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bigshow281

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Everything posted by bigshow281

  1. I'm probably like a lot of you guys on here...obsessed with anything relating to space and obsessed with this game. When I discovered KSP, I felt that if someone were to create a custom game tailored specifically to everything that appeals to me, KSP would be it. Which is why I find the 4GB limitation in the 32-bit version a severe limitation and running it on a PC with 16GB of ram just begging to be utilized just adds salt to the wound. I love this game so much in fact, that I decided to set up Ubuntu 64-bit and create a dual-boot machine, just to play KSP. Obviously I think KSP is a fantastic game, but I also feel that without all you modders out there, I would have gotten bored of the stock game by now and it would be collecting digital dust. KSP is the foundation for all the excellent mods out there to expand the game in ways you never imagined and create new worlds and solar systems just by adding a few files. Cherry-picking my "must-have-cannot-live-without" apps, then tweaking the heck out of the game by adding Active Texture Management, and then experimenting with forcing opengl and dx11 through Steam got old fast. Despite my best efforts, I could only manage to launch and play out one mission, then when I returned to space center...bam, back to the desktop with a new crash log folder in the KSP directory. I'm an IT professional for a living and have been working on everything relating to PCs for about 20 years now so I'm not stranger to Linux, dual-booting, and the like. I loved the way KSP ran on Ubuntu 64-bit with all settings maxed and running as many addons as I could throw at it, but I was experiencing issues unrelated to KSP which eventually led me to abandon the Ubuntu/KSP setup and just go back to Windows full time. I have a MSI laptop with a Haswell i5 and Geforce GTX 760M and it seems there are some bugs with Nvidia's proprietary linux drivers relating to switching between the GeForce and the on-chip Intel HD Graphics 4600. I have a dual monitor setup and no matter which driver I used (stable or experimental) and after countless hours of research and trying Ubuntu 14.04, 15.04, Mint, Debian, etc, I eventually found out that what I was experiencing is a known issue with a bug report filed and awaiting resolution. The problem is that the Nvidia settings app in Ubuntu fails to recognize both monitors as separate monitors, even though Ubuntu Control Center finds it without any problems. Since Nvidia cannot properly detect and set up my secondary display, this results in the Nvidia drivers creating one giant screen with a huge resolution of 3820x1080 combining the width from both monitors (1920x1080 and 1900x600) while keeping the largest height. So what happens is that lightdm runs the monitors properly and the nvidia drivers do not, so I start to get tons of screen tearing and artifacts all over the screen when moving windows, watching videos, etc. After going back to Windows, I finally decided to give the 64-bit workaround and the unfix a try and I'm still experimenting with it but so far two weeks in, I'm extremely pleased with the results. Sure, there are a few bugs here and there that force me to restart the game, but the 32-bit version already forces me to do that constantly whether I want to or not. But being able to run all my mods with graphics maxed without having to worry about hitting that memory barrier is magnificent. I still can't wait for an official 64-bit version of KSP running the Unity 5 engine, but for now, this will do. Its either that or hanging up KSP until Squad releases an official stable 64-bit version. The way I've been doing it is starting out with the 64-bit Windows version in a separate folder leaving my official Steam 32-bit folder untouched. Then I modded the stock version with the Unity 4.6.4 exe and dll and then started introducing one or two mods at a time slowly, testing it out, and if all went smoothly, add some more. So far I haven't ran into anything that broke the game, but I'm about to introduce some of the more risky mods that enhance visuals such as EVE, Scatterer, KSPRC, etc. I don't expect it to work, and I will not seek support if it doesn't work like some have done without letting modders know that they are running said mod in a 64-bit version of KSP. BUT...if I do end up getting good results, then awesome! Playing around with the game's files, mods, etc is a lot like playing KSP itself. You cobble together a rocket from what parts you feel will work in your VAB, re-order your stages, set up your action buttons, and then give it a test launch. Sometimes you make the rocket top-heavy and it starts to tumble out of control when it reaches 500 m/s, sometimes you build a rocket so damn fast that it fries to a crisp before reaching space. So you revert...change some parts around, change out couplers, fairings, tweak engine thrust %, etc until you get it right...much like experimenting with the game's files itself. Sorry for the long reply, I just don't on forums often so I guess I'm making up for lost time ;-p P.S. I have this thread bookmarked and check on it every day anxiously awaiting the new version of KSPRC and drooling over the teaser screenshots that Proot posts once in a while. You guys are pretty darn talented and I thank you for all your hard work. Without modders, KSP just wouldn't be the same.
  2. Sweet! Yeah, I've tried just about everything...starting a fresh install, JUST installing CMES and the newest version of RPM and it still happens, so glad to see this was confirmed. At least it doesn't seem to interfere with any ship mechanics or anything, just seems to be a weird visual bug. Today, I spotted a new one similar to this while I was sending a rover to Duna. Instead of the helmet rack, I noticed a white circle floating in space like the rack did, it just looks like a flat white plate. Usually after warping to a maneuver node, I'll see this white circle object fly away rapidly, then eventually re-appear. I just removed the ASET folder containing the props and the RPM folder because I never use IVA anyway so we'll see if that fixes it.
  3. Nope, no spam or any error showing up in the debug log. Here are a couple of new screenshots I took of the object on the surface of Ike taken just 5 minutes ago. These are much clearer, zoomed in, and brighter than the previous shots taken from orbit. So far I've only seen this object appear when I'm using a ship that includes the Monkey Rover Pod piece.
  4. Hello, I'm relatively new to these forums and especially new to posting as I've been lurking for a while. First, I wanted to say that all the people that contributed to this parts pack did a hell of a job! I downloaded Chaka a week ago or so and I've been having a blast with it since (pun intended). However, I did want to report a few problems I found. First, the product cards for the premade rockets could use some fine-tuning. There are a lot of grammar and spelling mistakes, not that its a big deal, just throwing it out there. Also, there are no product cards for the XLS line of rockets. I'm assuming they're just XL versions of some of the other ones, but I'm not sure. Clearer instructions on which part goes with what would be spectacular. Also, I've encountered this strange bug constantly when using any of the vehicles that include a rover. This thing keeps appearing floating in space nearby the vehicle that looks like a railing and two astronaut helmets. Sometimes when you time warp, then come out of time warp, you can see the strange object fly away very fast into space. Then after some time, it returns. I'm including three screenshots of this object. I circled the object in question in red. I look forward to future updates to this great package. And please let me know what I can do to resolve this issue.
  5. I'm also getting the circular lines in the sky. I'm using the Linux 64-bit version. I turned off aniso in the drivers (nvidia), in the game settings, and in the config files for the mod, no joy. I tried using it in 32-bit Windows but the game has a stroke and crashes because it hits the memory ceiling fast, even with ActiveTextureManagement. I'm not sure if this is because the 'nix version uses OpenGL or what. Its too bad because this mod makes the game look fantastic. Keep up the good work though, I'll be lurking and keeping an eye on updates reading change logs. The day the 64-bit Windows version of KSP powered by Unity 5 cannot come soon enough.
  6. Because the .craft files aren't present, I went ahead and built it myself and ran into a couple of problems. When I add the SRB nose cones, there is a gap between the bottom of the nose cone and the top of the SRB. Also, the SRBs do no have solid fuel. When I tried to launch the first time, the SRBs did not fire because they had no fuel. I reverted and took another look and sure enough, the tooltip for the SRBs do not show any solid fuel in them. This is when I downloaded the full version of your addon, so I thought maybe there was a bug in the SRB in that package, so I went ahead and got rid of the mod and downloaded the minimal package with just the orbiter but I'm having the same problem.
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