Maars
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Everything posted by Maars
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[1.10.0] S.A.V.E - automatic backup system - 1.10.0-3173
Maars replied to Nereid's topic in KSP1 Mod Releases
Nereid, I run ksp64 on linux and there's no problems with this mod so far, in fact it works exactly how it should -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
Maars replied to pizzaoverhead's topic in KSP1 Mod Releases
the title page states that there's no linux fix yet. is that still the case, no worky with linux?- 779 replies
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Kerbal Construction Time/StageRecovery Dev Thread
Maars replied to magico13's topic in KSP1 Mod Development
if it's rolling back before rollout, then you never get to launch the rocket, right? it just keeps going back to rollout status in an endless loop? cos that's the problem here. downloaded the latest candidate and will test in a moment. i don't replace the latest candidate dll with the beta? - just to confirm EDIT : ok, the same is now happening with the rollback as you described, i can go through the rollout-rollback stage and still launch. however, i'm still not able to recover craft - at first i could but after a few missions it started happening again https://www.dropbox.com/s/y5zoveu3sc0s39m/Player.log?dl=0 -
Kerbal Construction Time/StageRecovery Dev Thread
Maars replied to magico13's topic in KSP1 Mod Development
recovery now works, thank you. i've encountered another little issue. roll out seems to do nothing and never makes the craft available for launch. https://www.dropbox.com/s/y5zoveu3sc0s39m/Player.log?dl=0 -
Kerbal Construction Time/StageRecovery Dev Thread
Maars replied to magico13's topic in KSP1 Mod Development
i'm glad i decided to bring this to your attention then. and many thanks for putting in the work to refine this already wonderful mod -
Kerbal Construction Time/StageRecovery Dev Thread
Maars replied to magico13's topic in KSP1 Mod Development
thank you kind sirs, i now head off to hunt for the hidden player log file. be back soon edit : here it is https://www.dropbox.com/s/y5zoveu3sc0s39m/Player.log?dl=0 it's from a modded game - if you want the log from a stock try, let me know. -
Kerbal Construction Time/StageRecovery Dev Thread
Maars replied to magico13's topic in KSP1 Mod Development
thanks for the link update : just tried STOCK ksp 0.90 with only KCT and the problem was still there was from the first launch. i'll find that log file for you EDIT : i use ubuntu solely for KSP, i admit i can't even manage to find the log file despite having the folder location. linux is simply obscure to me. instead of helping out with some feedback you're having to hold my hand the whole way through.. sorry -
Kerbal Construction Time/StageRecovery Dev Thread
Maars replied to magico13's topic in KSP1 Mod Development
this is the best i can do without a output log. they're screen shots of the log file happening in-game: https://www.dropbox.com/s/opvzg8mj0x1ixcv/game_loads.png?dl=0 https://www.dropbox.com/s/yv8cz1kpn68aj12/trying_to_recover_craft.png?dl=0 -
Kerbal Construction Time/StageRecovery Dev Thread
Maars replied to magico13's topic in KSP1 Mod Development
glad you stressed the "not ksp.log" thing because that is exactly what i was about to send. anyway, i just finished replicating the problem and quit out of the game to fetch the proper output log and it's not there. why isn't the game creating a log file? i pressed alt-f12 and checked the log as it was running and it was yet no file exists. i'm on linux 64bit but that shouldn't make a difference, should it? is there something i should be doing? -
Kerbal Construction Time/StageRecovery Dev Thread
Maars replied to magico13's topic in KSP1 Mod Development
thought i'd mention something on this thread as i've been trying to tune your devbuild KCT with my modded 0.90 ksp and the issue i seem to be having is craft not being recovered from the space centre screen. when i turn off KCT in the settings i can recover the craft again but when the mod is on recovery does nothing. i've also deleted 'most' of my mods and tried with the same outcome. admittedly i only tried this with stock KSP and KCT once with a new career game, it worked fine but the issue seems to begin after about the 3rd or 4th mission. That's when recovery does nothing. the log file is pretty big but ready in case you wish to look at it. i can post it here but i'm noob and don't exactly know how without messing up the screen with the large log file -
[0.25] Astronomer's Visual Pack - Interstellar V2
Maars replied to Astronomer's topic in KSP1 Mod Releases
you know what, that looks cool. i'd prefer that bug than my ksp crashing -
[0.90] Working Multiple Star Systems(WITH PLANETS!)
Maars replied to Duracelle's topic in KSP1 Mod Releases
Cheers Duracelle. Even if the planets are mono-biomed, it's enough to warrant a pilgrimage or two in order to, as you already stated, make use of the interstellar technology. Just have to wait until it's updated to .90 though. -
[0.90] Working Multiple Star Systems(WITH PLANETS!)
Maars replied to Duracelle's topic in KSP1 Mod Releases
that my dear sir, is stock logic. in that case, you have me by the short and hairies. otherwise ya'll know there's a mod like custom biomes, right? -
my sentiments also, great work man and thanks for adding a foundation to the game prior to 0.90 EDIT: do you guys think we should send flowers?
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amazing how you can post a blank mod and already have this many views and replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Maars replied to ferram4's topic in KSP1 Mod Releases
this is on behalf of all FAR users.................. we love you man- 14,073 replies
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- ferram aerospace research
- aerodynamics
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(and 1 more)
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[0.90] Working Multiple Star Systems(WITH PLANETS!)
Maars replied to Duracelle's topic in KSP1 Mod Releases
just downloaded and about to install to .90 on my Linux KSP so need for worrying about crashes. btw, do these things have biomes? because you know that biomes are what makes Kerbals fly to other planets in the first place, yeah? -
for a "mum with 2 kids", this is pretty cool EDIT : and that wasn't supposed to be chauvinist! .... just giving props
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Issue attaching intakes
Maars replied to skiparay's topic in KSP1 Technical Support (PC, modded installs)
i had that problem and it was Tweakscale 1.47 & 1.46 which caused it. however, i use 1.44 just like i see you do and it works fine. so i'm not sure that might be your problem. try removing tweakscale and see if your air intakes attach otherwise you've already found the culprit... interstellar - try using the interstellar lite version maybe -
Dude, i checked out your link on curse and it seems really interesting in initial concept although you might get a bit of slow start due to the lack of any kind of details present. I mean, "generic framework for creating kerbal stories", sounds like modders could do some creative s**t with that if they knew what it was really all about- maybe put some more info up?
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Pre-emptive support for Linux selection.
Maars replied to Hannu's topic in KSP1 Technical Support (PC, modded installs)
I swapped to Ubuntu 14.04 with a dual core cpu and nvidia gtx750 gpu and i don't have any crashes and it runs straight outta the box without any problems, although i use different mods other than RSS & Realism. BUT, the trade off for me is that even though win64 crashes and doesn't like essential mods, it runs like butter. On the flip side, on linux it doesn't crash, however it stutters and suffers low framerates because of mods like FAR and B9, at least on mine it does. -
The Other Linux Thread
Maars replied to skeevy's topic in KSP1 Technical Support (PC, modded installs)
You're on the money man, I ran KSP straight out of the box and the only real issue is the stuttering and the lag because of my GUI (for some mysterious reason). I simply thought this script would help withe issue but nevertheless, things are pretty damn playable as it is. Cheers for the feedback