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KSP2 Release Notes
Everything posted by sal_vager
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The Linux Thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
You can check that you are using the Nvidia driver by running this command. sudo lshw -c video | grep configuration For me it shows "configuration: driver-nvidia latency=0", if I was using the Nouveau driver it'd say driver=nouveau. Can you check nvidia-settings again please, see if your monitor is correctly identified, it should be shown on the xserver display configuration screen where there is also an option to detect displays. -
You might be able to make that in stock with some Mk2 aero parts placed sideways, they generate lift.
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The Linux Thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Alright so the driver is working or you'd see nothing, and the settings are working as they can be changed, but the resolutions your screen is capable of have not been detected. I searched and found this, so resolutions can be added, but that's per session, to make them permanently available entails editing the xorg.conf I'm reluctant to suggest doing this, as I managed to break my own xorg.conf earlier today when testing a fix for vsync on Nvidia drivers, but I was able to fix it by running this in a terminal: sudo dpkg-reconfigure xserver-xorg This worked for me and I use an Nvidia as well, so may also fix your issue as long as Nouveau is blocked in modprobe.d Simply deleting the etc/X11/xorg.conf and restarting X may also solve this, as X will automatically rebuild the file, that is what is suggested here at least. I'd try dpkg-reconfigure xserver-xorg first, then reboot. If you find yourself at the command line, run it again then run "startx" -
The Linux Thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Heh no worries, can you start nvidia-settings and change your resolution? -
The Linux Thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
The 355 driver should work with the GTX480, and Mint (and Ubuntu) should automatically blacklist Nouveau as long as the driver was installed from either the repository (when it's added, it isn't in the Ubuntu repo yet at least) or the official PPA. So I'm guessing you installed the driver from the Nvidia website, which should mean you also have nvidia-settings installed, this should be in your system menu. So the question now is do you have nvidia-settings installed? If you can't find it try running "apt search nvidia-settings" in a terminal. -
The Linux Thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Okay I can try, do you know what graphics card you have? -
My rocket just Stops responding.
sal_vager replied to Dcseal's topic in KSP1 Technical Support (PC, modded installs)
Okay. First, reproduce the issue then exit KSP. Open the Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log ) Open it, select all then copy. Paste it to hastebin, click the save icon. Post the new hastebin URL here. -
Heatshields are broken for me
sal_vager replied to Clockwork13's topic in KSP1 Gameplay Questions and Tutorials
You might be suffering from a bug Clockwork13, it's possible for KSP to load with the wrong values for physics, normally the Physics.cfg and the game will match up so if the Physics.cfg is deleted it is reset using the values in the code. But they aren't correct, so you mustn't delete Physics.cfg with KSP 1.0.4, if you did then you can get the file from here. Also, KSP will use the incorrect internal values if it can't find the Physics.cfg, this can happen if you made a shortcut to the KSP.exe on your desktop, KSP will look on your desktop for Physics.cfg, not find it and your heatshields will be broken. So try that file, and try starting KSP by using the KSP.exe directly. -
[BUG] Phantom acceleration in orbit
sal_vager replied to Yoobeurt's topic in KSP1 Technical Support (PC, unmodded installs)
There's no such thing as "just" The center of mass moves when you are moving or consuming a resource with mass, such as fuel, and if you are burning fuel you are changing your orbit anyway, or when you dock or jettison parts of the vessel, you may be thinking of the changes in orbit based on a vessel rotating, this occurs because your vessels position is calculated from the root part, all other parts are placed relative to the root, this is why craft came apart in older versions of KSP when you were too far from the scene origin, players know this as the Kraken. And as I said, errors occur in the floating point maths with each physics step, so with your mitigation you would see a sudden change in apoapsis, periapsis and vessel speed every time you tapped a movement key, as the vessel would be repositioned due to the difference between the rails orbit and the orbit calculated based on where it is right now. This also occurs when you load a vessel in flight but players are used to there being a slight delay as the vessel unpacks, you must have noticed the jump when another vessel comes within physics range, it'd do that all the time. So no there's no quick fix, no easy solution or mitigation here, Squad can't "just" do something simple, there's very big numbers involved and home computers aren't designed with that level of accuracy in mind. -
[BUG] Phantom acceleration in orbit
sal_vager replied to Yoobeurt's topic in KSP1 Technical Support (PC, unmodded installs)
Squad can't fix floating point errors I'm afraid, if they could they would win a Nobel prize. It's important to realize that things like a vessels Apoapsis and Periapsis are not set in stone, they are calculated every physics "tick" based on the vessels position, direction and speed, and even these are not absolute and have to be calculated from the vector from the scene origin, that vectors magnitude, and the vector and magnitude of the vessel itself, compounded by having a constant acceleration (gravity, and only from one body, it gets harder when you add another) tangent to the velocity and magnitude of the vessel. Orbits are big things, and PC's lose accuracy when working with larger and larger floating point numbers, so from one tick to the next the result from calculating the Apo and Peri is slightly different, and over time this adds up to changes in your orbit. All we can do is take any projected orbit as an estimate, and make corrective manoeuvres later, the estimates will be more accurate as we get closer to them, so getting to other planets isn't made impossible, but we do have to keep in mind that there is an error. People will invariably mention 64bit for increased accuracy at this point, but 32bit computers are already able to work with larger numbers by storing them in several 32bit memory locations, such as with the Double, which uses two 32bit addresses, and the Long Double which uses 80 bit extended precision, if you have a maths coprocessor (and they have been built into CPU's for a long time) then this is available. As for non-controlled craft on rails, their orbit is calculated once then the vessel is just moved along the "rail" depending on elapsed time. So there's no support we can give, sorry, and this isn't a bug that Squad can solve. -
Ubuntu 14.04 KSP not runing
sal_vager replied to legoclone09's topic in KSP1 Technical Support (PC, unmodded installs)
Okay I don't know exactly what you've done here, installing nautilus-open-terminal doesn't touch Steam at all. You're using Ubuntu 14.04 64bit so the KSP.x86_64 should work once it's made executable, which can be done via the right click menu on the file. It's probably just bad permissions now, so right click the KSP.x86 and check, and post a screenshot of the permissions. What have you tried doing so far? -
No utility vehicles in VAB/SPH
sal_vager replied to Trynthlas's topic in KSP1 Technical Support (PC, unmodded installs)
Yes actually, you can find it on the first settings screen as "Show space center crew" -
That is very nice of you Clockwork13, we all want to stay active as community members rather than become aloof psudo-rulers lording it over the community, we're all from this community after all, we just volunteer to help keep the place tidy as well
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I'll just shamelessly link this here.... You never saw deep space when the Kraken was real...
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Ubuntu 14.04 KSP not runing
sal_vager replied to legoclone09's topic in KSP1 Technical Support (PC, unmodded installs)
Alright, there's an easier way to get a terminal in the KSP folder, just install nautilus-open-terminal with sudo apt-get install nautilus-open-terminal It's also installable via Software Center, and via the Synaptic package manager if you have that installed, I think Ubuntu doesn't have that installed by default. Then close all open file browser windows, reopen the file browser and navigate to the KSP folder or open it via Steam, and you should be able to right click in the folder (not on a file) and open the folder in a terminal directly. -
[noparse] [/noparse] Also, moving to the Kerbal Network
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Yeah, the planet asset would just be deleted, no rhyme or reason behind that one, thankfully it became much rarer with Unity updates. It didn't really have an official name though. There was really only ever one Kraken, when the player was so far from the scene origin point, and so fast, that Unity just couldn't tell exactly where you were, and parts of your vessel would fight you, trying to fly away. Since then everything remotely buglike has been labelled a Kraken of some description, Kraken is the Kerbal word for bad unexplained things now
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My rocket just Stops responding.
sal_vager replied to Dcseal's topic in KSP1 Technical Support (PC, modded installs)
That's why I asked for the logs, because this isn't normal and it's unlikely to be a quick fix, so please upload your KSP.log to pastebin so I can see what's going on -
I better close this, it's so old
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Ubuntu 14.04 KSP not runing
sal_vager replied to legoclone09's topic in KSP1 Technical Support (PC, unmodded installs)
Depending on whether you installed Steam from the Steam site or the Ubuntu repository, you should be able to change to the KSP folder with one of these: cd ~/.local/share/Steam/SteamApps/common/Kerbal\ Space\ Program cd ~/.steam/SteamApps/common/Kerbal\ Space\ Program You should also be able to simply right click the KSP.x86 and KSP.x86_64, click Properties, and check a box in the Permissions tab to make them executable. -
People can rate threads, that's it
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My rocket just Stops responding.
sal_vager replied to Dcseal's topic in KSP1 Technical Support (PC, modded installs)
Hi Dcseal, my first thought is you are running out of electric charge, so check your resources in the top right of the screen, and make sure you have batteries and solar panels to recharge them. But if you can't reload maybe it's something else, remember to hold down the F9 key to reload though. If this keeps happening please put the content of your KSP.log on pastebin for us.