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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)
What else can you tell us about this drive? The best place to ask might be [here] on the gparted forum, though a quick search didn't find this problem. -
Game Refuses to Load Properly
sal_vager replied to CaelumEtAstra's topic in KSP1 Technical Support (PC, modded installs)
You will need to activate the driver, I find it's easiest to just reboot. -
Game Refuses to Load Properly
sal_vager replied to CaelumEtAstra's topic in KSP1 Technical Support (PC, modded installs)
Er yeah that can't be good, I have seen that before but can't remember if it was resolved. -
Game Refuses to Load Properly
sal_vager replied to CaelumEtAstra's topic in KSP1 Technical Support (PC, modded installs)
Try starting KSP from the terminal with "LC_ALL=C ./KSP.x86_64", this can resolve some issues with cfg files. Also try installing the fglrx driver from the Mint repository as it looks like you're using the open source driver (galluim). It is also worth checking if an unmodded copy of KSP loads for you. -
The Linux Thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
It should work, I was able to install Ubuntu to a flash drive before, the Ubuntu installer lets you choose what drive to install to. During the install there is an option to "do something else" with the choice of install, this opens a partition manager which will show all the drives. What might work would be to set the USB drive as the boot drive in the bios. -
Some off-topic posts were removed. Yes Worir, any more pics?
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Just as well, as under 13's are not allowed to post without parental or guardian consent
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Graphic problem on new iMac
sal_vager replied to VOXsp's topic in KSP1 Technical Support (PC, unmodded installs)
I can see the same flat shading issue where your lander is, and you're high enough over Kerbin for it to switch to the low res version, I bet if you flew a plane on Kerbin you'd see the same effect there, and if you can get to Minmus it'd be nice to see. It's good your parts are not affected, that means this is not a global effect and your graphics card and driver do support smooth shading, so it has to be caused by the generated terrain, it is likely that the shading used is either incompatible with the mac driver, or that the shading data just isn't being detected. Do you have the same effect in fullscreen mode as well ? -
Aerodynamics Debug [F12] not accurate
sal_vager replied to Soviet03's topic in KSP1 Technical Support (PC, unmodded installs)
Soviet03, no you're not an ass, you're passionate and I can respect that. Manwith Noname, if you need accurate numbers enable the aero info in the action menu, then alt+click all your parts that you want to see data on in flight, it doesn't work for all parts as they need to have an action menu, but it will show numbers instead of a line with no gauge to measure it by. -
Aerodynamics Debug [F12] not accurate
sal_vager replied to Soviet03's topic in KSP1 Technical Support (PC, unmodded installs)
Thank you Soviet03, I will look at this craft now. -
Aerodynamics Debug [F12] not accurate
sal_vager replied to Soviet03's topic in KSP1 Technical Support (PC, unmodded installs)
I am happy to install the addon Soviet03. -
Aerodynamics Debug [F12] not accurate
sal_vager replied to Soviet03's topic in KSP1 Technical Support (PC, unmodded installs)
If you posted your craft others could verify this by the way, you say you have an issue here but you have not been able to show it yet so we don't know if the craft is bending due to excess drag at high speed or what's going on. -
Aerodynamics Debug [F12] not accurate
sal_vager replied to Soviet03's topic in KSP1 Technical Support (PC, unmodded installs)
Post your craft Soviet03, I'll have a go at fixing it, I can't promise anything though but all my craft that were unstable were fixable eventually. I've had plenty of planes become unstable, returning spaceplanes are the worst as they tend to have used the most fuel, so they try to fly backwards if you're not careful, we were supposed to get a stability overlay in the SPH, very different to the debug lines, which would show an issue but it was put back. You can get a similar effect though by tilting the plane up and down in the SPH with the CoM and CoL indicators on, and try with no fuel, if the CoL move in front of the CoM when the plane is pitched up or down you have an inherently unstable design. -
Aerodynamics Debug [F12] not accurate
sal_vager replied to Soviet03's topic in KSP1 Technical Support (PC, unmodded installs)
Soviet03, some craft will do this, others won't and craft that do this can usually be fixed, craft can be unstable in KSP now. But you and others are pointing to the aero overlay and claiming this is a bug in the flight system, not all planes will fly anymore, so they need to be redesigned. You can put your craft file on hastebin.com -
Aerodynamics Debug [F12] not accurate
sal_vager replied to Soviet03's topic in KSP1 Technical Support (PC, unmodded installs)
Again all you show is the aero overlay, what is the actual issue to aircraft in flight here? All anyone has said so far is that planes can pull to the side at high speed, this can happen for several reasons non of which are to do with the aero overlay, there's a lot of drag and instability around mach 1, the values for this are in the physics.cfg, also the center of mass will move as fuel is used, blunt designs are also inherently unstable, but these are by design. -
Aerodynamics Debug [F12] not accurate
sal_vager replied to Soviet03's topic in KSP1 Technical Support (PC, unmodded installs)
Just what is the bug here? No one has actually shown an issue other than the aero display lines which is not really a bug, and the aero values in the action menu clearly show there's no discrepancy. So what exactly are you trying to show here? That planes don't fly straight? That's old and unfixable as I said, that some designs don't fly well? Aero was remade for 1.0 and some kinds of design just won't work anymore. Planes made with rocket tanks are flying fine, Claw and myself have tested the one posted here and everyone playing career will make a plane with a rocket fuel tank until they unlock the jet fuel tank, and all those planes fly as well or as badly as they were designed. My own plane above was tested with aero tanks and a mix of both, and there's no real difference. Also, this is the support forum, it's for support, bugs go on the tracker, and bugs need to clearly show unintended behavior, reproduction steps and affect the game in some way. Here's the link to an example bug report, this is the kind of thing we need but "bugs" like this aren't likely to be fixed when they don't impact the game, the aero overlay is more likely to simply be removed as it is not required outside of testing at all, it's known to be inaccurate so mostly it was ignored, it just looks fancy. If you guys have a reproducible issue that affects the game that's one thing, but so far all you seem to have is a crude debug telltale which you're proudly pointing to as if it was a game breaking issue. There is no bug here, sorry, you're over-analyzing a non-issue. And dropbox is free. -
This might be better thought of in another way, like the energy in a universe, that energy cannot leave and no more can be added, but just as visible light might turn to infra red heat over time in a perfect mirrored sphere, so too does our universes energy become less ordered over time.
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Aerodynamics Debug [F12] not accurate
sal_vager replied to Soviet03's topic in KSP1 Technical Support (PC, unmodded installs)
I have to stop you there, I'm not convinced there is any bug here, the aero display lines are inaccurate and for rough indication only, I know this because I was talking to the guy who made them at the time, and as they are just a debug tool and not intended for use during play there are no plans to improve them. This picture however, shows that there is no difference in lift (or drag) between radial mounted rocket fuel tanks. Flight testing also shows nothing more than the usual slight drift that all planes have had since Chad made the c7aerospace pack years ago, which, just like unattended craft rotating in space with SAS off, is a product of floating point rounding. This is why SAS exists, to hold craft steady, expecting craft to stay put with SAS off is unrealistic. Claw has said at least three times in this thread that there is no actual gameplay problem here, the only "bug" reported is the mismatched lines, which do not matter. You are going out of your way to prove a bug that isn't there, I'll say what Claw said but in simpler terms, There is nothing to be learned from the length of the aero overlay lines, they are not accurate and were never intended to be. I'm marking this one down as not-a-bug, nothing in the debug menu is guaranteed to work, if you have an issue here you need to find some other way to prove it than relying on a known inaccurate "feature". Upload your affected craft to dropbox, post the link here and we'll see what's going on. -
Hi Andrew Jolly, what happens when you run the KSP.exe in the game folder directly? KSP should start, if it doesn't then please upload your output_log from the KSP_Data folder to dropbox for us. You mention a launcher shortcut, did you make a shortcut to the launcher? If so please check the shortcuts properties, the target box needs to have the path to the launcher and this will be missing if you made the shortcut in the KSP folder then moved it to the desktop.
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Not really, there's only one setting. Administrators are not limited in who they can give reputation to, but everyone else has a 5 user spread no matter who the recipient is.
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Are you trying to claim I claimed Windows could not do that? Because that looks like what you did.... Fact is most people just right click their exe and click "make shortcut", drag it to the desktop and wonder why it doesn't work, then come here and say that KSP is buggy. The issue is resolved, don't turn this into an argument.
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Graphic problem on new iMac
sal_vager replied to VOXsp's topic in KSP1 Technical Support (PC, unmodded installs)
I have seen this before but no fix was found, and there is nothing in the log to show a problem. KSP doesn't even have an option to display terrain like this, it looks like it's applying an even level of light to each polygon instead of blending it from one to the next, like in this image. It doesn't look like the Unity3D engine has a built-in flat shader, customers have to add their own or import flat shaded models manually. The terrain isn't an imported mesh though, it is procedurally generated from a seed by KSP so all your planets should look like this. Your craft should all look fine as parts are not generated but please show us a pic of your vessel as well, just in case it is also flat shaded. -
Saved games won't load
sal_vager replied to davidpsummers's topic in KSP1 Technical Support (PC, unmodded installs)
Definitely a bad save. It may be salvagable, but there may also be a lot more missing than just the roster, I wonder why it's bad though, were you using any mods in the past that changed crew?