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KSP2 Release Notes
Everything posted by linuxgurugamer
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Well, that's the state of KSP 1, and apparently from some comments made, is the state of KSP 2. Not quite as bad as what you think. The big issue is fuel tanks. Parts only need to interact with parts they are attached to, but fuel tanks (and anything with resources) are the big issue. For example, let's say you have a vessel with 4 fuel tanks, feeding 1 engine. There will be one calculation for each fuel tank each time tic (tic) to calculate the fuel used, giving a total of 4 calculations per tick. Now, add 3 more engines, so that you have 4 fuel tanks feeding 4 engines. Now you will have 4 * 4 = 16 calcs per tic. Not exponential, but multiplicative. So if you add one more tank, now is 5 * 4 = 20 calcs per tic. Many of us have vessels with tens to dozens or more of tanks and engines, and this is where the game engines (both KSP1 and KSP 2) get bogged down. There are ways to fix this, and I had thought they would have done that before the initial release, since this is a well known problem in KSP 1. But they were obviously concentrating on other issues, I'm sure this will get resolved over time
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[1.12.x] NavBallTextureChanger Updated, now with UI
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Remove the mod totally, and make sure the directory is removed. Then start the game, (would help to make a new save) and make sure that stock is there Then put the mod back, and see what happens, using the same save -
It writes the note to the Player.log. If you are seeing the same issue with different mods, then it most likely is a bug with either the base game or the mod which is providing the clouds/atmosphere
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You _do_ like to ignore everything I've said, don't you? Not going to repeat myself, but if you read back [snip] you will see that I have acknowledged the problems many times, including those I've experienced myself. But I didn't say that. I acknowledged problems, I've experienced them myself. Read what I said before saying things that aren't true. Yes I did, but I used decouplers. I didn't use the docking ports as decoupler replacements, so there was a stack separator on top of the docking port of the lander
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Moderator title: How to make a button
linuxgurugamer replied to ZoRG172's topic in KSP1 Mods Discussions
the first version had a problem try installing it using CKAN (just tested that version), the first version had a problem -
Originally made by forum user @RadarManFromTheMoon, hasn't been updated since 2015 or so, original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/127318-12-trimplus-121-bind-trim-to-joystick-buttons-and-keyboard-keys/ I've adopted it and made a few changes This little plugin lets you map the airplane trim controls to joystick and keyboard keys. (because alt+WASD is meh!) Nothing more, nothing less. The window is now available at the Space Center, by clicking the following button: Description of Buttons TRIM_PITCH_UP / TRIM_PITCH_DOWN: press to trim the plane up or down TRIM_ROLL_LEFT / TRIM_ROLL_RIGHT: press for roll trimming TRIM_YAW_LEFT / TRIM_YAW_RIGHT: press for yaw trimming RESET_TRIM_PITCH reset pitch trim to zero RESET_TRIM_ROLL reset roll trim to zero RESET_TRIM_YAW reset yaw trim to zero RESET_TRIM like pressing RESET_TRIM_PITCH, RESET_TRIM_ROLL and RESET_TRIM_YAW at the same time SET_TRIM_PITCH : 1. level out plane 2. press and hold button 3. release pressure on the stick 4. release button. The plane is now trimmed out SET_TRIM_ROLL: Like SET_TRIM_PITCH but with roll SET_TRIM_YAW: Like SET_TRIM_PITCH bit with yaw SET_TRIM: like pressing SET_TRIM_PITCH, SET_TRIM_ROLL and SET_TRIM_YAW at the same time Dependencies ToolbarController Click Through Blocker SpaceTuxLibrary Availability License: GPLv3 Download: https://spacedock.info/mod/3295/TrimPlus Source: https://github.com/linuxgurugamer/KSP_TrimPlus
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That's interesting. I did notice that the engine plates didn't seem to also include a decoupler, have you seen that as well?
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I saw that also, problem is, I think, related to the fact that you have an engine (probably) in the same stage as the decoupler. What it appears to me is that the engine is holding onto the deoupler. The fix is to just put decouplers in their own stages, which is, IMHO, a good practice to follow regardless of the bugs. Not everyone uses Twitter, could you post the notes here, please?
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I've seen that, both on my playthrough and others, I believe you can fix that by saving and reloading
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You are running multiple visual and graphical mods: DistantObject Atmosphere (???) CelestialShadows CityLights EVEManager ShaderLoader Terrain TextureConfig NavBall Texture Changer PlanetShine Restock Scatterer Waterfall Are these all part of EVE? If not, please test by removing everything not related to this issue, and let me know. This mod doesn't really touch the graphics, so I'm not sure what's going on. Also, please note that I see a number of NullRefs from Scatterer throughout the log file Could you also install the Notes2Log mod, and use it to write notes to the log file at specific points (ie: before , and after would be helpful)? Log files are rather big, this would be helpful
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Oh wow! Believe me, I don't depend on that at all. In that case, you would exclude anyone who gets any money at all from anything related to this, right? If I had to do a calculation, I think that Patreon brings in less than 1/2 of 1% of my normal salary. It's so low that I don't even have to report it to the IRS. So please, don't say things like that because it just shows how little you think about what you are talking about Well, I really don't' know what you are doing in your game. Believe me, I do know what game-breaking means, and I have been part of other EA releases. You are free to join me when I stream on Twitch and engage in a discussion. I'd be happy to try to replicate these issues, but IMHO, they aren't as prevalent as you are implying. For example, last night I streamed a mission for about 4-5 hours, a complete development of a rover and flying it to Minmus, landing it and then driving around for a bit. There were minor issues, but not a single game-breaking issue. It was a very nice stream. You are free to watch the VOD, as well as countless other people who are happily streaming it for all to see. Have YOU experienced all of these issues you are describing yourself, or are you just repeating things you've heard over the 'net? I _have_ experienced issues where I had to restart the game. Not often, and, if I remember correctly, were all from the same set of saves, cause is suspected to be a bad build of a vessel which then caused other issues. Well, ignoring the water physics (which are obviously unfinished), I've done rovers, planes, rockets, etc. I suggest that you stop insulting people, and do a more reasoned discussion. For transparency, I will state that I am using a "mid" to "high" end machine, which may be why I'm not seeing some of the issues that other people are seeing. I've never hidden that, besides telling people multiple times during various streams, my system specs are posted on my Twitch page. I briefly tested KSP2 on a lower-spec machine, but that one isn't available for extended playtesting.
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A small request from a forum user who needed something a bit bigger for his eyes: Funds, Rep, Science This is a simple little mod which simply shows the Funds, Reputation and Science in a small, resizable, positionable window At the top of the window, there are specialized controls: X - Close button Toggle Skin Change Font Size This mod was made to show this information when the game window is scaled larger than what the game supports (on a 4K monitor). That can be done by editing the settings.cfg, and changing the UI_SCALE parameter. Dependencies ToolbarController Click Through Blocker SpaceTuxLibrary Availability License: CC-BY-SA Download: https://spacedock.info/mod/3293/FRS Source: https://github.com/linuxgurugamer/FRS
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Moderator title: How to make a button
linuxgurugamer replied to ZoRG172's topic in KSP1 Mods Discussions
Try this: https://github.com/linuxgurugamer/FRS/releases/tag/0.0.1.1 Not yet in CKAN, it has dependencies: Toolbar Controller Click Through Blocker Space Tux Industries I'll get it into CKAN and Spacedock later -
Moderator title: How to make a button
linuxgurugamer replied to ZoRG172's topic in KSP1 Mods Discussions
Unless I missing something, VOID doesn't show Funds, Science, and Reputation Kerbal Engineer is something else you may want to look at Edit: Oops, I did find it, was hiding amongst all the other windows I'll see if I can cobble up a small mod with that info only, in a way to scale the font -
Moderator title: How to make a button
linuxgurugamer replied to ZoRG172's topic in KSP1 Mods Discussions
Not really that easy, the mod is really old, and wasn't written with scaling in mind. That being said, which VOID window are you in need of, I might be able to whip up a small mod for you -
Moderator title: How to make a button
linuxgurugamer replied to ZoRG172's topic in KSP1 Mods Discussions
Ok, so you are breaking the game by editing config files I do understand, so what you are looking for is a mod to replace the info you are breaking by your non-standard changes Might I suggest that instead of doing that, that you use a lower resolution on the screen to avoid breaking it? I'd suggest looking at the mod AnyRes, which will let you play with different resolutions to get something that you can work with What I've found with my own monitor, is that using the monitor's full resolution _can_ make things too small, to the point that it's unusable. Rather than then scaling the UI, I have found that just reducing the overall resolution can oftentimes do what I want -
Moderator title: How to make a button
linuxgurugamer replied to ZoRG172's topic in KSP1 Mods Discussions
Oh, sorry, I was looking at a sandbox game, so it wasn't showing up for me. It was bothering me, because I knew I had seen it before :-) So I was looking at the game, which zoom settings are you referring to? UI Scale only goes to 200%, Apps scale goes to 150% When I set both to the max (I have a 4k screen), it still showed up when I clicked the button. so how are you setting the zoom values so high? -
Moderator title: How to make a button
linuxgurugamer replied to ZoRG172's topic in KSP1 Mods Discussions
Ummm, ok. First, this has nothing to do with this mod. Second, you are looking at different scenes, and different scenes have different things on them. This one is the Space Center, and what you are seeing is normal, nothing to do with scaling. Not sure what you are expecting to see where you circled in red: This is the Flight scene, and again, what you are seeing is normal and correct, again, nothing to do with scaling. I'm guessing that what you are asking is how to add the button and panel you circled: If that button is from an existing mod, please identify it. A log file would also be helpful for me to help answer your questions. -
And your point is? I didn't say they didn't exist, just that they didn't happen to me. and if they don't happen to me, that only says that they don't happen to everyone. In case you can't read, this is an Early Access game. That not only implies, but specifically states that there are going to be bugs. Gamebreaking is dependent on the player, some players can work around bugs, others can't. Obviously you are in the group which cannot (or is unwilling to) work around bugs. Others, like myself, can. I strongly suggest that you stop complaining about the issues, and either wait for a few updates, or at least provide constructive criticism. I've seen lots of EA games go through these teething problems, this is one of the very few I've really participated in. Not sure why you decided to point at my patreon link. If you don't like my content, you are free to not use it. You don't have to watch me, you don't have to use any of my mods, etc. Doesn't bother me, I don't have an ego involved here, unlike some others I've seen on the forums
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I have no idea what you are talking about. Maybe provide a before AND an after picture, otherwise I can't even begin to understand your comment
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If crossfeed isn't disabled, then fuel will flow from the main tank into the two side tanks. GT see this and doesn't trigger the staging event because you really don't want to be doing that You shouldn't be losing dV, if you are, you aren't flying a good launch profile. You don't want to be carrying those side tanks once they are empty, just a waste of dV
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[1.12.x] NavBallTextureChanger Updated, now with UI
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 2.0.0.10 More fixes for invalid file path caused by bypassing new KSP launcher -
Moderator title: How to make a button
linuxgurugamer replied to ZoRG172's topic in KSP1 Mods Discussions
What are you talking about?