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KSP2 Release Notes
Everything posted by sal_vager
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Hi tokodan, you can try lower maxSubdivisions in the settings.cfg, for example: TERRAIN { preset = High version = 1.0.2 PRESET { name = Low PLANET { name = Kerbin minDistance = 2 minSubdivision = 1 maxSubdivision = 3 } PLANET { name = KerbinOcean minDistance = 2 minSubdivision = 1 maxSubdivision = 3 }
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Problems with graphics card
sal_vager replied to Jaeleth's topic in KSP1 Technical Support (PC, unmodded installs)
Hi Jaeleth, it's caused by Unity3D's built-in anti-aliasing on AMD hardware, turn off anti-aliasing in the KSP settings to fix it. -
[Bug] A.I.R.B.R.A.K.E.S. Actiongroups
sal_vager replied to Hosch's topic in KSP1 Technical Support (PC, unmodded installs)
Yeah toggle is not working, but both the open and close actions do work. -
No parts loading
sal_vager replied to Oafman's topic in KSP1 Technical Support (PC, unmodded installs)
It sounds like you have an incomplete download. First try verifying the game cache in Steam, right click KSP, click Properties and Local Files, there's a button to verify the cache in there. If that doesn't solve it then deleting the KSP/GameData folder then verifying should prompt Steam to replace all the missing files. -
Mac OSX config files location
sal_vager replied to justidutch's topic in KSP1 Technical Support (PC, unmodded installs)
You should be able to open the game folder with the Steam client, right click on KSP and click Properties, there's a tab for local files. -
FOV Tweak via mod key?
sal_vager replied to Motokid600's topic in KSP1 Technical Support (PC, unmodded installs)
Yes as Redhotita1 says it's Mod+scroll, which is LeftAlt on Windows and RightShift on Linux/OS X. -
The Linux Thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Prof_Strangelove, sorry I have no idea what's causing it, have you tried checking for broken packages in Synaptic? There's a filter for it. Eleven, yeah, those are new for 1.0, they are generated by the heat system and the contracts system respectively, they seem to be harmless though, they probably should have been suppressed as they are unnecessary log writes. -
Mod key seems to no longer work
sal_vager replied to Jovus's topic in KSP1 Technical Support (PC, unmodded installs)
Sometimes the modifier key resets to the Windows leftalt key, but as Harry says it can be edited or the settings.cfg deleted, forcing KSP to make a new one. -
[Linux] Gizmos bug?
sal_vager replied to Darnok's topic in KSP1 Technical Support (PC, unmodded installs)
No it's not, but that's how the proprietary driver renders them, interestingly they are fine when using the open source drivers for either AMD or Nvidia. I don't know how to fix it, or why the proprietary driver treats them differently. -
dear squad, about the duna signal....
sal_vager replied to joethebeast22's topic in KSP1 Suggestions & Development Discussion
KSP does need more things to find, I'd like to see this. -
There have been many threads and many posts these last few days that have done little more than attack the guys and girls who have volunteered their time to test KSP so all of the rest of us can enjoy a playable game. There does seem to be a fight going on here, there is a faction who want greater accuracy and they have been quite vocal for a long time, well before 1.0 or even .25, they keep pushing their opinion that KSP should be an accurate simulation, despite the fact that the lead developer himself has stated that KSP is balanced between simulator and game, but leans more towards a game than a simulator. This is a deliberate choice by Squad, and no amount of opinion by those who prefer realism is going to sway Squad further towards full simulator than they have decided to go. The aero changes have however been a requested feature for a very long time, .90 aero wasn't particularly good, accuracy doesn't even come into it, it was a basic system that did the job but no more. Now with 1.0 aero we're seeing two things, first, it is not accurate enough for some and they complain, missing the point as they have done so since the beginning that KSP will not be as accurate as they want it to be. Second, it is very different to .90, it has changed so many things, many .90 craft are no longer tenable, everything from reaching orbit to landing to basic vessel design is changed, this came as a big shock to many and some don't want to adjust. Both camps are very vocal in their condemnation of 1.0, albeit for very different reasons, though the majority of players are enjoying KSP for what it is. These groups are going so far as to complain about things they have the power to change themselves, the settings are exposed, purposefully, to allow exactly this, as no defaults will make everyone happy. The most Squad can hope for is for most people to be happy, and in that regard they have been successful, there are many players pointing out that they like KSP and that the arguments from both sides are without foundation. There will always be people who don't like this or that, that's why the settings are open. But going back to the experimental testers and to the QA team, they cover a wide range of skill levels and do the best they can, of course they find bugs, that's what they are on the team for, of course they provide feedback to the devs, again it's why they are there. But they can't fix the bugs themselves, and they all want KSP to be the best game it can be. So seeing comments that claim, with absolutely no evidence whatsoever, that the testers didn't play KSP for more than 10 minutes, or are somehow elitist and miss the things any new player would spot, or incompetent and miss things that take extended play, is deeply insulting and hurtful, and to be absolutely honest I question just how much the members who make these claims so offhandedly actually care about either KSP, or their fellow players who don't subscribe to their personal ideal for the game. To be honest it's disgusting. There's criticism, and then there's the vitriol that has been posted both in this thread and in others. People do listen to criticism when it's justified and delivered in a civil manner, but not when it is condescending, insulting and baseless. Squad listens to criticism, I'll let you guess the rest. The experimental testers deserve much, much better than many of you have given them, and it's shameful.
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Squad officially support their own code in KSP on 32bit Windows, 32bit OS X, 32bit Ubuntu Linux and 64bit Ubuntu Linux.* Squad doesn't provide support for Unity3D specific issues or 3rd party code, but do support the modding of KSP. Squad will be looking again at x64 with the move to Unity5, but if you have issues with your own 64bit binary for 1.0 there's nothing Squad can do, sorry about that. *Oops, nope still experimental.
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Off-topic posts have been removed.
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You two are arguing each others ideal of KSP, not strictly aero, and I'll say it one more time, discuss it privately if it means that much to you. Otherwise be civil and don't attack each other.
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Fuel consumption in .90 was about fifteen times higher than the most efficient human jet engine, Kerbals might be good but that good? And there's not a lot of air up there, jets have a limit...
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Jet engines will draw from all liquid fuel in the same stage now, you can use decouplers and edit the stage list to control jet fuel draw to some extent (they should drain one stage at a time). He wears black pyjamas and sneaks around. Posting in threads with nary a sound. He's the ninja Red Iron Crown.
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Textures are .dds now to reduce their footprint and loading times, and skyboxes can be procedural, improving the look and saving space. We'll see what 1.1 and 1.2 bring
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Oh my god, was not expecting that!
sal_vager replied to Vectura's topic in KSP1 Technical Support (PC, unmodded installs)
This has come up before and may be a new bug, can you make it happen again? -
The Linux Thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Did you try the regular KSP.x86 ? It should work wine even on a 64bit system.