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Li0n

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Everything posted by Li0n

  1. Hey sal_vager. After further testing I find that even if I can play in windowed mode (without "-popupwindow") at the moment I move the window the game slow down a lot. Not fps/graphics, even the load screen is a lot slower. Is there a way to fix it ? It's like the cpu assign less power to ksp but in the taskmanager there isn't a difference. I try to change the affinity to maximum but no effect. When I hit F11 (goto fullscreen on one monitor) ksp regain its speed. Second hope : play with -popupwindow and only the mouse. It's maybe possible, thanks to the mod RKE On-screen joystick and some others like tweakableEverythings and Action Group Extended. But probably a lot of other issue, naming ships or doing EVA for example.... I continue to looking into it and welcome any idea but... How hard can setting up a triple-monitor to play KSP on Linux can be anyway ?
  2. The game have different memory leaks who leads to a crash when it hits the 32bit limit (around 4Gb). The more you change scene the more you fill the memory. Flying low is also know to increase the leaks, try disabling terrain scatter, it should helps. The new heat system should also be avoided. There is already a bunch of thread discussing this issue
  3. Hey surge, thanks for the reply. As I say I'm a beginner in the Linux world, they are a few things in your post I don't understand. When you say "old version" you mean Windows version or KSP version ? I have KSP 1.0.2 running fine (except from the memory leaks) on Windows 7 with " -popupwindow". In Unity documentation they don't say anything about a no-compatibility with Linux (see here, in the "Unity Standalone Player command line arguments" section). What is XRandR ? I assume you have a multi-monitors setup but you play on one monitor ? As I say if I toggle fullscreen (via settings.cfg or ALT+F11) the game goes fullscreen but on only one monitor. I don't understand everything you wrote but what I ""think"" is that the problem is more from the way Linux deals with triple screen. On Windows, once the Eyefinity is setup, there is only one big screen and no way (as far as I know) for a program to "know" if and where they are other monitors. On Linux on the other hand, programs seems to be aware of the multi monitor setup (for example each monitor show a different screen-saver) so it mess with the fullscreen. Is there a way of creating a virtual monitor of 3500x1920 containing the 3 physical one ? The things is I can actually click anywhere I want, it works, it's only for the keyboard (and the joystick) that's there an issue. I was even able to launch something by activating the engine with the right-click menu:P
  4. Hi everyone After being hit several times by the 32bit wall I decide to jump to Linux and unleash the power of the 64bit:cool: For start here's my specs : OS : FedoraXfce 21 CPU : Intel Core(Gen1) i7 860 @ 2.8Ghz OC @ 3.5Ghz GPU : Gygabyte AMD R9 290x with the proprietary driver 14.12 KSP 1.0.2 64bit The things is I play on 3 monitors (1920x1080) in portrait mode for a total resolution of 3500x1920, bezels include. I struggle a little to make it work at this resolution on the desktop but it does (editing the position of each screen in "xorg.conf" is the trick). Now come KSP, I patch him, install the additional fonts and run it with the script below. All of this is coming from The Linux Thread and The Other Linux Thread. export LC_ALL=C export LD_PRELOAD="libpthread.so.0 libGL.so.1" export __GL_THREADED_OPTIMIZATIONS=1 exec taskset -c 2-3 ./KSP.x86_64 #!/bin/sh On first launch it runs on windowed mode and I can't find my desktop resolution in the settings (2560x1800 is the higher I can select). For whatever resolution if I enable full screen KSP goes full screen but only on one monitor. So I change the resolution in .../Kerbal Space Progam/settings.cfg and in ~/.config/unity3d/Squad/Kerbal Space Program/prefs to 3500x1920. KSP loads a window but only on one screen but if I move this window by dragging the menu bar it become a 3500x1920's window. Almost there the only things left is get rid of this menu bar I change the script show above by adding " -popupwindow" at the last line and : it works ! ! ! Well actually not, the window is drawing on all three monitors but stays in the "back plan", the Xfce task bar stays on top of it and if I Alt+F11 to switch full screen it is the previous used window (usually the file manager) who goes full screen (on one monitor). Second things I can't use my keyboard, when I type somethings a little window appears (probably from the file manager, Thunar) with a text-field and the character I just type in it but KSP don't acknowledge it. The joystick is broken too, I can't assign any axes except the throttle. So it seems to have an issue with the window focus and the " -popupwindow" option. This may be related to the way I execute the launch script, at first when I double-click on it, it start in a text-editor so I change the "open with" option to open with /usr/bin/bash and /usr/bin/sh but no luck there. I also try to execute the script with the terminal but it's the same.... I am now clueless and need the wisdom of the KSP/Linux expert. I'm pretty sure it's a simple things to add in the script to force the focus but what ? .... If you have any idea or need more information please post I'm a noob concerning Linux so please be patient...
  5. Do you mean the "record" contract ? Like "Land 100km from KSC" or "Fly at 300m/s". If yes I believe it is intended that they appear at each new game. I can see them with Contract Window+ at the very start of a career without accepting any contract or tweak the debug menu.
  6. This kind of map will be just amazing. Anyway cheers for the 1.0.2 update
  7. The message was delayed because I had less than 3 posts, should be fixed now I try again with FF 0.7.7-956, the bug is still there. The rocket launch with action group or right click works now fine but there is still an issue if you don't actually launch anything. An EVA or a try experiment and recover without living the launchpad still trigger the bug. Driving a rover around do too. The bug is pretty much insignificant now, except that Jeb won't get his mission count goes up after he tried (and miserably fail) to climb on the top of the VAB, and that is sad EDIT : A better solution could be to look for the recovery / destruction of a vessel instead of the launch ? I say that without any knowledge of how KSP or FF handle all that, excuse me if it's a stupid idea...
  8. Li0n

    Hi all

    Thanks for the welcome It is exactly what I means, thank you
  9. Li0n

    Hi all

    Hey KSP forum I've been around since KSP 0.23.5 but never post to the forum, I've always find what I was looking for just by reading so far. But I encounter an issue with Final Frontier and decide to complain... I mean help of course Anyway I wasn't aware of the first three post rule so here I am waiting for the moderator to validate my post , please hurry up I'm pretty sure I got a valid answer for helping debug Final Frontier. For once I can help a little the community after everything I take from it, please don't let me wait ! Li0n PS : English is not my primary language so please excuse any mistake (or tell me where they are and I'll edit). PPS : Does the forum have a tag to cross text ?
  10. Hi everyone First let me introduce myself briefly for my first post : I have started playing KSP with version 0.23.5 and read the forum a lot since. I have never posted because so far I have always find the answer I was looking for, until I came across the mission count bug in Final Frontier. So here I am . For KSP 1.0 I started a new save in career mode with some mods and begin by a "false" mission : attach a goo to a pod, launch it, run the experiment, recover and do it again on the runway (the purpose is to gather enough science to unlock the first node of the tech tree). After doing that I saw that the mission count for Jeb was 1 instead of 2. I was wondering what happen so I start some digging : the bug only occurs when a vessel is recovered without being staged. Final frontier seems to rely on the staging system to determine the mission count, let me explain how to reproduce it : Build a simple vessel : MK16 chute - MK1 pod - FLEA Booster with 10 of solid fuel Bind an action group for activate the engine and an other to deploy the chute Try to launch it If you launch it in a "regular" way, hit space for activate engine then space again for the chute, it works fine. The ribbon are awarded and the mission count goes up (and it is persistent). But if you launch in a "strange" way, right-click on the engine to activate or use the action group, it (semi-)fails. The mission count goes up but if you reload the game or recover an other vessel it is lost. The mission summary is kind of broken too : the new ribbon are awarded but the one from the previous mission shows too. So the bug appears every time you launch a vessel without hitting space. I tried to activate the engine with the action group then deploy the chute with space and the bug shows too. Anyway I hope this can help Nereid or someone else to fix it, Final Frontier is a great mod who do a lot for immersion (last time I killed Jeb in career with lots of ribbon I stopped played for a week... ). I don't provide logs because it is easy to reproduce on a clean install with only Final Frontier and the toolbar on sandbox or career (I test with KSP 1.0 / FF 0.7.4-870 and KSP 1.0.2 / FF 0.7.5-933). Let me know if you need any extra informations. PS : English is not my primary language so please excuse any mistake (tell me where they are, I'll edit).
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