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KSP2 Release Notes
Everything posted by sal_vager
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Take other contracts for the advance, time limits are in years for most contracts so you have time to pay them back later
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I don't, every one is written new. We collapse in exhaustion.
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Hi Mayen, KSP's default frame rate limit is 120, and it can be found on the Graphics tab of the Settings screen. Sync to v-blank is also on by default, this delays the screen redraw to when the screen refreshes to prevent tearing of the picture, so it limits KSP's frame rate to your monitors refresh rate. The monitor can't display faster than its refresh rate anyway, so having a higher FPS just means it's drawing frames you'll never see. You may be able to change your screens refresh rate though, there are usually options in your driver settings, googling found this that may help, also you should ensure your laptop is not using any low power settings and is in high performance mode, as well as plugged in to the mains. If you google your laptops screen you may be able to find what refresh rates it is capable of, if it's only capable of a maximum of 25 then you're stuck with it, but that is unlikely as the standard is 60. If you can provide more information on the laptop we could take a look, please run Dxdiag and put the contents of the report on a text sharing site for us.
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Derp sorry I forgot which OS.. Please find the Player.log in /home/yourusernamehere/.cinfig/unity3d/Squad/Kerbal Space Program/ and pit the whole thing on a file share site. For detailed system specs, open a terminal and use "sudo apt install hardinfo", then open "System profiler and benchmarks" from your programs menu. Save the report as plain text and upload that as well. And yeah the default driver is the open source driver, and as you have a GeForce GTX 570 the nvidia-304, nvidia-331 and nvidia-304 drivers in the repository support it. Newer drivers are available in the official PPA but lets stick to the ones in the repo for now. I can't remember if 14.04 has nvidia-304 or I'd suggest using "sudo apt install nvidia-304" from the terminal, so open "Additional Drivers" from your programs menu as it will list all drivers available that it detects are suitable for your graphics card, then reboot. I just saw your last line, oh well I'm leaving this up in case it helps anyone else
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Oh it will, but if you don't set the target directory to the KSP folder it can fail to load some files. For example in Xfce you'd create a new launcher and make the working directory the KSP folder. In a script you'd add a line to cd to the KSP folder before running KSP.x86 Something like this. #!/bin/dash cd "/home/yourusernamehere/Kerbal Space Program/" env LC_ALL=C vblank_mode=1 LD_PRELOAD="${LD_PRELOAD} libpthread.so.0 libGL.so.1 libpulsedsp.so" __GL_THREADED_OPTIMIZATIONS=1 ./KSP.x86 Same thing can happen in Windows, so Windows shortcuts also need the target box set to the KSP folder.
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Hmm, might be your graphics hardware, please see the thread here and provide your output_log.txt player.log and dxdiag hardinfo report. Or it could be a bad Physics.cfg, you can find the file in my Linux thread, you need to make sure you start KSP from the KSP folder, not a desktop shortcut, Steam doesn't have that problem though. RealHeat can also cause this, you're supposed to only use RealHeat with RSS, and I don't see it in your list.
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My rocket just Stops responding.
sal_vager replied to Dcseal's topic in KSP1 Technical Support (PC, modded installs)
Okay please let me know, and if you can find your player.log I'd like to know where to direct future players to it. -
No utility vehicles in VAB/SPH
sal_vager replied to Trynthlas's topic in KSP1 Technical Support (PC, unmodded installs)
Nothing wrong there either except FALLBACK_PART_SHADERS = True, this should only be used on old gfx cards, yours is new enough not to need this enabled, and it doesn't affect the vehicles anyway. Just so I'm clear on this, you are missing vehicles inside and viewable through the doors of the VAB and SPH? And you're not talking about vehicles in the KSC scene before clicking on a building, or vehicles around the buildings when in the flight scene (after launching a craft)? As there aren't any in stock KSP. And you're checking in Sandbox and Science modes, or a fully upgraded Career VAB/SPH? Because the tier 1 and tier 2 buildings don't have vehicles. This is what you should see, from tier 3 to tier 1, vehicles are only in tier 3. If you're missing vehicles in tier 3 I'm sorry but I have no idea why, it's never come up before so I don't even know a cause let alone a fix, all I can suggest is you completely delete KSP and reinstall it. -
No utility vehicles in VAB/SPH
sal_vager replied to Trynthlas's topic in KSP1 Technical Support (PC, unmodded installs)
It doesn't show anything wrong, okay can you upload your settings.cfg please, it's in the KSP folder. -
Heatshields are broken for me
sal_vager replied to Clockwork13's topic in KSP1 Gameplay Questions and Tutorials
Fixenated! -
Most of the heat is actually in the magnetron and associated hardware rather than the drive itself.
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No utility vehicles in VAB/SPH
sal_vager replied to Trynthlas's topic in KSP1 Technical Support (PC, unmodded installs)
Okay, please verify the games cache in Steam first to make sure all files are installed, see here for info. Even if KSP is fine it'll replace two files anyway, but if it finds more than two then something was corrupt. Check for vehicles again, in the VAB they are only outside the VAB door, you'll see more in the SPH (if they work). If they aren't there after the cache verification please find your output_log.txt in the GameData folder, see here for opening the KSP folder via Steam, and upload it to a file share site or dropbox. Post the URL here and I'll see if there's anything in the log. -
Okay the only thing I see is this: I'm assuming you are using the default settings.cfg as it's a new install, so this suggests the game had to switch to fallback mode on its own. This should only happen if the graphics card is old and doesn't support shader model 3.0, and the KSP.log shows this: Googling the driver shows it's quite an under spec'd chip as well, and only supports the OpenGL shader model 2.0 and DirectX9.0c. Searching a bit more shows it's part of the Radeon x1000 family just as you mentioned, and AMD no longer supports it on any operating system so the proprietary AMD Catalyst drivers won't be usable. Even the older fglrx driver won't be usable here, as it does not support graphics cards of that age with the current version of the Linux X server, and installing an older version of X is likely to break other things, there's no guarantee the Unity engine will even work with it. So that leaves you with the open source driver you are currently using (Radeon via the Mesa/Gallium library), but as the card is physically incapable of SM3.0 I'm sorry but you need to consider upgrading.
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glitched flight module?
sal_vager replied to eric bloedow's topic in KSP1 Technical Support (PC, unmodded installs)
Hi eric bloedow. Do you have a reaction wheel or RCS thrusters and monopropellant? Even a gimballing engine will do, as the Octo2 does not have any means to turn itself, all it can do is use other parts to steer with. -
Help with corrupt savefile!
sal_vager replied to Mirzet's topic in KSP1 Technical Support (PC, unmodded installs)
If you upload the save folder to dropbox we can have a look, often it is possible to load a bad save from Windows on Linux and recover it. -
My rocket just Stops responding.
sal_vager replied to Dcseal's topic in KSP1 Technical Support (PC, modded installs)
This would be the OSX console, whatever you click on to open Finder. The KSP.log isn't as useful, but it's easier to locate, as it is in the KSP game folder, but Player.log will show more info, and it is in the files library. -
Unity 4.6 is about to end support, what will the devs do now?
sal_vager replied to logan2611's topic in KSP1 Discussion
Closing to save any further embarrassment for Logan. -
The Linux Thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Yep you can get one from most places, I don't know where you are but you may have a Staples or similar which sells the odd computer cable or two, also check the connectors on the TV so you get the right one, a mini-HDMI to standard HDMI should do the trick. -
The Linux Thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
That may actually be why, TV's upscale from low resolutions, for example a 720p widescreen LCD TV is really only capable of 1280x720 and a HD ready TV only puts out 1366x768, which is low for a computer monitor. The TV may have a specific picture mode for PC gaming and consoles, you'd have to mess with the TV's own menu to find it though, and that should send the right info to Mint when it checks the screen for resolutions, but rather than the VGA port, look for a HDMI port or a Displayport, as either of these should allow the TV to be detected correctly, as I don't think the TV's EDID is accessible via VGA. The Nvidia card should have HDMI, Displayport or even both, you just need an appropriate cable. If the picture ends up too large for the screen the Nvidia driver has an underscan mode to reduce it. -
The Linux Thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Okay did you have a higher resolution before installing the Nvidia driver, and what monitor do you have please. -
The Linux Thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Okay, if you select the CRT will it offer any new display resolutions? -
The Linux Thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Okay, so it's definitely using the Nvidia driver, if you run "xrandr" in a terminal it'll list the resolutions detected as well, though I expect you'll see 640x480 again. Did you try the "detect displays" button in Nvidia settings? Turning up blanks on searching for Nvidia missing resolutions btw. -
Now now guys, no need to get bent out of shape over this, it's just a keybinding for a computer game, which are notorious for overloading keys with all kinds of uses, especially when they use a large number of keys, flight sims come to mind. Depending on what you played the Del and Ins keys might drop a bomb, open an MFD, call a wingman, anything really, and in KSP they are bound to staging and docking modes by default. There are no bindings for the manoeuvre nodes though, it's purely mouse driven. Suggesting that it also have keystrokes assigned to it is fine, then everyone would be able to rebind it to their preference.