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KSP2 Release Notes
Everything posted by LameLefty
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64-bit here (Early '11 MBP Core i7), OS X 10.11.4 El Capitan. Like I said earlier, I've been running 1.1 for over a month, since the public betas. I haven't had a crash at all. From the snippet of your log file I saw, I think some of your problems are likely due to OpenGL issues. I can suggest two things to try. First, as always with OS X when programs aren't launching, open up Disk Utility and Repair Permissions, just to eliminate that possibility. Second, open up your KSP installation folder and try to run the KSP Launcher. If that runs, click the little gear icon at the bottom and change your graphics options - reduce stuff to minimums, set the resolution to your monitor's native mode or lower, and uncheck the full screen button. Odd as it sounds, I've had much better performance in KSP since I unchecked Full Screen and then use the menu bar option to make the app full-screen through OS X. Anyway, that's all I got. Good luck!
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Was there an update that swapped 64-bit back to non-default?
LameLefty replied to jpinard's topic in KSP1 Discussion
No. As I posted earlier, the last OS X version available for 32-bit systems was 10.6 (we're on 10.11 with 10.12 due this summer in beta form). So going on 6 years. The last 32-bit processors Apple built into a Mac were in early Core Duo and Core Single systems made in 2006/2007, so going on 9 years now. -
What mod would you like to see integrated in KSP
LameLefty replied to gilflo's topic in KSP1 Mods Discussions
Of those, the only one that "should" be stock is KER, though Kerbal Alarm Clock needs to be stock as much or more, especially now that TriggerAu (the author) works for Squad. -
Well, it sucks that you're having problems but it's quite a stretch to claim, as you do in one of the posts of your Tech Support thread, that "all" OS X systems have problems with 1.1. I've been running 1.1 since the first week of the public betas as have a number of other folks with no such troubles. I strongly suspect, from the snippets of the Player.log you posted, that there's something going on with Unity 5 and the OpenGL drivers for your (older) system, rather than a generic OS X problem with Unity 5 or KSP.
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Was there an update that swapped 64-bit back to non-default?
LameLefty replied to jpinard's topic in KSP1 Discussion
Good, since that's the ONLY version of KSP available through 1.05, the last 32-bit version of OS X itself was 10.6 back in 2009, and the last system built by Apple with 32-bit only processors was in 2007 or so. -
[1.3.0] Ambient Light Adjustment 2.6.3.8 [09/06/2017] continued)
LameLefty replied to timmers_uk's topic in KSP1 Mod Releases
So has Blizzy's Toolbar been updated? Last I saw it had not, and this mod requires it - or used to, last time I used it. The first post hasn't been updated to state otherwise. EDIT: Aha, I see that it has! Great. -
Was there an update that swapped 64-bit back to non-default?
LameLefty replied to jpinard's topic in KSP1 Discussion
Must be a Windows thing. The OS X default remains 64-bit (build 1230). -
I actually started a thread about spaceplane entries during the 1.1 betas. For a winged vehicle, set your Pe to 50km and keep nose-up as much as you can to decelerate as quickly as possible before you get to <38km or so. Since someone clued me into that technique I haven't lost a spaceplane yet in a dozen or so entries.
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Take it from this hones-to-$DEITY aerospace engineer - it's "re-entry vehicle." Yep. This. Tho' I use a heat shield on everything for my version of "realistic" and aim for a Pe of about 32 - 33 km for capsule entries. Haven't had a problem yet, even with many dozens of entries through all the pre-release Betas and the release version.
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Not to my knowledge. The game renders through OpenGL, like nearly all OS X graphical applications.
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Open up a new Sandbox game and then play around with the stock Dove design - it's a Rapier-based spaceplane that can easily make a circular 70 - 75 km circular orbit with a 250 - 300 m/s of dV to spare. Once you master that one, open up the Aeris 4A design and play around with that one, which can achieve orbit with the combination of a pair of turboramjets to get you to ~1,000+ m/s and 23km, and then an aerospike rocket engine to make orbit and for deorbit burns. Again, you should be able to make a 75km circular orbit with that one, with a couple hundred m/s worth of dV to spare. The trick with most spaceplanes is to accelerate up and off the runway quickly, but not TOO quickly - you don't want to waste fuel fighting drag <10km, for instance. I generally hit V2 (liftoff speed) and then climb at 35º - 40º until 18km - 19km. Then, I nose down to about 20º or a bit lower and accelerate until the jets flame out (or the Rapier switches modes to closed-cycle) and then nose up again to 30º+ until I have an apoapsis of 75km. Then circularize when you get there.
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Kerbal Space Program PS4 and XBOX ONE Boxed Edition
LameLefty replied to afkellogg's topic in KSP1 Discussion
That could be interesting but with the rate at which KSP gets updated, I can't imagine the real use of a physical copy in a practical sense. I also saw some pre-release footage of KSP on the Xbox One from the DICE show. Too much yellow flashing in that MET bar for my taste, and some maybe true/maybe not words about mods not being allowed turned me off the idea. Too bad, too. My Mac is pretty old, I don't have Fundz for a new game computer yet, but I already have the 'Bone. If Squad lets users have access to at least informational tools like KAC and MJ, then I might reconsider. -
Mostly Linux, I think. I haven't had a single crash under OS X at all since the public betas started.
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Nice collection of observations, @bewing - that does seem to cover what most have found these past couple weeks. I will add that for me, personally, most of those bugs haven't been serious show-stoppers, even with me trying to break stuff by opening up my well-under-way 1.05 Career save with an early 1.1 beta build.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
LameLefty replied to rbray89's topic in KSP1 Mod Releases
For what it's worth, last night I had city lights spawning on Minmus. No logs or anything - just anecdotal support for those reporting the oddities. My ancient computer really can't handle this mod anyway, sadly. I was just playing with it a bit to see how it looks with 1.1 before uninstalling it again to make my game playable. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
LameLefty replied to AlphaAsh's topic in KSP1 Mod Releases
So as a newbie to this mod, what exactly do the tracking stations actually DO? Thanks!- 2,488 replies
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
LameLefty replied to BigNose's topic in KSP1 Mod Releases
Thank you, thank you, a thousand thank you's.- 799 replies
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What is the most furtherest planet you have got to?
LameLefty replied to KerbalScience's topic in KSP1 Discussion
In prior versions (back to 0.19) I've sent crews to at least orbit every planet in the system, and most of the moons. I've landed and returned from Moho, Gilly, Duna/Ike, and several moons of Jool including a colony on Laythe. I've landed (but not returned from) Eve as well. So basically most of the system. In my current save with the latest 1.1 builds, I've only landed crews on Mun and Minmus, though I'm roughing out a crewed expedition to Eve to land a probe there, and another to land on Duna. -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
LameLefty replied to BigNose's topic in KSP1 Mod Releases
I miss this mod ... *sniff sniff*- 799 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
LameLefty replied to AlphaAsh's topic in KSP1 Mod Releases
Thank you - will do.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
LameLefty replied to AlphaAsh's topic in KSP1 Mod Releases
On a tangential note, having just discovered this (very cool and well-done mod today), is there any simply way to toggle the air race elements off and leave the rest of the enhancements? They really add a lot of needed "color" and life to the game.- 2,488 replies
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*sigh* Damn it. This game is going to make me break down and buy a stupid PC just so I can play it with all the graphical tweaks I want.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
LameLefty replied to rbray89's topic in KSP1 Mod Releases
I haven't played KSP a lot since 0.90 ... has there been a change to the GUI hotkey for EVE? I can't get it to appear in my game. FWIW, I'm playing on a Mac with the latest 1.1 beta (build 1186) and the March 30th release of downloaded tonight from the link in the first post. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
LameLefty replied to TriggerAu's topic in KSP1 Mod Releases
MechJeb's latest dev branch versions work in 1.1 and have a pretty advanced transfer window planner complete with pork chop plots - unfortunately, as we all know who've used KAC for years, it's darn near impossible to run a "parallel" program with multiple missions in progress at once without something like the in-game alarms KAC provides. *sad trombone* -
How does the GRAVMAX Negative Gravioli Detector work, really?
LameLefty replied to Instresu's topic in Science & Spaceflight
Comedy gold right there, ladies and gents. Comedy gold ... Now I'm craving garlic bread ...