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KSP2 Release Notes
Everything posted by sal_vager
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KSP not launching properly?
sal_vager replied to DJHonore's topic in KSP1 Technical Support (PC, modded installs)
I think you need to take a look here. -
Screenshot Problems, need help!
sal_vager replied to Alphard's topic in KSP1 Technical Support (PC, modded installs)
Hi @Alphard, do you see these in an unmodded install with the same settings.cfg? If you do this may be caused by your settings, check to make sure your screen resolution in KSP is the same as your desktop when using fullscreen, that will prevent pixel stretching and may clear up this issue. -
is opengl still supported?
sal_vager replied to scavenger's topic in KSP1 Technical Support (PC, modded installs)
OpenGL is only supported on OSX and Linux, not on Windows which only has DirectX 9 support at this time. However, Unity can be forced to use OpenGL or DirectX 11, if this works for you then great, but you use them at your own risk. -
Crashes after loading
sal_vager replied to thekerbal's topic in KSP1 Technical Support (PC, modded installs)
Hi @thekerbal, we'll need more info on this, including your logs, so I suggest you take a look here first. Try the things there, and if the issue persists please provide your output_log.txt Thanks. -
Change active craft in savefile
sal_vager replied to _Astra_'s topic in KSP1 Technical Support (PC, modded installs)
Hi @_Astra_, it is the flight state part of the persistent.sfs, the active vessel is the Nth vessel in the file. For example in this save the active vessel is number 57. FLIGHTSTATE { version = 1.2.1 UT = 11879890.737844523 activeVessel = 57 Also, changing scene to equal 5 will make you start at the space center, rather than at your vessel, eg: GAME { version = 1.2.1 Title = Yet Another Sandbox (SANDBOX) Description = No description available. linkURL = linkCaption = Mode = SANDBOX Status = 1 Seed = 1909455457 scene = 5 -
No saves when click on ''resume saved''
sal_vager replied to Zaack's topic in KSP1 Technical Support (PC, modded installs)
Hi @Zaack, it's most likely that one of your saves has become corrupted, maybe more than one if a mod caused the corruption (unusual). Try removing all the saves, then adding them back one at a time and loading them in KSP, you shouldn't need to restart KSP while doing this, just reopen the resume saves menu. When you add a save folder that contains a corrupted persistent.sfs you'll see an empty saves list, and you can replace that persistent.sfs with one from the backups folder inside that save folder. Most likely only the save you were using before this issue appeared will have this problem, so if you can remember which one it was you can try that one first. -
Focus on Craft Not Working
sal_vager replied to AaronLS's topic in KSP1 Technical Support (PC, unmodded installs)
Hi @AaronLS and @Ultimate Steve, Backspace was used for reset camera and for the abort action group, so was causing trouble, so the camera reset was changed to backquote ( ` ) to the left of the 1 key and above the Tab, also making it a bit more ergonomic. Hope this helps! -
I'll put the papercraft on my dropbox until @UomoCapra fixes this.
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...but it says December...
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Welcome back Kerbals! Lets take a look back over some cool threads you might have missed Picking his nose the TOTM's this month is @Vanamonde! And helping him is @Mikki! (with the TOTM, not his nose) Colonel Cbplayer puts my craft designs to shame with his awesome Macross VF-1! We're all fans of going fast, but how fast can you get round Azimech's racing track? Take a look at Luch's tips on the best aerodynamics in 1.2.1, you might learn something. Join ex_ on his mission to Duna, SpaceX style! todofwar asks what our biggest science pet peeve is, after playing KSP I think we can all agree that ignoring orbital mechanics is right up there with the worst. That's all for this month, remember if you see a thread you think should be a TOTM, let me know See Novembers TOTM here!
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KSP and CPU instruction sets?
sal_vager replied to iSilver's topic in KSP1 Technical Support (PC, unmodded installs)
Makes sense, neither the Unity manual or the Unity 5 blog post mention AVX at all, so it's likely unavailable. -
Command line arguments should be your friend here. There is also a Windows registry entry for the screen that a given Unity game will use by default, you can find the one for KSP in HKEY_CURRENT_USER/Software/Squad/Kerbal Space Program/ The above only work for fullscreen though.
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Transfer to steam
sal_vager replied to AndrintoIT's topic in KSP1 Suggestions & Development Discussion
Hi @AndrintoIT, this option is limited. -
KSP and CPU instruction sets?
sal_vager replied to iSilver's topic in KSP1 Technical Support (PC, unmodded installs)
Ahh I see, I don't know if the version of PhysX in Unity does all of that, one difference with the Unity version that I know of is that it only provides software physics at this time, except for a handful of optional things such as hair rendering, but SSE2 can be taken as a minimum. -
1.2.1 Linux, No-Go for Launch
sal_vager replied to alecdacyczyn's topic in KSP1 Technical Support (PC, unmodded installs)
Actually there's a known Unity bug that crashes the X server, it has been reported but no action yet. -
KSP and CPU instruction sets?
sal_vager replied to iSilver's topic in KSP1 Technical Support (PC, unmodded installs)
Interesting! Would you happen to have a link? -
Performance Settings
sal_vager replied to Daveroski's topic in KSP1 Technical Support (PC, unmodded installs)
Hiya. The Profiler.usedHeapSize, Profiler.GetMonoHeapSize and Profiler.GetMonoUsedSize methods are disabled via compiler directive in public builds as these are slow. Hope this helps. -
1.2.1 Linux, No-Go for Launch
sal_vager replied to alecdacyczyn's topic in KSP1 Technical Support (PC, unmodded installs)
Hi @alecdacyczyn, I see you have KSP in opt, does KSP have write permissions for opt? If not then it will fail to run. Do you have a /home/username/ folder that you can use instead? -
Career Contract Bug
sal_vager replied to NEBx's topic in KSP1 Technical Support (PC, unmodded installs)
That's a fine idea -
Career Contract Bug
sal_vager replied to NEBx's topic in KSP1 Technical Support (PC, unmodded installs)
Hi @NEBx, I tested your save, sorry to tell you this but you've been looking at the wrong speed gauge. At no point was I able to be between 47,000m and 54,000m and between 260m/s and 440m/s in surface speed (used for contracts within the atmosphere), my mission app would not show both items ticked at the same time, and your youtube video shows the same. There can be quite a difference in speed between Surface and Orbital (and Target) modes, so the contract is working fine. Could the change between surface and orbital speeds be better? Sure it can, but generally people want their orbital speed at those altitudes as they are trying to get to orbit. You'll need around another 100m/s at 47,000m to beat this one. Hope this helps. -
This is actually a very difficult question @scavenger, and not one I can give a full answer to. Something to consider is the very different render pipelines between DirectX 9 and OpenGL, even something as seemingly simple as loading the .DDS textures from the RAM to the graphics card can be very different depending on the drivers and the cards being used. It is more likely that it just doesn't take a lot of CPU to load the textures when using DirectX, rather than your CPU being capped, there might be firmware routines to handle this on the card itself, where an OpenGL driver might not have these and relies on the CPU to to a lot of the work, a direct comparison is difficult as they would use very different processes. Similarly, performance may vary depending on your CPU, GPU, drivers etc, it is well known that Nvidia adds a lot of optimizations for specific games, allowing them to run faster/better, but where these optimizations don't exist it may be that the OpenGL driver is "better". To really answer this question would require examining every step of the DirextX 9 and OpenGL render pipelines used by Unity, and how these are affected by your hardware and drivers.
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Windows shuts down in map view
sal_vager replied to salty skydog's topic in KSP1 Technical Support (PC, unmodded installs)
It's sounding like a faulty power supply to be honest, I had something similar on a desktop, it turned out to be the extension cord shorting out and the PSU was shutting down the power to protect the PC. I can't remember the exact message, but the motherboard was reporting a power issue during the power on self tests. Off the shelf PC's and laptops usually have all the POST messages disabled in the bios/uefi, and you would need to enable these to spot an issue of this kind. -
KSP and CPU instruction sets?
sal_vager replied to iSilver's topic in KSP1 Technical Support (PC, unmodded installs)
Hi @iSilver, KSP is limited to what the Unity3D engine supports. Hope this helps.