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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Stock bug fixes are here: http://forum.kerbalspaceprogram.com/threads/97285-KSP-v0-90-Stock-Bug-Fix-Modules-%28Release-v0-1-7d-28-Feb-15%29-Misc-Utilities-%2818-Jan-15%29
  2. Looks nice, me likey! What would it take to give it the same features a mechjeb? ie: Instead of putting the mechjeb unit on the ship, to put this instead? - - - Updated - - - Also, do you think you could support a CKAN install?
  3. I just installed this, thanks. So far (I have >94 mods installed), i've seen exceptions from planetshine and ATM just getting to the main screen. Will be testing as I go, thanks for creating this.
  4. OK, thanks. Looks like we are even: No offense given, and no offense taken. Cool! And again, thanks for a wonderful mod. It really makes my pictures look more realistic (the launch towers)
  5. Continuing my adventures with KSP and Linux, I bring you a short HowTo install on Fedora 21: For various reasons, I don't like Ubuntu. I don't want to get into a flame war, just accept the fact that I don't like it. If you want the reasons, PM me and I'll be happy to respond. Ok. It's actually pretty easy to install in Fedora 21. Note that I use nVidia video cards, so my instructions will have a few nVidia specific steps. Other than that (which I'll note) it's all the same 1. Install Fedora 21. No specific options are needed during the install, just answer the questions. There are only a few, and are pretty self-explanatory. One thing is that you need to set up a user. For these instructions, I'm going to use "user" as the username that you setup. (obviously) Remember the passwords you set up, both for the root user and "user" 2. After installing, reboot, log in and do a full update of the system. Then reboot again. 3. Download and unzip the KSP zip file. It doesn't matter where, but note the location since you will need that in a few steps 4. Download CKAN and put it into the same directory as KSP. Again, note the path to the executable 5. Install the latest version of mono (needed for CKAN) using the following steps: # # Download and install the latest Mono # wget http://download.mono-project.com/sources/mono/mono-3.12.1.tar.bz2 cd mono-3.12.1 ./configure --prefix=/usr/local make su root make install # # Install some useful packages # yum -y install SDL2_image rpm-build ttmkfdir cabextract popt-devel pavucontrol # # Install the Microsoft fonts # wget http://corefonts.sourceforge.net/msttcorefonts-2.5-1.spec rpmbuild -bb msttcorefonts-2.5-1.spec yum localinstall /root/rpmbuild/RPMS/noarch/msttcorefonts-2.5-1.noarch.rpm fc-cache -fv # # Turn down the swappiness setting. This is a number from 0 to 100. # Default is 60. If you have lots of memory, set it to 0, otherwise a low # number such as 10 would be good # echo "vm.swappiness = 0" >/etc/sysctl.d/90-swappiness.conf sysctl -p /etc/sysctl.d/90-swappiness.conf If you have an nVidia card: 1. Download EasyLife from: http://easylifeproject.org/ EasyLife is a software management tool which automates installing some software, including the current nVidia drivers. 2. Open a terminal window and su to root using the root password 3. Do this command: yum -y localinstall ~user/Downloads/easylife* 4. Run easyLife, using either the icon on the desktop or from the command line: /usr/local/bin/easylife 5. There are (as of this writing) two different nVidia drivers listed. Select one (I used the current version) and then click the OK button I use the following two shell scripts to run both CKAN and KSP. Replace the <USER> with the userid that you are using, and set the directory to where it is on your system: ckan.sh: #!/bin/bash # Set the following to the directory where the game executable is in KSPDIR="/home/<USER>/Desktop/CKAN_Modded_KSP" MONODIR=/usr/local/bin ### Don't change anything below here ### cd $KSPDIR ${MONODIR}/mono ckan.exe KSP.sh: #!/bin/bash # Set the following to the directory where the game executable is in KSPDIR="/home/<USER>/Desktop/CKAN_Modded_KSP" # # Set the following to 1 to disable antialiasing in the file before running the game # Antialiasing sometimes causes crashes, especially in VMWare Fusion # FORCE_DISABLE_ANTIALIASES=0 # If set to 1, try to run the 64 bit version TRY_64_BIT=1 # # Set to 1 if using an nvidia card # NVIDIA=1 # The following will enable the patch the 64 bit binary as needed for 0.90 # See this URL for information: # http://forum.kerbalspaceprogram.com/threads/92231-The-Linux-Thread?p=1608655&viewfull=1#post1608655 # PATCH_090=1 ### Don't change anything below here ### exe=KSP.x86 uname -a | grep x86_64 >/dev/null rc=$? [ $rc -eq 0 -a $TRY_64_BIT -eq 1 ] && exe=${exe}_64 cd $KSPDIR [ $FORCE_DISABLE_ANTIALIASES -eq 1 ] && sed -i '/^ANTI_ALIASING/c ANTI_ALIASING = False' settings.cfg # The following two lines may not be needed with 0.90 export LC_ALL=C export LC_LANG=C if [ $PATCH_090 -eq 1 ]; then echo "0099e747: 00" | xxd -r - KSP.x86_64 echo "0099e74c: 00" | xxd -r - KSP.x86_64 fi if [ $NVIDIA -eq 1 ]; then # # Apparently the following two lines help prevent the nVidia drivers from crashing # export LD_PRELOAD="libpthread.so.0 libGL.so.1" export __GL_THREADED_OPTIMIZATIONS=1 fi ./${exe} -single-instance & sleep 10 mono MemoryUsage.exe
  6. That statement is offensive and ignorant! If you like shuffling files around, have at it! I have more than 90 mods installed, almost all with CKAN. I have had exactly ZERO problems with the CKAN installs, but have had problems when doing things manually. And I am used to doing things manually, it's what I do for a living (system administrator for >1000 Linux systems) CKAN is like Comprehensive Perl Archive Network (CPAN), and they are basing the basic idea from CPAN. No, it isn't as mature as CPAN, but then again, it hasn't been around as long. ANYTHING that can remove the possiblity of user error is always an improvement. If I had to reinstall 90+ mods, I think I would just not bother. One of the reasons I recommend the game to my friends (many of whom are teachers) is because of the ease of a novice being able to install specific mods via CPAN rather than have to : 1. Find the file 2. Download the file 3. Unpack the file 4. Move all file data files into the correct locations and with each mod author packaging their mod differently, it becomes impossible to install, maintain, update, etc. I do have 3 mods installed by hand which are not in CKAN, but for these three, I have to maintain detailed notes as to what version is installed, where it comes from, etc. These 3 mods tend to take more time by themselves to maintain than the other 90+ combined.
  7. Frizzank, I am not trying to start a flame war here, nor am I expecting unusual support. I appreciate a lot all the work that you and the other mod authors do to make the game more enjoyable. I haven't "deleted" files, I was asking if it was doable, and your answer is what I expected. I also know and acknowledge that you do not support CKAN. No one is forcing you to, and in fact, it appears that CKAN is working fine by simply grabbing the information from kerbalstuff.com. I made a suggestion re. CKAN; while I'm sorry that you don't want to do that, I (really!) do understand and accept your decision. While I may disagree with it, I'm not going to belabor the point. Re. save game being important, nothing is that important that I couldn't just start a new game. I am simply removing those mods which I either never used or no longer use in an effort to save memory. If, as in this case, removing a mod creates a problem with a game, that is ENTIRELY on my head! I asked for help, and between your answer and another from Starwaster, I got an answer I can work with. I wasn't aware about the possibility of completed contracts causing long-term problems until his answer. FYI, I have just moved the save game onto a 64bit Linux system with 16 gig memory, and the memory problems I was having have gone away. In summary, if you feel I was attacking or being offensive, please accept my apologies. No offense was intended.
  8. Ok. so I assume it is the contracts, but I only installed the Clamps & Towers mod, not anything else. Do I need to cancel ALL contracts? I also looked at the directory, and it only seems to use about 5-6 meg of space. If I delete all the PNG files, will that be safe, especially if I don't use the parts? On the CKAN side, your mods are on kerbalstuff.com, and CKAN polls that for information. If you would contact them, I think you would only need to add 1 file for full CKAN support. Thanks in advance.
  9. Here are the pictures. What I didn't show was that I accepted 3 contracts before trying to leave the screen. If I reinstall the FASA mod, it work:
  10. I have a very strange problem. I installed the FASA Launch Clamp & Tower mod, and have been playing using it for a couple of weeks now. I went to uninstall it (I use CKAN) because I'm trying to reduce the memory footprint of the game, and when I went back into the game, I got some very strange behaviour. For example, I would go into the Mission Control, select a contract, and when I click the button at top right to go back to the main screen, it wouldn't leave, but it would show the toolbar along with some icons/buttons on it. The buttons seems to work, but I couldn't get out of the Mission Control screen. I finally had to kill the program, reinstall FASA and then it worked ok. So, it seems that FASA is screwing with the save file somehow. Any ideas as to what it's doing, and how to uninstall it safely? Thanks in advance
  11. I'm aware of and am trying the notepad mod: http://forum.kerbalspaceprogram.com/threads/55625-0-90-In-game-notes-notepad-checklist-v0-10-1-16-12-14 However, I would like to be able to put a short note attached to a contract. The reason for this is that I now have about 6 different contract, all long term which are active. I have ships enroute for each. But I have no easy way to look at the contract list and determine which contracts are already being acted upon. This is a problem when I take a new contract which is similar to an existing one. Any ideas? Thanks in advance
  12. Well, personally, the regen stuff should be very heavy, and probably shouldn't be 100% efficient, especially in the beginning. Without getting too complicated, I can imagine and would enjoy the following: 1. A single type of "fuel", which would essentially bundle together everything needed; food, O2, H2O, etc. 2. Ability to carry this fuel (obviously) in some sort of tank/module 3. A series of recycle modules, starting at a low 25% efficiency and climbing to 100%. There should be a reason to sometimes use the lower efficiency modules, maybe because the more efficient ones are bigger, heavier and would require more electricity. Just like there are different size engines, there should be different size recycle modules For me, from what I've read and seen, TACLS is just a bit too much bookkeeping/micromanaging for my tastes. But, it looks very challenging and I can see how some people would prefer the more complicated mods over a simpler one. I play the game for enjoyment, and for me, micromanaging is just a bit too much. Very much like my day job :-)
  13. RoverDude, I look forward to seeing it. Please ping me when you so, and I'll update the first post in this thread - - - Updated - - - I would suggest that you do 2 parts, one to hold the "fuel", and another to recycle used "fuel" This way you keep the parts down, but still have the ability to both use stored "fuel" and to recycle.
  14. Aren't there multipliers for planets further away from kerbin? Won't those multipliers cancel that out?
  15. Wow! How many mods are you running? I have about 95, and only use about 4-5 gig normally. What version of Linux? how much memory do you have? I assume you are using the KSP.x86_64 executable, right?
  16. I'm having a weird problem with the M50 engine. I have a contract to test it, so I put a Stayputnik (happens with any pod, though) and then try to attach the M50 below it. Immediate game crash. This is running on a Linux system with about 10 gig of memory. I have a lot of mods, but this happens when I do it at startup. I tried uninstalling and then reinstalling, but no luck. Unfortunately, the game doesn't seem to record a crash dump here, and when I watched the log file (KSP.log), no entries were made as a result of this. Any ideas?
  17. for me, 32bit KSP on Windows 7 crashes when it is usually somewhere in the same range. Occasionally it's less, but I'm not sure that would be memory related. However, I can almost assume a crash if I see 3.7 gig used. 3.6 and I'm very nervous.
  18. That makes sense. I guess then that this could be put into the category of documentation. and Diazo, I love your mods as well. Thank you
  19. Hi, Not sure if this has been reported already, but here goes: I had a rocket which had 6 attached boosters. Each booster consisted of two tanks stacked on top of each other. I was setting this rocket up to use Asparagus staging (first time). Without realizing it mattered, I put the fuel sensor on the top tank. And was puzzled when the boosters would stage when only half empty. I finally realized what was going on and moved the sensors to the lower tank, and everything started working properly. It seems to me that in this case, the sensor should be smart enough to look at both tanks and only trigger when both are empty.
  20. I use a number of different systems over the course of a week. My normal gaming machine is a Windows 7 system, my laptop is a Mac running OS X, I have another system which dual-boots into Linux, and I use others at times. I have been having problems with KSP running out of memory, both on Windows (32 bit) and OS X, and wanted to start playing the game in Linux. For this, I used Ubuntu 14.04 LTS. I don’t like the Unity desktop, so I install XFCE4. For those who are interested, the way you do this is to log in and sudo to root, then run the following command: apt-get install xfce4 So I first installed KSP to the dual-boot system, which is running Ubuntu 14.04, with the propriety nVidia drivers. It works well, but this system only has 4 gig of memory, and I wanted/needed more. So I set up a virtual machine on my laptop. This is using VMWare Fusion 7, and I have an Ubuntu 14.04 system installed. Using this, I am able to change the memory available and CPUs available simply by changing a setting and restarting the VM. I normally run with Fusion set to 4 CPUs, 6 gig of memory, and 1 gig for the video memory. I kept having crashes with the game loading everything, and then crashing the entire VM (virtual machine) when it tried to load the main menu of the game. After extensive research, I traced it down to the anti-alias setting. When I disabled the antialias in the settings.cfg, the game works nicely. However, there seems to be two “quirks†or “bugs†in the game related to this: 1. When I first go into the game, I can’t go to the Graphics page of the Settings, it is a blank window with no way to exit. However, just proceeding to selecting a game and getting the the space center seems to fix this, at least for that particular run 2. When I do manage to get into the graphics page, the Anti-Alias is set to 2x. Even if I set it to Off, the game will ALWAYS save it in the settings.cfg file as set to 1, which would cause a crash the next time I would run the game. I wrote the following script to solve this problem. It is currently set to have the game in a directory on the desktop, if it is somewhere else then just change the line KSPDIR= to wherever it is. Read the script for instructions, it is fairly self-explanatory. Copy the script to a file on the system. Set the options you want, and don't forget to make it executable. Then just double-click and enjoy. #!/bin/bash # Set the following to the directory where the game executable is in KSPDIR=“~/Desktop/KSP_linux†# Set the following to 1 to disable antialiasing in the file before running the game. 0 to leave the # setting as is FORCE_DISABLE_ANTIALIASES=1 # If set to 1, try to run the 64 bit version, if not set to 1, will run the 32 bit version TRY_64_BIT=1 # The following will enable the patch the 64 bit binary as needed for 0.90 # See this URL for information: # http://forum.kerbalspaceprogram.com/threads/92231-The-Linux-Thread?p=1608655&viewfull=1#post1608655 # PATCH_090=1 ### Don't change anything below here ### exe=KSP.x86 uname -a | grep x86_64 >/dev/null rc=$? [ $rc -eq 0 -a $TRY_64_BIT -eq 1 ] && exe=${exe}_64 cd $KSPDIR [ $FORCE_DISABLE_ANTIALIASES -eq 1 ] && sed -i '/^ANTI_ALIASING/c ANTI_ALIASING = False' settings.cfg # The following two lines may not be needed with 0.90 export LC_ALL=C export LC_LANG=C if [ $PATCH_090 -eq 1 ]; then echo "0099e747: 00" | xxd -r - KSP.x86_64 echo "0099e74c: 00" | xxd -r - KSP.x86_64 fi ./${exe}
  21. I agree. If you change the current system, then that would invalidate current games. If it only added, then this could be added in at any time.
  22. Question about the rule: "-2 per ton on the launch pad or runway (all launches combined)" Does that include launch towers (ie: FASA towers), launch clamps, tanks which sit on the ground to keep ship fueled until takeoff, etc? or only that part which actually leaves the ground?
  23. Yes, it's one of the 90+ mods I have. It was actually one of the early ones I installed. But it still doesn't do a great job (at least for me), my thinking is that I'm over-thinking the planes based on my experience building them.
  24. Another big hole in the contracts is that when you are tasked to create a station which _can_ support x number of Kerbels, it doesn't actually require them to be there.
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