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Wilhelm

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  1. Thanks for the heads up. I had not noticed any problems but increased it just to be on the safe side. Now I really do not understand why it did not work on my install. The symlinks are there. This remembers what someone once told me: computer science is not an exact science. It is dark magic . Anyway, things are working for me now. Thanks everyone for the advice.
  2. This was simple enough that I feel I should have been able to have googled myself. Thanks for the help. I inserted the disable flag on the Makefile and it worked like a charm (I also had to comment out the -lc++fs flag since it seems to be incorporated in libc++.so in the most recent versions). Then, I just copied the .so generated inside the Relesea/Gamedata/Principia/Linux to its respective folder in game and everything seems to be working. There is only one thing that is bothering me. 3 tests fails. [----------] Global test environment tear-down [==========] 1260 tests from 176 test cases ran. (198830 ms total) [ PASSED ] 1257 tests. [ FAILED ] 3 tests, listed below: [ FAILED ] OrbitalElementsTest.KeplerOrbit [ FAILED ] FrequencyAnalysisTest.PoissonSeriesIncrementalProjectionNoSecular [ FAILED ] QuadratureTest.Sin10 3 FAILED TESTS YOU HAVE 34 DISABLED TESTS make: *** [Makefile:273: test] Erro 1 I was under the impression that none should fail. Should I be worried or I can ignore this safely?
  3. First of all. A huge thanks for this mod devs. It is awesome. It always bothered me that KSP did not proper orbits simulation. Now, I have a help request. I decided to try gaming on Linux. I use Arch Linux, which I realize it is not supported by the precompiled binaries since it does not have libc++ 8 and libcx++abi 8. I could use "debootstrap", as someone suggested previous on this thread, but as far as I understand, this would take several additional GB and I am kinda of short in disk space. However, Arch does have the version 11 of such libraries. So I thought it should be possible to compile against them. After some digging, I found the compilation instructions inside the "documentation" folder. I installed the necessary tools (packages base-devel, libc++, clang and libc++abi). From the root folder of Principia's repo, I ran the "install_deps.sh" without problems. I created a symbolic link at "../KSP Assemblies/1.11.1" to "Kerbal Space Program/KSP_Data/Managed" and then finally ran "make". Then, I got the following error In file included from tools/generate_configuration.cpp:16: In file included from ./physics/solar_system.hpp:15: In file included from ./physics/ephemeris.hpp:22: ./physics/geopotential.hpp:104:45: error: reference to enumeration must use 'enum' not 'enum class' [-Welaborated-enum-class] using SurfaceFrame = geometry::Frame<enum class SurfaceFrameTag>; ^~~~~~ Other errors follow, but they are similar to this one. I tryed replacing "enum class" with "enum", but I get "error: ISO C++ forbids forward references to 'enum' types" instead. Am I doing something wrong or is just a matter that Principia is inherently incompatible with newer versions of clang?
  4. On my first attempt surely I heard it snapping because I went full throtle on lander A. Then I reloaded and tried a couple more times with a gentler take off without success. On these, I did not heard the snapping sound and the cable seemed to be still attached. The lander B was completely motionless in all cases. Right now I am a bit constrained in terms of time to play (real life getting in the way), but as soon as I can launch the game, I will try posting a video.
  5. I need a little help on understanding the PCB. I have two vessels on the surface of Mun (one of them is a tipped over lander). I attached (via KIS) the PCB on the lander A and the hook in the tipped over lander B. My hope was that when I took off with lander A, it would tow lander B, after which it could use its own engines. The issue is that this does not happens. It behaves as an infinite long rope. Is this normal? I must point out that I edited the "maxLinkLength" in the file "part_PCB1.cfg" from its default value of 5 to 500 (needed to do this to allow linking between the two vessels, since the rescuer landed ~250m from it). As an extra incentive for you guys to help me, I must also say that Jebediah is on the tipped over lander. You would not let him rot on the Mun, would you?
  6. @Matchlight It is a really nice effort to ressurect this mod. I always wanted to use it, but never could since when I started playing KSP, it was already incompatible with the latest release. So, really thank you for your effort. I'd like also to ask permission to mess around with Kerbin clouds. I think that EVE (and thus SVE) have clouds that cover too much of the surface. How will Jeb be able to see his house from space with so many clouds? The latest release of EVE does not have that many clouds, so I'm thinking in performing some sort of merge with it and see if the results are good. I have zero experience with modding KSP though, so I am not sure if I will be able to achieve anything...
  7. I'm having the same issue. Interestingly enough, I also think my CMOS battery is low, although I do not see a reason for why this would affect. I do have some mods in common with you, though. These are Chatterer CRP Contract Configurator Contract Parser Contract Window+ DMagic Docking port Alignment Indicator Final Frontier Firespitter Core KAC KAS KER KIS ModuleManager ProgressParser RemoteTech SCANsat TextureReplacer Toolbar Trajectories All USI mods you listed, except Life Support Perhaps I will try to reproduce in an unmodded game later.
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