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sal_vager

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Everything posted by sal_vager

  1. ClimberFX, if the forums were on someone's desktop PC or laptop then Time Machine or similar solutions might be appropriate, but anyone running a forum with 24 hour uptime year round for several thousand users will be using something more professional.
  2. They are hues of the great White Iron Crown.
  3. Moderators are only human, except @Red Iron Crown, he's a clone.
  4. Can you put a screenshot of the error on http://imgur.com please, we could try googling it.
  5. I think you need to ask the person who looks after your computer, you will need administrator rights for many things, and that may be why you can't install KSP.
  6. Squads IT is on it, I'll let you guys know when I have news.
  7. It's not something I've heard of, Steam should be able to delete and reinstall any game, not just KSP. Have you tried opening the Kerbal Space Program folder in Steam and manually deleting the game? That would make sure no mod files are left behind. Also have you had any issues with any other Steam games?
  8. The suggestion of life support has come up many times, so much that we needed a common thread for it
  9. If it's one of the links above that'd be why.
  10. Regretfully it is increasingly looking like restoring the deleted threads is not possible, not without reverting to the backup made a few days before the loss, but doing this would result in the loss of all threads, posts, new member registrations and other activity that has taken place since that time. Squads IT will continue to look for a solution, but Squad would like to respectfully request that all modders affected by this that have not already done so opens a new thread, and continues offering their amazing mods to the community. On Squads side, precautions have been implemented to prevent this occurring again, including modifications to moderator options and changes in procedure. On behalf of Squad I apologise for this inconvenience. Hi everyone, you may have noticed that several threads in this section have disappeared, I have contacted Squad support directly to find out what has happened and to have these threads restored. Updare: Squad IT are investigating several options. The threads in question are the following. http://forum.kerbalspaceprogram.com/index.php?/topic/150281-121-tweakableeverything-continued-170-for-all-your-part-tweaking-needs/ http://forum.kerbalspaceprogram.com/index.php?/topic/128692-121kopernicus-interstellar-adventure-revived-the-halloweennovember-10-update/ http://forum.kerbalspaceprogram.com/index.php?/topic/56101-104better-than-starting-manned-career-mode-redefined-v1002-sep-21st/ http://forum.kerbalspaceprogram.com/index.php?/topic/151118-122-opt-spaceplane-v192-updated-on-15122016/ http://forum.kerbalspaceprogram.com/index.php?/topic/100188-121-tarsier-space-technology-with-galaxies-v661-4th-november-2016/ http://forum.kerbalspaceprogram.com/index.php?/topic/153907-12x-omicron-space-flying-car-parts-pre-release-030/ http://forum.kerbalspaceprogram.com/index.php?/topic/80650-12-karbonite-mineable-burnable-and-community-driven-080/ http://forum.kerbalspaceprogram.com/index.php?/topic/69426-122-kerbal-aircraft-expansion-kax-v264/ http://forum.kerbalspaceprogram.com/index.php?/topic/151984-122-surface-experiment-pack-deployable-science-for-kiskas-v213-new-science-system-16dec16/ http://forum.kerbalspaceprogram.com/index.php?/topic/111978-122-anatid-robotics-mumech-mechjeb-autopilot-260-12-dec-2016/ http://forum.kerbalspaceprogram.com/index.php?/topic/94352-122-mark-one-laboratory-extensions-mole-v145-mk1-cmd-pod-station-extensions-more/ http://forum.kerbalspaceprogram.com/index.php?/topic/144775-12x-bdarmory-continued-v01116-08-nov-2016/ http://forum.kerbalspaceprogram.com/index.php?/topic/72032-12-usi-kolonization-systems-mksoks-0500/ http://forum.kerbalspaceprogram.com/index.php?/topic/140070-113-realism-overhaul-v1132-august-31/ http://forum.kerbalspaceprogram.com/index.php?/topic/150226-skyers-weaponparts-pack-12x/ http://forum.kerbalspaceprogram.com/index.php?/topic/32547-104-aies-aerospace-v161/ http://forum.kerbalspaceprogram.com/index.php?/topic/134130-12-thomassinos-sunflares/ http://forum.kerbalspaceprogram.com/index.php?/topic/123628-122-kopernicus-kerbol-starsystem-045-test-05-is-out/ http://forum.kerbalspaceprogram.com/index.php?/topic/47786-121-near-future-technologies-nov-18-many-updates/ http://forum.kerbalspaceprogram.com/index.php?/topic/82833-121-stockalike-station-parts-expansion-nov-18-121-update/ http://forum.kerbalspaceprogram.com/index.php?/topic/79250-add-on-posting-rules-aug-21st-2014/ http://forum.kerbalspaceprogram.com/index.php?/topic/136205-new-rule-repeated-requests-for-add-on-updates-are-now-forbidden/ http://forum.kerbalspaceprogram.com/index.php?/topic/130035-mediafire-links-removed/ http://forum.kerbalspaceprogram.com/index.php?/topic/50701-community-mods-and-plugins-library-oct202016/ http://forum.kerbalspaceprogram.com/index.php?/topic/143140-ckan-the-comprehensive-kerbal-archive-network-v1220-28-december-2016/
  11. Sounds like you need some gameplay help, but yeah sharing the craft file would be best.
  12. Looks like the value changed between 1.1.3 and 1.0.0, so you guys are using rather old cfg's.
  13. Honestly it should be the same, Xinput replaced DirectInput from DirectX8, and was introduced specifically to support the Xbox gamepads, so it looks like Unity is using an Xbox pad driver for all joysticks on Windows, yet Unity doesn't support the thing directly, just generic joysticks. What's also crazy is there's nothing in the Unity docs to say it's using Xinput, the only way to learn that is via the logs Unity creates. Logitechs seem to work okay, I have the Wingman as I mentioned, but it's worn out with age, I also have a Logitech Extreme 3D Pro which works fine but is a bit worn as it's a refurbished stick, and I hear the Force Pro has issues. Here, this is old but should help.
  14. Yep just open the file on notepad and increase the value of VAB_FINE_OFFSET_THRESHOLD to 20, or more, might be useful with mods that remove the VAB and SPH for really big builds.
  15. Nope, no fancy ways to do this, just brute force and poking. It's not a settings screen value no, so only accessible via the file, it might be a relic from KSP before the offset was expanded as you say.
  16. So then it's a corrupted settings.cfg, easily solved by resetting it, there's a reset button in the settings screen now or the settings.cfg can be deleted, which forces KSP to make a new one. And copying a 1.2.1 settings.cfg to 1.2.2 doesn't cause this issue, so it's not the code that loads the file. Something has broken the file for you and a few others, if anyone can find a way to reproduce this I'd like to know, as knowing what caused the file to go bad is essential to finding a way to prevent it.
  17. Left shift is also this, from the settings.cfg Editor_fineTweak { primary = LeftShift secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } It'd be interesting to see @5thHorseman's entry. This isn't a bug in 1.2.2, and downgrading isn't the answer.
  18. Well each developer has to implement their own controller handling beyond the basics, you can set up Unity projects to treat all sticks the same quite easily as you can see here. You can set up different axis for each stick, and either have presets that the player has to manually select or try to detect the sticks name, but that doesn't work if the stick has no hardware name that Unity can detect. And some just flat out don't work, at all, like with the CH pedals I mentioned, I don't know why though, as a guess maybe Unity can't handle controllers that don't have buttons. Another way to handle sticks in Unity is to set up all controllers in Unity with all their axis and buttons defined, then translate the users bindings to the built-in values, that lets you have stuff like custom controls for any (working) joystick. But there's still some Unity limitations, for a start no more than 20 buttons per stick, Unity crashes if you use too many buttons, supposedly there's also a 20 axis limit but I've never seen that tested or stated officially, also Unity doesn't support hot swapping, sticks are enumerated when the engine starts. Raw verses Xinput isn't new, it's been that way since day 1 as far as I know. But for simple joysticks it should 'just work', a Thrustmaster USB is just a 3 axis, 4 button stick, there isn't a reason that I can think of that it shouldn't be working fine.
  19. Don't know what to tell you, sorry, it's working here with a new settings.cfg in 1.2.2, my modkey is right shift on Linux, but I am using left shift to disable the offset limits. Maybe something on your PC is grabbing your shift key?
  20. I was expecting it to be older, what you describe sounds an awful lot like wear and tear causing the sensor to max out with a small movement, usually to reduce to normal values as the stick is moved away from the center, though most joysticks use hall effect sensors now so there's not supposed to be any contact between the parts. My Logitech Wingman Extreme still needed cleaning to work properly but it is over 10 years old, and the rudder isn't 100% reliable (jumps to full left rudder at the slightest touch). Unity joystick code is poor, there's no denying that, and the Unity forums have plenty of complaints from developers who are trying to support anything more complex than a 2D platformer, unfortunately some sticks will refuse to be detected, I have a set of CH pedals here that Unity cannot see. As far as values are concerned, it uses whatever Xinput is returning on Windows, and rawinput on Linux and OSX, and it uses the value returned by the stick when KSP starts as the center, which is why you need to start KSP on Linux with the throttle at 50%, as even that axis is treated like a 2 way analogue input. Can you try moving the stick through the full range of the axis when binding it?
  21. Nah it's still left shift here, my guess is the editor extensions broke it.
  22. Wow there's some great stuff in this thread, but please keep the topic of race ideas in mind, and remember these are all just guides, a member is still free to make a race with their own rules and format. Waits for the first tractor pull challenge...
  23. This really looks challenge related to me
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