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Davidian1024

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    explorer at heart

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  1. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Ubuntu 22.04.3 LTS | CPU: AMD Ryzen 5 3400G | GPU: NVIDIA GeForce GTX 1080 Ti | RAM: 32GB Upon a recent mission to Eve, I found that the craft I made seemed to be too wide for the atmospheric entry effects to cover the entire craft. I'm including a video that shows what I mean along with a save during the moment it was most noticeable. Included Attachments: Screencastfrom02-11-2024032211PM.mp4 re-entry_bug.zip
  2. I planted a flag in the Mohole and that completed the Plant a flag on Pol mission for me.
  3. Well, shucks, wish I had come across this YouTube video sooner. Sounds like it's getting even easier to run games on Macs.
  4. For what it's worth, I was able to get KSP2 running on my mom's MacBook Pro (M2 Apple Silicon). It depends on something Apple recently released called Game Porting Toolkit. I installed the Windows edition of Steam by followed the instructions in this GitHub repo: https://github.com/domschl/WinSteamOnMac I've been running KSP2 on my own Ubuntu Linux machine since day one of early access, and the experience is nearly identical. This method is in fact using wine under the hood. One additional thing I had to do for KSP2 was to set the launch options to bypass the little launcher app, which would just crash. I actually have to skip the launcher on Linux for the same reason. Counterintuitively, on the Mac, I had to specify a the Windows style path to the KSP2 executable. The line must also end with # %command% Here is what I ended up putting in the game's launch options: "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2\KSP2_x64.exe" # %command% Just skimmed through the little Mac vs PC argument in this thread. Obviously PC is better. As long as you run Linux on it.
  5. This didn't start happening until I loaded a save with my craft parked here by the bones. Before having loaded my save I had taxied my plane all the way over here. I can get them unstuck for a moment by retracting the gear and extending them again, but a second or two later they get stuck again.
  6. I also think something seems really wrong in the uppermost parts of atmospheres. I am trying to enter Laythe's atmosphere at a very shallow angle. AP is 49,669m and PE is 48,218m. Speed is 1829m/s. But many parts keep overheating and exploding. I seem to remember being able to point my space planes fully radial out in KSP1 in situations like this. If this is more realistic as some people are claiming, what's the right way to enter the atmosphere now?
  7. I think this is related: Fairings disable parachutes, even after staging Possible workaround included.
  8. @Anth This is still an issue as of 0.2.0.0 (For Science!). I've run into this many times and it's always been extremely frustrating and puzzling. It ends up completely sabotaging missions. I would consider this one game breaking. After a little testing I can see that @nicholasluigi has it exactly right. Fairings seem to disable parachutes permanently. This seems to depend on whether the game thinks the parachute is inside of the faring or not. Beyond normal fairings, the fairings that come with engine mounts also cause nearby parachutes to become disabled. This is where I run into this problem most often. The fairings that come with engines do not seem to have any effect on parachutes. Note: The way the game determines whether the chutes are inside the fairing is inconsistent. On a somewhat positive note, I've stumbled upon a workaround. Unfortunately, you need to do this at the VAB during your design/build phase. If you are already well into a mission and you didn't do it, this won't help you. Attach parachutes in whatever way caused them to become disabled. Pull them off with the selection tool and press the delete key to delete them. Press Left Control + Z to undo the delete. Note: This procedure seems to affect the fairing object. As opposed to the parachute object. After going through these steps, the fairing no longer seems to have the ability to disable any parachute. The undo step seems to be the one that affects the fairing. Here is a craft that demonstrates this behavior: Fairings Parachute Bug.zip Launch the craft and go through all stages. Two of the parachutes will deploy, two will not. The two that did not deploy through the staging sequence should be permanently disabled now. The workaround described above can be followed on this craft to demonstrate it.
  9. @Anth I have been using the F2 key alot. The game is just so pretty, I can't help but take alot of screenshots. So, I need to get the HUD out of the way. And I guess for what it's worth, occasionally while I was fighting with this last night, the lines would be gone, but the AP, PE, etc markers would be there, but no line. And no way to create a maneuver plan. So, I managed to get my orbital lines to show up again. Fully quitting out of the game and loading my most recent save might've been what did it.
  10. Not sure if this is new info for the devs or not. But it's new info to me so I thought I'd share. I just took off from the Mun after finding the Mun arch for the mysterious signal mission. No orbital lines for my craft unfortunately. Save/Load workaround not helping. Oh well. Interestingly enough, as I pass over the highlands of the Mun the new science action on the left is telling me to go outside in order to perform an experiment. I think the game thinks I'm on the ground. At this point I haven't done any experiments on the Highlands of the Mun yet. Hopefully this helps.
  11. It was possible in the first version before any patches. Though, I don't remember which patch changed it. In Steam it's possible to select previous versions of the game and use those. I've never actually tried it though. Here's where you can select the previous versions: Right click on the game and select "Properties..." On the left hand column select "Betas" The drop-down menus on the right should default to "None". If you pull that down you'll see all the previous versions.
  12. Hmm... not sure what to say about that DirectX error. I know I've seen it in the past with other games running under Proton. I don't think I've ever run into that one with KSP2. Overall, Proton seems to just keep getting better. After running under the new OS for a few days it seems like things are running great. I had issues with a number of games. Now, it seems like nearly everything is working flawlessly. Performance seems better across the board too. I think KSP2 is the only one where I'm still having to set launch options. I added my system specs to my post. Maybe you're just unlucky enough to have a particular hardware combo that's triggering that.
  13. I would like to add this. I sometimes build unusually configured craft with things like fuel tanks attached via radial decouplers. The plan is to manually pump the fuel into some main tank and then jettison the empty tank(s). The staging thing has no way of knowing what my intentions are which causes it to ignore alot of the fuel i still have. This essentially prevents me from using the maneuver planner fully.
  14. The most supported way to run KSP2 on Linux as of 2023-11-21 (YMMV) TL;DR Ubuntu 22.04 & Proton 8 with these launch options: PROTON_NO_XIM=1 '/home/username/.local/share/Steam/steamapps/common/Proton 8.0'/proton waitforexitandrun '/home/username/.local/share/Steam/steamapps/common/Kerbal Space Program 2/KSP2_x64.exe' #%command% Full Story I finally decided to update to a newer Linux, so I thought I'd share my experience in getting KSP2 running from scratch. I installed Ubuntu 22.04 on a fresh SSD. Previously, I had been running 20.04. FWIW, I chose this Linux distribution after finding the following on the Steam Client Troubleshooting on Linux page. When I installed Ubuntu I made sure to check the box labelled "Install third-party software for graphics and Wi-Fi hardware and additional media formats". I obtained Steam via the green install button at the top of steampowered.com. That ultimately links to https://cdn.cloudflare.steamstatic.com/client/installer/steam.deb. Which yields a Debian package named steam_latest.deb. I installed that from the command line like so: sudo apt-get install ~/Downloads/steam_latest.deb After that I launched Steam from the "Show Applications" thingy in the corner. Initially the KSP2 install button was greyed out. In order to make it installable I had to go into the properties of KSP2 and select Compatibility. From there I checked the "Force the use of a specific Steam Play compatibility tool" and I then selected the latest non-experimental version of Proton. That's Proton 8.0-4 at the moment. The game installed fine, but the launcher would crash every time I tried to play it. I added the following to KSP2's launch options within it's properties in order to directly launch the KSP2 game executable. '/home/username/.local/share/Steam/steamapps/common/Proton 8.0'/proton waitforexitandrun '/home/username/.local/share/Steam/steamapps/common/Kerbal Space Program 2/KSP2_x64.exe' #%command% That was enough to get the game running. Beyond that I found that an input issue I ran into on Ubuntu 20.04 persists on Ubuntu 22.04. I reported this in the past here. In order to work around this specific issue I added PROTON_NO_XIM=1 to the beginning of the game's launch options. Here's the resulting launch options: PROTON_NO_XIM=1 '/home/username/.local/share/Steam/steamapps/common/Proton 8.0'/proton waitforexitandrun '/home/username/.local/share/Steam/steamapps/common/Kerbal Space Program 2/KSP2_x64.exe' #%command% I hope this helps my fellow Linux users. Solidarity comrades! My System Specs CPU: AMD Ryzen 5 3400G GPU: Nvidia GeForce GTX 1080 Ti RAM: 16GB DDR4
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