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KSP2 Release Notes
Everything posted by styckx
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It's amazing the advancements this game has made since the early days.. Heck, it wasn't even all that long ago you had to use struts to hold stages together so they didn't launch like a slinky.
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The Linux compatibility thread!
styckx replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
I don't know if there was other reasons "behind the scenes" problems solved with the segfaults.. I was under the impression they were for the 4GB limit only. I still don't use any of them and my game runs flawlessly with unmodified executables and I throw addons at it with reckless abandon and the game refuses to crash. I even tossed more RAM in my rig to compensate. -
The Linux compatibility thread!
styckx replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Hey Sal I just noticed you didn't update the section of the first posts pertaining to segfaults and how they aren't necessary anymore. -
The Linux compatibility thread!
styckx replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
0.24.2 is 24.2.559 the "559" is just a build identification number the updater seems to tack on when you use it.. Look at your BuildID.txt -
Wow I love this mod. I was pretty ok with manual docking before but setting up your orientation and roll was always the roughest part.. This takes the guess work out of it and lets you concentrate purely on your approach.
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Did you see he even has mission control and a simulated Main B Bus undervolt explosion for from Apollo 13? This dad rules
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Amazing http://io9.com/hero-dad-builds-an-amazing-interactive-spaceship-for-hi-1614661393/all
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Because OpenGL is just as capable of high end gaming as DirectX is? Because Linux is more stable than Windows? Because we can? I can't believe in 2014 people still have this stereotype that Linux as a desktop is some fragile little solider that is only capable of browsing the web and using terminal commands.
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No it doesn't...
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And has been said. It's only Windows.. Linux 64bit doesn't have this dependacy problem. It's just that Win 64 is in such an experimental state that some of these dependency issues are arising. People seem to forget (except those that use it) that Linux has had a 64bit client for a while now and none of us stomping our feet about communities being split.. Because it never happened and isn't happening. This Windows thing will be a non-issue in a few releases.
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Yup.. Every mod I have that crashes and burns Windows 64bit runs flawlesssly in 64bit Linux.. Windows 64bit will be a moving goalpost for a few releases I imagine. Linux 64bit is equal to its 32bit counterparts. It runs like a watch with nearly everything.
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Not quite sure what the problem is here.. The game is driven by the communiy.. The community is driven by mods.. The game needs to evolve to keep the community thriving which in turn keeps the game moving forward. 64bit is the only way that's going to happen as the complexity and size of the mods continues to grow. SQUAD is not the only developer moving to 64bit for gaming. It will be an industry standard within two years tops.
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*eyebrow raised* I'm willing to try anything. I just don't promise anything. Playing with textures is a hobby of mine and I'm always dabbling in something. I even started retexturing SQUAD engines a few days ago.
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I'm the opposite.. I'm completely comfortable around Photoshop but get me in front of a 3D modeling tool and I'm like grandmom trying to install Linux. I even go completely out of my way to make the textures look un-manipulated like they came right from the developer themselves.. I'm OCD about textures..
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I was thinking the opposite.. Full white alpha Add some texturing to mimic the insulation on the outside of the real one Subtle wrinkles to complete the illusion In a Kerbal way of course. Only so much I can do just manipulating textures.. /why yes... I tinker in Photoshop
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OoOooOo.. The parts have a specular map... Rebooting to Windows and gonna play in Photoshop..
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Looks good! Take your time.. As long as you're having fun it doesn't matter when releases are.
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I stuck a clamp-o-tron Jr over top of Skylabs coupler and now we have awkward Cold War Era reunions!
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Well it's no secret the Windows 64bit client is no where near as stable and compatible w/ its 32bit counterpart. It really should have never been released IMO. Where it would crash KSP is when you clicked on a saved game and it tried transitioning to the overview of KSP facilities. I even tried starting a new sandbox. Would crash the same place.. 32bit Window is fine. Most are avoiding the 64bit Windows client like the plague because of the problems. The 64bit Linux client (my main KSP platform) is equal to its 32bit counterparts and runs like a watch. I'm just a tech nerd and try some addons out on both platforms. If I was a modder. I'd personally avoid trying to cater to the Windows 64bit client ATM. I have a feeling that will be a moving goalpost for a couple more releases.
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This looks great.. Working great on 64bit Linux... Windows 64bit is a crash and burn affair.. KSP just crashes trying to resume a game w/ this loaded. Not surprising though, that 64bit Windows version should never have seen the light of day. 32bit still works fine.. Looks great, nice work!
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That was my first idea. but there is no specular map on the model so you can't change it to look "shiny" and "reflective" looking. I could've done a foil look but it would look very strange with no gloss to it.
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I started a re-paint of the telescope into a non-black version. WIP.. Can't stress this enough. There plenty areas still in the original texturing I know I've done the main body structures of both the telescope and service bay.. Both were started from complete scratch by working two brand new metal textures over the original areas and building it back up. Only thing I recycled (from the areas I repainted) from the original was the door handle.. I redid all the lines, new rivets, etc.
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SpaceX meets Skylab
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Thanks again! Great little plugin. Hope you get life sorted and find time to find your way back here again.