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sal_vager

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Everything posted by sal_vager

  1. Please put the contents of your output_log.txt from the KSP_Data folder on hastebin.com for us Arnpid.
  2. Moved to Gameplay Q's, as it's not really a challenge, please see the challenge guidelines if you'd like to make a challenge of this.
  3. The profile pic image limits are off for some usergroups, such as moderators and administration, but it'd be bad to have a 1024x768 avatar so we limit ourselves, some more than others. Looking at you Claw!
  4. If this is only affecting your old saves you need to edit your persistent.sfs Find this line. TechTreeUrl = GameData/ModuleManager.TechTree Change it to this line. TechTreeUrl = GameData/Squad/Resources/TechTree.cfg Save your persistent.sfs, and play KSP.
  5. Hi jao, please see here for installing the non-free Nvidia drivers using RPMfusion on Fedora.
  6. Hi jao, please make sure your stick is working in jstest, and make sure you have it plugged in before starting KSP. If that doesn't help please put your player.log and hardinfo log on mediafire or dropbox for us, you can find info on how these in the support stickies
  7. Wow, this hasn't been asked before... http://forum.kerbalspaceprogram.com/threads/41113-Is-part-clipping-considered-cheating http://forum.kerbalspaceprogram.com/threads/121534-Do-you-consider-Offset-Clipping-cheating http://forum.kerbalspaceprogram.com/threads/57404-Clipping-is-it-cheating The consensus in all previous threads has been "No".
  8. In sandbox or with an fully upgraded VAB/SPH And if the player remembers...
  9. Not just that but SSTO spaceplanes carrying landers would be destroyed if the legs deployed when the gear was raised. It's not a big deal to press G twice when your rocket reaches the Mun compared to rapid unplanned disassembly on the pad/runway.
  10. Because the KSP gear module starts in the deployed state even if the gear starts retracted. So the first press changes the module state to raised, as gear is already down by default it is raised, but because legs are already up by default they stay up. Now the module state is retracted. Second press lowers the landing leg or gear as normal, and further presses continue to toggle between states. If you start with your gear retracted and your landing legs down, you'll see the legs come up on first press, and the gear, because it's already raised, does nothing until the second press when the module is again set to deployed.
  11. Nope can't think of anything at all.... The user below me has better ideas.
  12. I've never seen a log like that before, I can't make head or tails of it, it's referencing i386 libraries but you say you use KSP.x86_64. Maybe try updating your drivers?
  13. Back up your KSP.x86_64 first, just in case. Then open a terminal and change directory to your KSP folder, so for example if it's a Steam install you'd use cd "/home/username/.steam/steamapps/common/Kerbal Space Program/" then use those lines
  14. I don't think he's coming back guys, it's a sad thing to lose a player over a bug, and unlike the inability to detect some HOTAS controllers the settings file read/write isn't buried in Unity3D, KSP looks to be making writes when it shouldn't and isn't comparing the boot-time controller enumeration to the settings.cfg beforehand. I'll be pushing to get this fixed for 1.1, hopefully Unity5 will detect controllers properly as well, but there's not really a lot we can do until then. Just please make sure your controllers are plugged in at game start, and once you've set up your stick set the settings.cfg to read-only, and if you cant setup your stick see here. We don't need any more members giving JG_Wentworth a hard time over this, so I'm going to close it.
  15. Popped over to Gameplay Q's You don't strictly need yaw on a plane in KSP, a fixed rudder can be enough to help with stability if it's big enough, but something I like doing is flying planes with rudder and elevator only, no ailerons at all.
  16. Hello! TUBM is Vanamonde. moderator
  17. I recommend you download the latest driver for your hardware, completely uninstall the current driver if any, reboot, install the new driver then reboot again, that is what I did when I used Windows and it helped prevent conflicts with old driver components.
  18. The logs indicate that KSP was unable to start a graphics adapter, the first three lines show it tried, then crashed. And your dxdiag shows an Intel card but no driver, or if there is a driver it's not working correctly. Display Devices --------------- Card name: Intel(R) HD Graphics Family Manufacturer: Chip type: DAC type: Device Key: Enum\PCI\VEN_8086&DEV_0116&SUBSYS_1670103C&REV_09 Display Memory: Dedicated Memory: n/a Shared Memory: n/a Current Mode: 1366 x 768 (32 bit) (60Hz) Monitor Name: Moniteur Plug-and-Play générique Monitor Model: Monitor Id: Native Mode: Output Type: Driver Name: Driver File Version: () Driver Version: DDI Version: Driver Model: WDDM 1.1 Driver Attributes: Final Retail Driver Date/Size: , 0 bytes WHQL Logo'd: n/a WHQL Date Stamp: n/a Device Identifier: Vendor ID: Device ID: SubSys ID: Revision ID: Driver Strong Name: oem2.inf:ATI.Mfg.NTamd64.6.1:iSNBM1ML_PROXY:8.882.2.0:pci\ven_8086&dev_0116&subsys_1670103c Rank Of Driver: 00E60001 Video Accel: Deinterlace Caps: n/a D3D9 Overlay: DXVA-HD: DDraw Status: Disabled D3D Status: Not Available AGP Status: Not Available You even have this in the dxdiag. So even dxdiag is unable to use DirectX on your system. I see that it is a notebook, if you have an Nvidia or AMD card in there you need to download and install the drivers, and reboot the machine, but even if it's just the Intel you still need drivers as the driver built into Windows is not good enough for games. I'd also reinstall the DirectX redistributable. Oh and one more thing, don't put KSP in your documents folder, applications are prevented from writing files in that location, unzip KSP to a non-Windows folder such as C:\Games
  19. Random vessel name generator.
  20. Maybeeee..... It might just break everything, but if you change the name of the part it might work, back up the craft first though.
  21. This could be done, though it'd take some work unless this grid is a standard format and there's already software designed to handle it, in that case google it up If not then you'll have to write something yourself, if you're a programmer great!, if not then you'll need to pick something easy to learn. You'd first want to open the file, read each line into cells of an array until the end of the file and create an image buffer big enough to hold the pic, height will be the same as the number of lines in your grid, width would equal the number of values in a line. You'll then need to parse each line, if the values are separated by spaces you'd check each character until you found a space, convert the characters before the space to an integer and draw a pixel with that value to x=0 and y=0, add 1 to x, make the current position in the line the new start position, read forwards to the next space, convert it and then draw another pixel. Once you're done with a line, add 1 to y and then parse the next line/cell in your array, "for" loops are good for this. And after all the lines are done, save the image buffer as image.bmp or whatever, and save the code for another day. It'd be a fun learning experience
  22. There is no stock multiplayer yet. Moving to the Dark Multiplayer thread.
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