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KSP2 Release Notes
Everything posted by sal_vager
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Moved to Space Lounge. It helps to remember KSP is just a game, one of very many, and even games aren't the only entertainment available. Do things you enjoy, if that is playing KSP, that's fine, if it's something completely different that's fine too
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Hi KMC, please see the following
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Texture glitches
sal_vager replied to iAmEMT's topic in KSP1 Technical Support (PC, modded installs)
More info is definitely required, what are these glitches? Post pics to imgur.com for us please. Also see the stickied support thread for info on the log files we need, including your system specs. -
CKAN not working
sal_vager replied to tsteak20's topic in KSP1 Technical Support (PC, modded installs)
Try here tsteak20. -
Nice post Wolf, though you may be running into other issues than a shortage of memory that aren't OS specific, as Gaarst has found here. The missing parts especially, seems to be caused by addons, so maybe there are workarounds. As this isn't about KSP specifically, and more about operating systems, it should really go in the Space Lounge or maybe Support to see if there's any help with your issues, and KSP.x86_64 shouldn't have trouble using all your RAM, if you load it all up with mods that is. And many players have done just that
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On Linux it'd be the /etc/hosts file, and /private/etc/hosts on OSX This would only apply to people who have deliberately added the IP address of the KSP forums to their hosts file so no DNS lookup takes place. So if it's Greek to you, you don't need to worry about it.
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Stock bugfix modules.
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It's the physics, rather than graphics, that slows KSP down. While Unity4 is multicore and does spread a few things to your other cores such as control I/O and audio, the physics engine is not able to divide the work across your cores. This will change with 1.1 and Unity5, which can break up the physics into separate tasks for each game object to which physics apply, and divide these tasks amongst your cpu cores. No one outside the Squad office knows how much of a boost to performance this gives yet, but they have hinted that it has improved the speed of KSP. Unity5 will also make a 64bit Windows version of KSP viable as the Unity editor is 64bit, and issues that appear in the 64bit builds can be reproduced in the editor. Currently Windows KSP is 32bit-only for this reason, it's complete hit or miss as to whether a 64bit bug can be fixed in Unity4 because you can't see what you're doing. Luckily, the Linux 64bit builds worked, and Unity5 also allows for 64bit OSX builds for the first time.
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Need your own thread moved or locked? Post here.
sal_vager replied to Rich's topic in Kerbal Network
Closed it for you. -
WARNING!: invalid certificate reported by Opera
sal_vager replied to Wolf Baginski's topic in Kerbal Network
Squad are using a certificate from GoDaddy, so I'm not surprised Opera is complaining... -
Hi Danny, ckan is nothing to do with Squad, it's a 3rd party addon, so I'll move this to addon affairs Also I assume you can just right click on the ckan.exe and make a shortcut in the usual way.
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The Linux Thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
It's the site certificate, if you try opening the KSP website in a new browser it will complain about the certificate as well and there is nothing we can do about it. It is Squads responsibility to keep their certificates up to date and to use reputable issuers instead of GoDaddy. So while it is true that disabling '--no-check-certificate' is not desirable, it is the only workaround. -
Sorry to tell you this but Unity's wheels are rather limited in what they can handle, they aren't really intended for use as stick-on parts and they have a lot of weird quirks, like needing to reach the ground . That's whats happening here and it's most apparent with those stubby TR-2L's, the structural plates if lifted high enough will prevent them reaching the ground so you get no traction at all. You can use anything to lift them up, even other plates, it's nothing to do with the parts you mention nor is the lack of traction limited to structural plates, it happens with wing boards too, this is purely a problem with the wheels themselves. Depending on your platform height, Rovemax M1's can reach the ground because they are taller, but even they have a limit, too high and they also lose traction. What makes this worse is that the platform you made doesn't count as "ground" yet because it's still on the pad, so it needs to be moved before wheels will work on it properly. This will let you stage a rover and drive it off a platform, but then you can hit another issue where the platform or rover becomes uncontrollable, depending which one you were controlling from. Driving a rover onto a platform doesn't have any issues thankfully. So what can you do? Well, as long as you move your platform off the pad your rover wheels will work, and to make sure the delivery craft doesn't lose control, add a decoupler between the craft and the platform and stage it before releasing the rover. Without that decoupler, the rover not in control becomes unusable, but even without it, and if I'm controlling the top rover, the wheels will work when staged because it's not on the pad or runway and the structural panels will be treated as ground for the purposes of wheel collision. If you'd like to try the ramp and the other craft I used to figure this out, you can find them here. And finally, there will be no fixes to these wheels, they are being completely replaced for 1.1 with entirely new wheels and code, they won't even be Unity wheels anymore so these issues will be moot, and bugs with the wheels won't apply to the new code. Hope this helps!
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Access violation
sal_vager replied to JaBoy's topic in KSP1 Technical Support (PC, unmodded installs)
Hi, modded install support goes in the modded support section, thank you. -
Well, your first exception is with KOS: So you might want to look at that first, then look at Mechjeb: It did this quite a few times, then smartparts: Then your drag cubes broke: Then Tantares: Then the roster: Then contractconfigurator: Then things get really weird: So I think you're going to have to try the steps here, find which find which addons or combination of addons is causing this, and note down your exact reproduction steps for a consistent crash, ie: exactly what you click, which order, how many times you have to revert to the editor, what other programs you have running and your memory levels. Sorry I can't be of any real help on this one.
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Please try the following. Bug Reporting Guidelines Development Trends Please understand that on each update, Squad is focused on one specific aspect of the game. When fixing bugs on an experimental release, Squad is completely focused on the area of the game where they've been working. So bug reports about other areas of the game, like VAB bugs on a physics-focused update, can throw them off track. That doesn't mean you shouldn't post bugs about other areas of the game. Just make doubly sure this bug has never been reported before (because chances are it has), and be aware that it might not be considered a top priority at the moment. KSP Bug Tracker (If you managed to read this far.) You can find the KSP Bug Tracker here. Please make sure you post your bug report to the forums FIRST. This will help fill in some details and ensure it isn’t a duplicate. Poorly constructed, duplicate, or angry bug reports in the KSP Bug Tracker only serve to side track and slow down fixing of the bugs. You will need to sign up for an account and please make sure that you read and understand the Bug Reporting Guide above. Thanks, and happy bug squashing!
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Update KSP without Steam
sal_vager replied to KamikazeF0X's topic in KSP1 Technical Support (PC, unmodded installs)
Hi KamikazeF0X. As you have KSP on Steam, your only option to update is really via Steam without repurchasing KSP elsewhere such as the Squad store or GoG.com. Also, the patcher doesn't currently work, so it'd be a full download anyway. So your options are limited, the easiest way would likely be to take a trip off-campus with a laptop and update KSP via a coffee shops or libraries wifi. Or you could talk to the network administrators, see if any are interested in space and tell them about KSP, I expect they would gladly make an exception for you and let you update via their own unblocked connections. Another option might be to see if they only block Steam itself, and try updating via steamcmd and the following: steamcmd +login <user> <password> +force_install_dir "path/to/ksp" +app_update 220200 validate +quit But I should think that the admins have already thought of this, and rather than blacklist Steam they would use a whitelist instead so it is only possible to connect to sites and services specifically permitted. But if you are already up-to-date you'll not need to try any of this right now, just open the buildID.txt file in the KSP folder, if it says you have 861 then you're already playing the latest version. -
how to avoid cyan aerodynamic lines?
sal_vager replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
Anything clipping a cargobay? If so, it's an idea to remove it. -
Unable to launch Launcher or Game
sal_vager replied to Jodo42's topic in KSP1 Technical Support (PC, unmodded installs)
Well, someone here might have run across this and know a fix, but if you ask me I think you need to back everything up you can't afford to lose and try repairing the OS. That'd be the only way to ensure the OS and DirectX are not using corrupted files, without employing an experienced Windows engineer who knows how to find and replace anything that's broken, as most PC repair shops will only format your PC and reinstall Windows anyway. -
Merge Button cuts vessel in half
sal_vager replied to ezequielandrush's topic in KSP1 Gameplay Questions and Tutorials
If you pick up a subassembly then press 4, you can reroot it. It was initially intended that when you pressed 4, you would click the craft you wanted to reroot, and while that still works for the main vessel, it broke for the subassemblies, which is why there is confusion over having to click the craft after activating the tool. But those three nodes on the bottom adapter won't have attached to begin with, so there will be no path through them when rerooting. Plus this is now page two and no one mentioned struts ? -
Probably, Tankman101 was unable to run KSP at full resolution without experiencing the same error again.