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KSP2 Release Notes
Everything posted by sal_vager
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Sorry guys, I hate to be the bad guy but I have to close this, as currently we do not permit political discussion due to its tendency to result in argument. This is one of those times the rules suck, and I'd like to call this World News, but that's the rule as things stand.
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(1.1.3 1289) Joystick axis issues.
sal_vager replied to kalkross's topic in KSP1 Technical Support (PC, unmodded installs)
Okay, when you bind your axis in KSP try moving the stick all the way from one extreme to the other, as if you were calibrating it, I have had to do that a few times in the past. Unity3D should just get the axis then get the limits via xinput, but that doesn't always work.- 7 replies
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- joystick
- not working
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Open Chutes visuals [1.1.3]
sal_vager replied to C04L's topic in KSP1 Technical Support (PC, unmodded installs)
Sas? okay, I was goung to say the chutes looked okay here, and ask you for more info... https://1.sendvid.com/bjol0vji.mp4 -
Reduce crashing
sal_vager replied to Clockwork13's topic in KSP1 Suggestions & Development Discussion
This really doesn't need to be suggested, Squad work to improve KSP, including KSP's stability, with every update and will continue to do so. If you are suffering from stability issues please ask for support in the support forum, and remember to provide your logs. -
New planet
sal_vager replied to The Thyroid Man's topic in KSP1 Suggestions & Development Discussion
The old planets suggestion thread seems to have disappeared, so I've added this thread to the suggested list for now. -
CHECK HERE FIRST - common suggestions.
sal_vager replied to sal_vager's topic in KSP1 Suggestions & Development Discussion
Yeah I know, but moderators can merge things as and when necessary, people will suggest stuff whether or not there's a list, but I think this way is better as it encourages discussion of suggestions instead of just shutting them down.- 95 replies
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(1.1.3 1289) Joystick axis issues.
sal_vager replied to kalkross's topic in KSP1 Technical Support (PC, unmodded installs)
Hi @kalkross, what joysticks and have you calibrated them before starting KSP?- 7 replies
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- joystick
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Hi @bg0001, if you stared the KSP.x86_64 or started KSP via Steam with the %command%_64 launch option you will be running 64bit KSP. The KSP.x86_64 file is the 64bit Unity3D engine, the number shown in the game is just a number that is set when KSP is built for each platform. Copying over the Windows files will not make KSP on Linux 64bit, it only changes the number, and it might cause issues if any files are different between Linux and Windows.
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Hi Gordon, Squad is aware of the issues with legs (and wheels) and will be addressing these as they continue to update to newer versions of Unity which will make fixes possible. But for the time being try to keep Kerbals away from landing legs, thank you.
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- landing strut
- phantom forces
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Have you tried the 64bit version? You can make Steam start KSP.x86_64 by putting %command%_64 in the launch options box. I do see something in your log that might explain the issue though, but it doesn't explain why KSP runs without Steam. In the version of Unity3D that KSP is currently using there's a bug (or incorrect compile flags) with FMOD, and it needs Pulseaudio running correctly or it crashes. Steam might be causing FMOD to fail to properly detect your sound system, thankfully there is a workaround. Try putting the path to pulsenomore.x86 followed by %command% in the Steam launch options box, or pulsenomore.x86_64 %command%_64 if you try KSP 64bit.
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KSP Interstellar Extended Continued Development Thread
sal_vager replied to FreeThinker's topic in KSP1 Mod Development
Hi EnigmaG, please use a text paste site or dropbox for cfg files, if the license allows it. We don't permit the use of any monetized links, this includes sites like adf.ly and uploaded.net From the site... Thank you. -
Nope, I mean Yes, I mean Nope! @CAKE99
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This is the most cheating I've ever seen. Right @DuoDex?
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I totally think this is cheating. What do you think @Red Iron Crown?
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The Name Change Thread (WARNING! ONE TIME ONLY!)
sal_vager replied to Souper's topic in Kerbal Network
Okay, send me a PM first, it changes your login -
Navball delta v graphic glitch...
sal_vager replied to AugustWest's topic in KSP1 Technical Support (PC, unmodded installs)
Hi @AugustWest, instead of the lower resolution to fix the text you could try starting KSP with the -force-glcore command line argument, and different versions of OpenGL can be forced by using a number after the command such as -force-glcore33 for OpenGL 3.3 Try this with your KSP resolution matching your screen as well, as unfortunately Unity stencils seem to be broken on some Linux drivers, and I see something similar on the proprietary Nvidia drivers when I use fullscreen mode with a lower resolution than my desktop. For example I see this and this when my resolution is less than my desktop at fullscreen in KSP, and this in another Unity5 game called Pulsar. -
Actually Ted can explain better than I can. QA concentrates on focused testing on specific areas, such as new features, but also sees the game at its most broken state, which can be very broken indeed (see 1.1+) QA helps to get KSP into a state that can be tested by the Experimentals team, where more general play testing takes place to try to find all those edge cases you guys like to bring up in the tech support and General section jk we take them all seriously Some of you may prefer another term, Alpha and Beta teams, as the development of each update mirrors the more traditional alpha, beta, gold development paradigm but on a smaller scale.
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Steam don't update to 1.1.2
sal_vager replied to pYlot's topic in KSP1 Technical Support (PC, modded installs)
Hi @pYlot, you must opt-out of any beta versions, 1.1.2 is on the 'None' branch. Hope this helps -
This thread references the old forum software and is no longer useful. You can edit your profile by clicking the 'Edit profile' button on your profile page
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Well I'd prefer for experimental parts to have altered statistics instead, you might not want to use a shiny new Vector that had half the thrust, or trust a turbocharged LV-N not to overheat. This would add design considerations when testing these parts, instead of a random 'Oops you rolled a critical failure, say goodbye to your Kerbals!" situation.
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Duplicate executables in linux zipfile?
sal_vager replied to karger's topic in KSP1 Technical Support (PC, unmodded installs)
Feel free to try it, it didn't work when I tried it earlier today. It's not the entire program, it's the Unity3D engine binary, and this is how the Unity3D engine works, also just in case you didn't know, the Unity3D engine is made by Unity Technologies, not by Squad who only licence the engine to make KSP. Squad didn't copy the binary, when you export a Unity3D project it creates a new binary for it. It's only 20 something megs, that's not a lot. -
Duplicate executables in linux zipfile?
sal_vager replied to karger's topic in KSP1 Technical Support (PC, unmodded installs)
Yep pretty much, though in this case it loads different assets depending on its filename.