of new features and expect them to be balanced and bug-free. On top of that there's huge scope for performance optimisation as well as some graphical improvements. I'd love to see at least one more early access release just to ensure that the 1.0 release is as polished and well-received as it possibly could be. Squad deserves glowing reviews for this game; it'd be a crying shame if it was let down at the end due to a rushed release schedule and some unfortunate bug. To me the sudden rush to release smacks of marketing/management having had enough and wanting it out the door. -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
micha replied to DMagic's topic in KSP1 Mod Releases
Well, yes, from the program's perspective. But from a user's perspective it's the experiment, not the specific part implementing that experiment, that's important. At least IMO. So I'm wondering if it's possible to change the stock config (ModuleManager?) to require (Materials Bay || US Materials Bay || <anything which implements Materials Bay>). -
We have better ways of power production. Look at all the old probes using RTG's. Proven tech. And there's plenty of designs (some even flown) of full nuclear reactors. But the rabid anti-nuclear lobby is putting paid to that.
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
micha replied to DMagic's topic in KSP1 Mod Releases
Hullo! Thanks for your great mod! Standard install in all my games I have a question though - is it possible for your mod to be recognised in stock contracts? That is, I have a contract to place a satellite in a specific orbit with a Material Bay. Adding your US Material Bay to the craft does not fulfill the requirement, so whatever the stock contract is looking for is not triggered. Presumably the same would happen with the Mystery Goo container (haven't had a contract to test this yet). Would be great if we could use your parts for these contracts instead. Cheers, - Micha. -
Heya, First off, great mod! It's great to be able to see the additional information about a contract from anywhere. I've got a minor issue though - if I have the Contracts+ window open in the VAB or SPH, my framerate and the editor slows to a crawl. Other mods which open windows don't have this issue for me. Debian x64, KSP 0.90 x64, Contracts Window + 3.1, various other mods. Nothing of interest in the log files. EDIT: Some additional testing: - I saw this issue in other scenes as well - brand new install with CW+ as the only mod does NOT show the issue (or it's so slight as to be unnoticeable) - after a restart (computer + KSP), the issue is not noticeable in my fully modded install either. So for now, don't worry about it until I can repro. Sorry about wasting time.
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FAR, KAS, and afaik almost all others work just fine. A very few are architecture-specific and may have special versions for Windows and Linux, such as Advanced Fly By Wire, but most are architecture independant. The list of mods I play with (under Debian x64) and/or have tried out is here.
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[0.25] KDEX - Kerbal Dust Experiment v1.04 - outdated -
micha replied to masTerTorch's topic in KSP1 Mod Releases
Mod seems to work great in 0.90 as well. Could the Kerbal Stuff metadata for this be updated so it'll be available through CKAN as well? -
I design my missions to actively avoid orbital debris - probably thanks to watching Scott Manley on YouTube and his oft-stated dislike of the same. I ditch launch stages prior to entering orbit - that way they crash back onto the planet I'm launching from. Yes, this sometimes means ditching a stage with a bit of fuel left over (argh! the waste!). Anything which does make orbit is either there to stay (ie, a station or satellite), or to eventually come back down. Similarly for transfer stages to other moons/planets - they're either there for the entire return trip, or they get staged after an initial landing burn. Anything which does get left over accidentally stays there as a reminder. Haven't played a single game for long enough to run into performance issues yet.
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Hi N3h3mia, Just a quick shout-out to you and your great mod! Just came back from Australia and ready to get stuck back into KSP. Looking forward to trying out all the changes - you've been busy!! Hope all your exams went well Cheers, - Micha.
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Microsoft Security Essentials is better than nothing, but it doesn't score particularly highly in the virus-detection tests. OTOH it's likely to be the most compatible with Windows. Using AdBlock and FlashBlock in your browser should be a given.. even on other platforms!
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Another vote for Avast! (free), although I just installed BitDefender (free) on my reinstalled machine. Avast! was starting to cheese me off by poking its nose into my SSL connections - sorry, but it's closed source, and there's no way I'm letting any software become a man-in-the-middle when I'm doing banking and suchlike. The SSL snooping is on by default, but you can turn it off. Nevertheless BitDefender ranked slightly higher in the detection stakes and in the system impact so I thought I'd give it a try. I'll probably go back to Avast! - the user interface for BitDefender (free) is slightly -too- simplistic for me, and it seems to be interfering with Windows Restore.
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Funny.. in the OP post if you substitute Windows for Linux, that is largely my experience. I've just totally and utterly HAD it with that piece of ....e, unfortunately I can't get around not using Windows for work. Not even for remote desktop since our VPN software is bespoke. Argh! As for Linux, long-time happy Debian user. Both on my server as well as my Desktops and Laptops. KSP works fine, as does Oolite, and pretty much most software I need. An annoying exception is Garmin stuff. But even my "new" secondhand dive computer, nothing but trouble trying to get it to run under Windows (unsigned drivers and all sorts of crap) but, and I must admit I was shocked and surprised by this, it just worked out of the box under Linux with an open-source dive program called Subsurface. Now, I fully admit that I'm not a typical user. I know my way reasonably well around PC's, having played and worked on them for the better part of 25 years now. The one thing which I would -totally- dispute though is that it's difficult to get stuff working on Linux. Either it's totally incompatble, in which case you should find that info quite quickly and stop wasting time, or pretty much all the problems are well documented with solutions which can be worked through. In contrast to Windows, where pretty much the only solution is "have you tried turning it off and on again?" followed by "have you tried reinstalling"? Maybe I just don't know where to look, but in Linux, any issue typed into Google gets a result quickly, whereas for Windows I spend hours searching. </counter rant>
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Another vote here for guigui30000's proposal here.
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The Other Linux Thread
micha replied to skeevy's topic in KSP1 Technical Support (PC, modded installs)
Debian is not the easiest distro to get started with, but IMHO balances configurability (you can start with a very tiny core) with reasonable usability quite well. It's the distro I use for my servers as well as desktops. The main annoyance is that the default repositories do NOT include any "non-free" (ie, closed source, commercial, or otherwise restricted by license) applications, so it's not as complete "out-of-the-box" as various others are, but there's comprehensive HOWTO's for pretty much everything (eg, search for "Debian HOWTO nvidia driver"). I would also strongly suggest you select one of the tiny Desktops (LXDE, XFCE, etc) instead of a full-blown one (Gnome/KDE) if this is mainly for KSP - you'll get -heaps- of extra memory and speed out of your machine, as well as saving some space on your USB stick. Personally I like WindowMaker, but that's not a very familiar interface to one coming from Windows. One major adjustment if coming from another platform is that 99.9% of all programs are not installed by going to a website, downloading, and running an installer, but rather through the package management system. There's GUI tools as well, but you'll likely want to have a play with "apt" and "aptitude" on the command line - the latter gives you a rudimentary text-based GUI if run without any arguments. Most of all: Have fun! -
There needs to be a middle-option in the poll. Like a lot of people here I slowly build up a repertoire of launch vehicles rated to different tonnages, and subsequently use them for most launches, only building bespoke launchers for odd payloads. So yes, I use a selection of different rockets for my launches, but not a custom-built one per launch.
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The Linux Thread!
micha replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
You really should be using the 64-bit version of KSP on Linux; no reason not to if your system is 64-bit anyway. And that means you can uninstall all those :i386 compatibility libraries. -
How unstable is 64x?
micha replied to Patient_Zero's topic in KSP1 Suggestions & Development Discussion
THere's a distro I looked at briefly to use as a basis which auto-detects the graphics hardware and dynamically changes the config at bootup time. Hadn't seen that before in LinuxLand, but not enough time to chase it up further. Also, can't find a bigger USB stick than 2GB at the moment so can't play with it anyway. -
The other minor tweaks and additions make 0.25 quite an improvement over 0.24.2 though. And my 0.24.2 savegame loaded in perfectly (as far as I've tested). Even my spacestation is working, although I had to patch one mod for that.
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How unstable is 64x?
micha replied to Patient_Zero's topic in KSP1 Suggestions & Development Discussion
I actually did look into this briefly, but as I was on a business trip and totally swamped with work at the moment I had to regrettably shelve it. Something to revisit, although I daresay by the time I get around to it, Unity5 might be out rendering the whole exercise somewhat pointless. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
micha replied to Claw's topic in KSP1 Mod Releases
Thank you, sir, much appreciated! -
Recommendation/Advice Sought: EVE and/or similar?
micha replied to Srpadget's topic in KSP1 Mods Discussions
Cheers, I'll take that at face-value It's never easy to provide enough information without crossing that line.. One more point regarding general mod-management; sooner or later you'll be upgrading mods. The usually recommended way to go is to first delete the old copy of the mod out of GameData, and then install the new version as before. But be careful, a handful of mods store state/settings which you may want to keep. Again, read the instructions if the mod provides them. Luckily most do. -
[1.0.2][May17] SelectRoot2: Fixing stock awkwardness
micha replied to FW Industries's topic in KSP1 Mod Releases
From this post: -
Recommendation/Advice Sought: EVE and/or similar?
micha replied to Srpadget's topic in KSP1 Mods Discussions
TL;DR: Only ever copy stuff into Kerbal Space Program/GameData - it's the only directory which should contain Mods. And yes, you have to open the ZIP file with an archive utility and extract yourself. General installation instructions for Mods is: 1) Read the Installation Instructions. 2) Read the Installation Instructions 3) I mean it. Read the Installation Instructions. Every mod author seems to have their own preferred way of laying out their mods and how to install them. Unfortunately, for EVE, they are slightly less than ideal, as you discovered. And there are some other mods which are similarly brief in their instructions. So for those: 4) Download ZIP 5) Open ZIP in an archive manager (no, they are not self-extracting) 6) Find readme or similar and see if that contains installation instructions (unlikely if the Forum release thread didn't point to some) 7) Find a "GameData" folder. Whatever is inside that should be copied into "<Where you Installed KSP>/Kerbal Space Program/GameData" 8) If there is no GameData folder, you have to dig around a bit. Luckily for EVE, there is one. As far as MERGE is concerned, most people say to extract the GameData folder into the KSP folder, and perform a merge. Personally I prefer to do Step #7 above. That way I can't accidentally screw something up in my KSP folder, or overwrite something I didn't mean to inside GameData. Finally, the LR.zip for EVE means Low Resolution. Basically it doesn't look quite as nice, but might save some RAM if you're getting close to the limit. Hope this helps.. -
How unstable is 64x?
micha replied to Patient_Zero's topic in KSP1 Suggestions & Development Discussion
Yeah, same here.. but all I ever see is the Windows people whingeing about x64. First that they didn't have it, and now that it's buggy. When it's not even Squad's fault! Gah, people are frustrating!! Hopefully the next version of Unity is not too far away, and fixes x64 for all platforms. In the meantime it's strangely satisfying to see Linux shine in an area which is usually dominated by Windows. As yet another alternative, it's dead easy to setup a USB stick with Linux & KSP on it - no need to even touch your precious hard drive. A 4GB stick should be enough, 8GB is definitely enough.