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Badsector

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Everything posted by Badsector

  1. I don't think is unity because have start to happen with ksp 1.1.2 and probably is enough add some '"' to the code on Squad Side .
  2. AFBW solve this problem but give others problems with SAS and calibration, i prefer use the stock system that have always worked fine until 1.1.0, now with 1.1.2 input device worked like 1.0.5 but i get this annoying issue with the settings.
  3. My joystick vendor is "Greenasia Inc." and seems due to my locale "it" the "." is wrongly read as a separator and for that don't match system vendor and every time i start the game i have to setup all the joystick axis. That applies only for axis, buttons are read correctly, here are the lines from settings.cfg INPUT_DEVICES { GreenAsia Inc. USB Joystick = 0 } AXIS_PITCH { PRIMARY { name = GreenAsia Inc. USB Joystick axis = 1 inv = False sensitivity = 1 deadzone = 0.25 scale = 1 group = 0 modeMask = -1 } I have try a joystick without "." in the vendor name and it work You can find better explanation in #9679
  4. Can be some ACPI compatibility issues, try to update your bios or add "pcie_aspm=off usbcore.autosuspend=-1 noapic" at "GRUB_CMDLINE_LINUX_DEFAULT=" for see if you get again the issue
  5. I have find the culprit is the vendor name of the joystick, someone can help me for find a solution for alias my joystick to another vendor ? I lacks on knowledge for do that and is the only solution i have, waiting for a squad fix
  6. You have to add them in/UbioWeldingLtd/PluginData/UbioWeldingLtd/ModuleAttributeList.xlm after <ModulesToIgnore>
  7. I have this problem, every time i start ksp i have to go in setting and setup all axis, i have already open a bug #9679 and i patiently wait for some solutions, what i'm asking is if anyone that have it working can post settings.cfg file for see if i can hack my settings in a working way. Thanks in advance Regards Luca
  8. @Warezcrawler the part of code for terrain height, and bearing are from line 114 of autoRoveUtils.cs
  9. The mod work on this way, move rover in background and align the rover with the ground only when the rover is the active vessel
  10. I agree but in some situations containers are need like very long missions or spacestations refuel, but probably you are correct and is better left this choice to the player.
  11. Why don't add @Whyren snacks containers to the package (without greenhouses) ? I think a lot of snack users use them and now is no more updated. If you interested i have already updated them in attack nodes and capacity (1snack x l)
  12. Little trick, set your joystick with jstest-gtk or how you like, after in terminal jscal /dev/js0 -p > joystick.sh chmod +x ./joystick.sh Copy joystick.sh in your ksp directory and add it at the startup script first to launch KSP.X86 ecc ecc Example #!/bin/sh cd "`dirname "$(readlink -f "${0}")"`" ./joystick.sh LC_ALL=C ./KSP.x86_64 -single-instance cd -
  13. Same problem here with Debian testing and KSP.X86_64, watching at github repo i have noticed in build directory that the version file is updated to 1.7 but the .dll still at 1.6, idk if is that the problem.
  14. Little suggestion for the patch @PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[*],~CrewCapacity[0],!RESOURCE[Snacks]] { RESOURCE { name= Snacks amount = 0 maxAmount = 50 @maxAmount *= #$/CrewCapacity$ } } @PART[*]:HAS[!MODULE[ModuleCommand],#CrewCapacity[*],~CrewCapacity[0],!RESOURCE[Snacks]] { RESOURCE { name= Snacks amount = 0 maxAmount = 100 @maxAmount *= #$/CrewCapacity$ } } @PART[seatExternalCmd] { RESOURCE { name= Snacks amount = 2 maxAmount = 2 } } @PART[Large_Crewed_Lab] { @RESOURCE[Snacks] { @amount = 200 @maxAmount = 200 } MODULE { name = ModuleResourceConverter ConverterName = Snack Cultivator StartActionName = Start Snack Cultivator StopActionName = Stop Snack Cultivator AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Ore Ratio = 0.5 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 1 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } } @PART[cupola] { @RESOURCE[Snacks] { @amount = 0 @maxAmount = 100 } } @PART[roverBody] { RESOURCE { name = Snacks amount = 0 maxAmount = 10 } } With this patch i add only storage capacity because i like use snacks with mass but you can change how you like
  15. LC_ALL=C is need again in startup line ? Without this command i get wrong values for setting.cfg and probably give problems to the game too, but in the op-post is no more mentioned (or i haven't see it)
  16. You can backup your savefile and try to delete all contract, if that fix the problem you have only to restore your savefile and complete all active contract.
  17. I have experienced this issue by importing a save from a different version of ksp, deleting all contracts have fixed the problem but the best way is start a new game.
  18. This mod have completely changed my gameplay, Thanks @Wotano for giving us this nice and useful feature and i can only wait for see this mod revived for 1.1.
  19. In linux is expected have a lot of platform related issue due to the number of different Distro and versions, i hope that a upgrade of unity to recent version (5.3.4+) can fix most of the issues we are experiencing now
  20. From 16% of 1.05 to 98% of 1.1 something is really changed, What is more strange there is noticeable lag in start menu, KSC view and editors with PPFX and AA. Due to the increase of FPS i have expected increase of GPU usage and for now I leave it as a doubt.
  21. Removing PPFX and AA have doubled my fps but my gpu gtx650 oc is always at 98%, probably something is wrong with those settings in linux
  22. Swap is used ? By default some linux distro start use swap at 75% of ram usage
  23. If you have unity desktop try to install UNITYDE 2d, others have troubles with GTK3 DE you can try disable compositing for see if that can solve the problem
  24. How work joystick now ? It don't use system settings and some buttons are not recognized Other than that X64 seems laggy and CPU go crazy in editor view Edit Removing "LD_PRELOAD="libpthread.so.0 libGL.so.1" __GL_THREADED_OPTIMIZATIONS=1" seems have fixed the lag
  25. Why don't give to all the chance to try it ? If bugfixing require months or a new version of unity we have to wait years first to try it out ? By now 1.1 is not more bugged than 0.23 or 0.24, 0.25, 0.90, 1.0, 1.02, 1.03, 1.04 or 1.05, they can release a playable 1.1 and after take their time for fix all the bugs, is player choice if they want update to 1.1 or play 1.05
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