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KSP2 Release Notes
Everything posted by sal_vager
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Will 32-bit be the death of KSP
sal_vager replied to Duckytrask's topic in KSP1 Suggestions & Development Discussion
About leaks, It'd depend on where those leaks are... If they are in the Squad code on 32bit they can be found and fixed, but it's important to note that memory can be allocated for lots of reasons, as long as it is deallocated then it's not a leak, but allocated memory that has had its pointers removed will sit unusable until the program is ended. An example of this is your browser tabs, the memory allocated to a tab is deallocated after the tab is closed. If functions in the engine are allocating memory and not deallocating it there's not a lot Squad can do except report the leak to Unity, this is true of all other developers using Unity, though it is sometimes possible to fix this in a hacky way the Unity license doesn't permit it. That's just 32bit, 64bit is much harder. The Squad code is written for 32bit addresses because the Unity editor is 32bit, thankfully x64 hardware and operating systems are 32bit backwards compatible, but there can be unintended effects when compiling the same code on 64bit. Memory addresses are larger, so code that expects an integer to be 2 bytes (16 bits) now has to work with 4 byte integers, this can become a problem if you're doing bitwise operations for speed for example. You can code to avoid depending on an integer being 2 bytes long, and the compiler will warn you of problems with your own code most of the time, but what do you do if you are calling engine functions that depend on it? If you're lucky, you end up watching your compiled binary crash spectacularly, throwing an error code, you code around the issue and go to the Unity bug tracker with a shiny new bug. If you're unlucky, there's no crash, there's no errors or warnings, nothing looks wrong in the code but your scene displays inside out, or your memory use is crazy, or your buildings start fully upgraded in career. But the only way to find out why is to access code you didn't write and can't debug. -
Dual installation possible?
sal_vager replied to pmattiasn's topic in KSP1 Technical Support (PC, unmodded installs)
Hi pmattiasn, welcome to the forums Squad don't use DRM on KSP, just unzip it to a folder that is not protected by Windows and it should work if your graphics drivers are okay. By protected I mean any folder made by Windows, so Users, Desktop, Program Files are all "protected" from running applications that aren't expressly installed and have registry entries. Make your own folder such as C:\Games and unzip it there. If it still doesn't work we'll need to find out why, the sticky threads here show you where to find your logs and how to upload them so we can see what's gone wrong -
Don't forget it's a computer game folks, even conservation of mass is a variable, and a modder can make their mod in the way they feel best, scratch their own itch so to speak
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Two drums and a cymbal fall off a cliff.
sal_vager replied to Whirligig Girl's topic in Forum Games!
I'd tell you a joke I heard today about comprehension. But I didn't get it. -
Hi ThickDankBuds, KSP has a minimum supported resolution of 1024 pixel by 768 pixels, your resolution of 1228 by 676 is very unusual, are you playing on a laptop? It is possible to force KSP to use other resolutions by hand editing the settings.cfg, look for these lines: SCREEN_RESOLUTION_WIDTH = 1024 SCREEN_RESOLUTION_HEIGHT = 768 If you change them to match your monitor resolution it might work, but there is no guarantee, I suggest you make sure your monitor is using the highest resolution it is capable of, look in your screen settings. If the Windows taskbar obscures the button you can hide the taskbar (right click it and edit its properties).
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I'm pretty sure the cup thing already had a name, it's a sleeve
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I Remember... (A Thread for Early KSP Nostalgia)
sal_vager replied to macdjord's topic in KSP1 Discussion
These days when you land on a planet or a moon, you go EVA, plant a flag, gather science, have some fun with the jetpack. You never used to be able to do any of that, when you landed that was it, it was a moment of quiet contemplation, "I made it, the worst is over, I'm here". Then you went home... -
You're not the only one :/
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It's difficult to argue that these devices don't work, they clearly do, no amount of arguing is going to change that nor is arguing going to influence how these devices work
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"Kermin" is not a Squad term Patupi, there's not really much chance of them using it
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The Linux Thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Oh that's the segfault fix, it can still happen to some people, if you find KSP segfaulting for you you can try this. Just run these in a terminal in the KSP directory, these are for 0.90.0: echo "0099e747: 00" | xxd -r - KSP.x86_64 echo "0099e74c: 00" | xxd -r - KSP.x86_64 I hadn't considered that using GLXOSD with scripts would be a problem, this should work: exec taskset -c 2-3 glxosd ./KSP.x86_64 But you don't really need "exec taskset -c 2-3" anyway -
By Cyan Jenkins, wife of Chad Jenkins.
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The first image is from Kerbal Comics, an unofficial comic by Capt'n Skunky and Sordid, looks like it's no longer active. Also, moving to Fanworks.
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Graphics don't make a game great, while it's not photo-realistic it has its own style and still looks good. Games these days don't have to be using the top-of-the-range graphics either, we're seeing a resurgence in 2D games, pixel art, sprites, voxels, low polygon count 3D. Few of these new "old style" games are particularly "old" looking though, their graphics and style suit their themes. The days of all games having to look as real as possible seem to (thankfully) be behind us
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Good idea Wanderfound, and a nice one to present to players as it does not require any prefabbed scenario files or addon terrain. Part clipping does not worry me too much, it lets people be inventive
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It's "small compared to what you usually make", like you say you make plans with twin engines and enormous wings, but this was a way to have people think about making smaller craft that still fly, even if not very far or round Kerbin twice. I had thought about just asking people to make the smallest craft they could but it'd quickly turn into one-upmanship over who can part-clip the most. Having some utility at least meant people made craft that were flyable, and we saw a wide variety of craft, so in that sense the challenge was successful, and while distance covered is the metric on the scoreboards the real way to "win" here is to try something new you wouldn't have otherwise
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Why me? Why not Specialist?
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I doubt I'd use distance at all next time, maybe have a route to fly, and a ring to fly through, that'd help keep submission size low Jakalth, if you want to show your take off from the sea that's okay, but the rules do say not to travel by means other than airborne
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This thread is pretty old samsulisl, it'd have been better to start a new one.
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When I redo this (later, far too soon currently) I'll think of better scoring, but there's nothing stopping participants from seeing what they can do without resorting to jet engines and high altitudes It's not about points or "winning", it's about having some fun