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sal_vager

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Everything posted by sal_vager

  1. 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.
  2. 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.
  3. Sas? okay, I was goung to say the chutes looked okay here, and ask you for more info... https://1.sendvid.com/bjol0vji.mp4
  4. 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.
  5. The old planets suggestion thread seems to have disappeared, so I've added this thread to the suggested list for now.
  6. 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.
  7. We'd love to help you with your problem @Kartoffelkuchen but as others have mentioned we need your logs to find out what's going on, this issue is not occurring for the vast majority of players so without information there's nothing for Squad to look for.
  8. Hi @kalkross, what joysticks and have you calibrated them before starting KSP?
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. Nope, I mean Yes, I mean Nope! @CAKE99
  14. This is the most cheating I've ever seen. Right @DuoDex?
  15. I totally think this is cheating. What do you think @Red Iron Crown?
  16. Okay, send me a PM first, it changes your login
  17. Hi @nicksmith95, can you please see this thread. And provide some more info on your system and your game logs, thank you.
  18. 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.
  19. Hi @reinderien, can you try disabling the Steam overlay, also check for any custom launch options.
  20. 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.
  21. Hi @pYlot, you must opt-out of any beta versions, 1.1.2 is on the 'None' branch. Hope this helps
  22. 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
  23. 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.
  24. 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.
  25. Yep pretty much, though in this case it loads different assets depending on its filename.
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