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dozerman

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Posts posted by dozerman

  1. On 5/18/2022 at 11:48 AM, Xavven said:

    The opposite is usually true.

    When devs stop updating the base game, generally it's the start of the golden age of mods. It's easier to mod because you don't have to worry about the base code changing and breaking your mod. More time is spent adding features to the mod and less time is spent keeping it working with new base game versions.

    Odd little sense of hope there. Thank you.

    I will say that it doesn't really assuage my larger concern, though, in that I fear that (unlike in many other games, which don't have such similar

    sequels) KSP2 will be such a straight-line continuation of KSP that most people will just move right over and leave OG KSP behind.

     

    On 5/18/2022 at 9:26 PM, zer0Kerbal said:

    well, then there is @zer0Kerbal

    Didn't know they existed. I'd chip in on a patreon if available.

     

    5 hours ago, Jacke said:

    I'd say there are somewhere between 100 and 200 mods that are really useful and/or needed. 

    The reality of that situation seems to bear that out (hence the "over time" statement). CKAN says I have 156 installed on my most played instance, which is 1.4 for compatibility with older mods that I like.

    5 hours ago, Jacke said:

    And most parts mods are overkill or needless complicate the game. 

    Maybe. Then again, isn't over-complicating things a core tenant of KSP?

  2. Quote

    So, as we all know, Max and Linux support will most likely not be included at launch, if at all. I think I speak for a lot of people here when I say that this is a mistake. I believe Take Two and Intercept are heavily underestimating the amount of players on these platforms, and will essentially screw over at least ⅓ of their playerbase, inherently making the game less popular since not everyone can afford a gaming PC. It’s also not a question of hardware either, the new Apple Silicon chips are incredibly powerful, and should be able to run KSP2 with ease. My M1 MacBook Air is able to run KSP smoothly with several graphics mods and many, MANY parts mods. Don’t underestimate Linux machines either, they used to be THE go-to for modded KSP. This is why I believe that, rather than putting resources into Xbox One and PS4 support, Intercept should refocus those resources towards Mac and Linux support at launch. We represent a much larger part of the playerbase than most people think.

    I came here looking for an answer to this. It's so unfortunate that this is the way that things are going. I'm personally a Linux/BSD user, and I hate to see people making this kind of decision. There is no doubt in my mind that Proton will be able to support KSP2 after a couple months, but it's still a slap in the face that we aren't given consideration regardless.

     

     

     

    Quote

    but why are you so sadistic to use mac or pc with linux to play?

    I swear this could have been a copypaste from 2009. Things are very different these days.

     


     

    Quote

    anyway, i looked at some statistics online, i can't find ANYTHING that indicates that the players from windows are less than those on mac or linux, where did you see this thing? also consider that in addition to PC, KSP 2 will also be released on console, let's say that DEVs have other problems about bringing KSP 2 to 3 different platforms already ...

    I don't think OP meant that there are more players on Mac or PC, just that it's a better move for the devs to concentrate on Linux/Mac than the consoles.

     

     

     

    Quote

    [open source KSP]

     

    O.o

    That would completely destroy the market.  

    RedHat, et al. has entered the chat

  3. I'm looking through my CKAN instance and I'm pretty sure I've had something like 1000 addons over time. The vast, vast majority of these are completely unmaintained and can not be used on modern KSP installs. With KSP2 coming down the pipe, is there any motivation these days behind maintaining addons for old KSP, or is this just the end?

     

  4. 8 hours ago, adsii1970 said:

    Hey, @dozerman, I moved your thread from the KSP 2 discussion area to the KSP discussion area dedicated to the original KSP game - since your post is about the already-released original game. If you're using the Steam version of the game, @daninplainsight is absolutely correct - follow his steps and you'll be up and flying high in no time! :)

    That's so strange. I swear I meant to post this elsewhere. I must have had a rouge tab open or something...

     

    8 hours ago, daninplainsight said:

    It's really easy with Steam. Right-click on the game in your Steam Library, and select Properties. Then select Betas in the sidebar, and the beta you want to opt into will be a previous version of the game. As long as you're not trying to play pre-1.0 versions, you should find a version that matches the 1.x release your mods need.

    I saw that after the post, but I was really hoping there was a way to have one version for mods and one that is fully upgraded. Either way, thank you!

  5. Hey everyone. I recently upgraded my OS and didn't think that I'd need my game save and so I didn't copy it over. Once I finished the upgrade and downloaded the game again, I realized that the latest version of KSP isn't compatible with a lot of my mods. Is there a way that I can get a specific version of KSP to point ckan at? I bought on both steam and GOG (long story. bought twice, once in 2015 and again in 2018), so if there is a way that is possible on only one store, I'm fine with that.

  6. Ckan Version: 1.262

    KSP Version: 1.5.1.2335

    'mono --version' output:

    =============================================================================================

    Mono JIT compiler version 6.0.0.319 (tarball Mon Aug 12 23:46:26 UTC 2019)
    Copyright (C) 2002-2014 Novell, Inc, Xamarin Inc and Contributors. www.mono-project.com
        TLS:           __thread
        SIGSEGV:       altstack
        Notifications: epoll
        Architecture:  amd64
        Disabled:      none
        Misc:          softdebug 
        Interpreter:   yes
        LLVM:          yes(600)
        Suspend:       hybrid
        GC:            sgen (concurrent by default)
    ============================================================================================

    I keep having crashes right before launch. I kept trying to use the logs to figure out what is going on, but recently I noticed that CKAN seemed to produce some seemingly more coherent data vs the log:

    =================================================================================================================

    evan@pop-os ~> *** buffer overflow detected ***: /home/evan/GOGGames/j5/./KSP.x86_64 terminated
    Stacktrace:


    Native stacktrace:

        /home/evan/GOGGames/j5/./KSP_Data/Mono/x86_64/libmono.so(+0x92406) [0x7f52a6681406]
        /lib/x86_64-linux-gnu/libpthread.so.0(+0x12dcf) [0x7f52ac3bfdcf]
        /lib/x86_64-linux-gnu/libc.so.6(gsignal+0xc7) [0x7f52abec6077]
        /lib/x86_64-linux-gnu/libc.so.6(abort+0x120) [0x7f52abea7534]
        /lib/x86_64-linux-gnu/libc.so.6(+0x89515) [0x7f52abf0e515]
        /lib/x86_64-linux-gnu/libc.so.6(+0x12d45e) [0x7f52abfb245e]
        /lib/x86_64-linux-gnu/libc.so.6(__fortify_fail+0x10) [0x7f52abfb2480]
        /lib/x86_64-linux-gnu/libc.so.6(__chk_fail+0xf) [0x7f52abfb03cf]
        /home/evan/GOGGames/j5/./KSP.x86_64() [0x1890a90]
        /home/evan/GOGGames/j5/./KSP.x86_64() [0x1890e64]
        /home/evan/GOGGames/j5/./KSP.x86_64() [0x1862b65]
        /home/evan/GOGGames/j5/./KSP.x86_64() [0x1863fa3]
        /home/evan/GOGGames/j5/./KSP.x86_64() [0x16aad44]
        /home/evan/GOGGames/j5/./KSP.x86_64() [0x165b020]
        /home/evan/GOGGames/j5/./KSP.x86_64() [0x1589b53]
        /home/evan/GOGGames/j5/./KSP.x86_64() [0xcad769]
        /home/evan/GOGGames/j5/./KSP.x86_64() [0x7d4cb6]
        /home/evan/GOGGames/j5/./KSP.x86_64() [0x7d52dd]
        /home/evan/GOGGames/j5/./KSP.x86_64() [0xccd314]
        /home/evan/GOGGames/j5/./KSP.x86_64() [0xcb452f]
        /home/evan/GOGGames/j5/./KSP.x86_64() [0x839afd]
        /home/evan/GOGGames/j5/./KSP.x86_64() [0x4554fe]
        /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xea) [0x7f52abea909a]
        /home/evan/GOGGames/j5/./KSP.x86_64() [0x45eb68]

    Debug info from gdb:

    I refuse to debug myself!
    No threads.

    =================================================================
    Got a SIGABRT while executing native code. This usually indicates
    a fatal error in the mono runtime or one of the native libraries 
    used by your application.
    =================================================================

    ============================================================================================================================

     

    I can make out that there was a buffer overflow and that the hex numbers in brackets are memory addresses. I'm going to attach a list of all of my addons. If it can be worked out which addon may have caused this, I'd love to know how.

     

     Xs2v7qt.png

  7. First off, forgive me if this is a repeat (I know managing threads can be like trying to have a conversation with the seagulls from Finding Nemo). I've skimmed through the thread but haven't found an answer to my question yet.

     

    I want to know why B9 is banned. I understand that some addons can give an unfair advantage, but using B9 seems to only up the gameplay experience to me. I've been wanting to do this challenge for some time, but have also grown quite fond of procedural wings. Is there a way that I can make an entry using B9's procedural wings and not be disqualified?

  8. 38 minutes ago, Vít Salava said:

    I set forth to use proppelers, so I built a vague macchi fighter mashup. In the bigger lake, (which is easy mode) I managed to land and fly out of, with 45m/s v1  I had to stuff the plane into one end and nearly hit the wall on the other side. In the smaller hole I landed, but had no chance of getting out. Flatspin landings anyone? Rest of the images:https://imgur.com/a/MMAnxHa

    Album pNaiMGH will appear when post is submitted

    Nice setup! How did you manage the off-center thrust combines with water drag?

  9. Inspired by the Blohm & Voss BV-141, I decided to give creating an asymetric monstrosity a shot and see how it flies. My own yet-to-be-named kontraption uses a MK-1 sidecar design with a MK-2 main body and three rapier engines.It is, unsurprisingly, hard to control at low airspeeds or at high altitudes, but with the throttle up, engine gimbal and good pressure over the control surfaces give it a decent flight profile. The first test flight ended with an overheat at ~1400 M/S and the second made an orbit and came back down beautifully. Unfortunately, asymetric braking lead to an accident on the ground upon landing and caused me to lose the first model. A second prototype is still under construction. I'll be testing it with FAR by week's end. Enjoy!

     

    https://imgur.com/gallery/i3klJ

  10. 7 hours ago, sdj64 said:

    Yes, science from Jool including its high and low orbit, and atmosphere, counts.  Moon orbit space science also counts.  Science earned from a lab does not count, and anyway you would have to land the lab because transmitting science does not count.

    Since turning ComNet off entirely is allowed, you can use your relays.  You can also use any ore scans you have already performed, or send a scanning satellite separately ahead of the mission.

    Awesome. Thanks.

     

  11. 1 hour ago, dozerman said:

    On Jeb's level, does science collected from Jool count (gravity surveys, dipping into the atmosphere, etc), or does it all need to be only from the moons? What about collected from in orbit around the moons? What about science earned from data in the science lab?

    In addition, I also already have several relays in orbit near Jool. Would it be against the rules to use them or do they need to be terminated prior to the launch? I could see their usage being considered cheating since they would decrease the final weight of the ship. Also, speaking of relays, if I can't use those relays would it be okay to bring a small swarm of relays to leave behind after the mission?

     

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