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KSP 2 and Proton
Khesperus replied to Geonovast's topic in KSP2 Technical Support (PC, unmodded installs)
It's probably not worth posting this, but the game is almost playable on my Dell XPS 13 (9360). I'm launching it with a shell script: #!/bin/bash export W="/home/$USER/snap/steam/common/.local/share/Steam/steamapps/common/Proton - Experimental/files" export WINEVERPATH=$W export PATH=$W/bin:$PATH export WINESERVER=$W/bin/wineserver export WINELOADER=$W/bin/wine export WINEDLLPATH=$W/lib/wine/fakedlls export LD_LIBRARY_PATH="$W/lib:$LD_LIBRARY_PATH" export WINEPREFIX=/media/$USER/death_star_plans/SteamLibrary/steamapps/compatdata/954850/pfx export PROTON_USE_WINED3D=1 cd "/media/$USER/death_star_plans/SteamLibrary/steamapps/common/Kerbal Space Program 2" wine64 KSP2_x64.exe My steam library is, as you can see, on an SD card, so you'll have to adjust it if you want to use the script. As you can see, I'm running the snap package in Ubuntu. The graphics card is a Intel UHD Graphics 620 Mobile. I've managed to get a stock ship into orbit, but the control response is a little too realistic in that there's a second or two of delay between input and some kind of response by the craft. The UI on the other hand is pretty responsive, so go figure. Oh, and of course I turned down all of the graphics effects as far as they will go. -
That's beautiful! I hope you stay on with the new team for KSP2. Your ideas first as mods and now stock are key to making the game fun and playable for interplanetary missions. I can't tell you how much I (and I guess lots of us) appreciate your work.
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Khesperus replied to TriggerAu's topic in KSP1 Mod Releases
Right! I didn't notice the winking kerbal. Sorry. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Khesperus replied to TriggerAu's topic in KSP1 Mod Releases
If you look at the 1.12 release notes, you'll notice that Trigger Au has finally been allowed to incorporate this into the stock game. It looks like it does even more than it did in the mod form. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Khesperus replied to TriggerAu's topic in KSP1 Mod Releases
And you can always use Alex Moon's planner, which @TriggerAu credits as the inspiration and the source for the calculations in this mod. You'll need to get the target object's orbit data either from another module (KER) or from the save file. -
VoidCosmos started following Khesperus
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Somebody started a petition to change its name to Minmus.
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Khesperus replied to TriggerAu's topic in KSP1 Mod Releases
Ah, I see now. I think maybe what you're seeing there is that the tolerances become really tight and unworkable in a situation like that, such that a tiny misalignment can do extreme things with the margin of error. In any case what Trigger Au has done here is to re-implement Alex Moon's JavaScript transfer planner in-game. I guess you can get the orignal CoffeeScript code here: https://github.com/alexmoon/ksp/tree/gh-pages/javascripts, and maybe write some tests to push it in corner cases. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Khesperus replied to TriggerAu's topic in KSP1 Mod Releases
I can't really think of a situation where you'd have to leave at a certain time, short of the planet exploding. So normally you'd want to look at the earliest possible arrival. However, if you're in the "get off of this rock ASAP" situation, it seems it would be better to dispense with the planner, and just do a burn that will put you in an escape trajectory more or less along the path of Kerbin's orbit, and then once you've exited look for a maneuver node which will do the trick. I sometimes use exactly that to get back from Gilly, since it's hard anticipate right ejection angle otherwise. -
I discovered today that I have two kerbals listed as K.I.A. and I have no idea what happened to them. Is there some kind of record in the save file? Were they victims of that overly complex rotating ring station that I made? Or did I fall asleep after their de-orbit burn late one night and forget to stage the 'chutes? Or did I get them home safe and then send them on a collision course with Jool, but forgot to set a KAC alarm for the mid-course correction burn? I need to know !!!!
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The second stage explosion was clearly blue, so if that means what Scott Manley hinted it might mean, then I guess it's a boy.
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Khesperus replied to TriggerAu's topic in KSP1 Mod Releases
You can however use the online calculator by Alex Moon that TriggerAU links to in the credits for this mod. It's not as simple, because you'll have to establish a little familiarity with the variables of the orbit description to target an orbit, but it works!