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DorfKerbin

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Everything posted by DorfKerbin

  1. Nobody needs an airship so badly that you or a coder need to preempt Christmas celebrations. Even my 'flying' Eve rover (the SS Chitty-Chitty-Bang-Bang) can stay parked in orbit. Be merry and celebratory!
  2. Astronomer, I was questioning my sanity and ability to control impulse buying after I recently purchased an i7-4790K @ 4.5GHz and 16GB RAM to match a GTX760. Interstellar has reassured me of my overkill choices. Absolutely beautiful. Q: I'm running Linux 64-bit and the original Interstellar release (no ATM - 5.9GB process); a second or two of freeze-up on initial scene/ship loading, but otherwise no issues. Would Interstellar v2 offer anything or shall I just keep drooling? Thanks again for an excellent mod.
  3. I might be wrong, but I think the threaded optimizations are only for nVidia's proprietary driver.
  4. After the 'change two bits' fix, I haven't run into a mod that hasn't worked, actually. I'll edit that post. I also ran into the hilo.dat/Hilo.dat issue. I used a symlink instead of a rename, but the same end result.
  5. Thanks, I was wondering if that would work, and it's a much better game-by-game option.
  6. Thanks! I'd completely forgot about Nvidia's threaded optimizations. It gave me a bit of a performance boost for Witcher 2 as well. Any idea how to add it make it fire from within Steam? LD_PRELOAD="libpthread.so.0 libGL.so.1" __GL_THREADED_OPTIMIZATIONS=1 ./Steam Would launching the client as such also apply to any games launched?
  7. Same libpng's here. I reinstalled KSP fresh for 0.20 release and played stock/64-bit for about 4 days with no problems, and only started seeing CTDs as I added mods. No problems at all since applying a.g.'s fix. Other than this thing that's fixed, the 64-bit version is noticably smoother than the 32-bit version for me, and really solid. Please thank the appropriate people for their efforts.
  8. Same here, Ubuntu 13.04 64-bit. I think the only commonality is when a 64-bit OS is used to launch KSP's 64-bit executable.
  9. Yes, I believe they both store maps as PNGs, so it would make sense that they'd work. I'll have to revise the 64-bit mod list.
  10. It seems I understated things upthread. a.g.'s fix not only eliminated my .x86_64 CTDs on initial load (so far, anyway), but also made ISA Map and Kethane work perfectly.
  11. Thanks! That seems to have helped. I had a chance to play with the 0.5 version last night. Loaded fine for me, and runs well except when one of the survey parts is used - it then CTDs on the launchpad (same as ISA Map).
  12. Glad it might help. In fact, it does: Stacktrace: at (wrapper managed-to-native) UnityEngine.WWW.GetTexture (bool) <0x00069> at (wrapper managed-to-native) UnityEngine.WWW.GetTexture (bool) <0x00069> at UnityEngine.WWW.get_texture () <0x0000f> at DatabaseLoaderTexture_PNG/ .MoveNext () <0x00227> at (wrapper runtime-invoke) <Module>.runtime_invoke_bool__this__ (object,intptr,intptr,intptr) <0x00059> Native stacktrace: /home/DorfKerbin/.local/share/Steam/SteamApps/common/Kerbal Space Program/KSP_Data/Mono/x86_64/libmono.so(+0x92c92) [0x7f2718729c92] /home/DorfKerbin/.local/share/Steam/SteamApps/common/Kerbal Space Program/KSP_Data/Mono/x86_64/libmono.so(+0xd000d) [0x7f271876700d] /lib/x86_64-linux-gnu/libpthread.so.0(+0xfbd0) [0x7f271cb3ebd0] /home/DorfKerbin/.local/share/Steam/SteamApps/common/Kerbal Space Program/KSP.x86_64() [0xbcec9f] [0x7fff54e21740] Unfortunately (for me), I think the 'fix' you suggest is a bit beyond my skillset. With my present mod setup, this CTD happens about 3 out of every 5 times I start KSP, so it certainly sounds like it could be that bug.
  13. Edit: This post is outdated. Most problems with adding mods that I ran into with the 64-bit executable were solved by using a.g.'s fix. If you're crashing during the initial load (or loading Kethane or ISA Map parts on the launchpad), that's likely a good place to start. As promised a bit earlier up the thread, a list of mods that work with KSP.x86_64 (ver 0.20.2): Working mods: Mechjeb 2.0.8 SubAssembly (with fix found on the forums) KSP Stock Part Expansion (KSPx) H.O.M.E. 1.0.3 B9 Crew Manifest Tri-Struts Hyper-Edit Kethane Haystack Quantum Struts Common Berthing Mechanism Non-Working, Non-Crashing Mods (if you don't add the associated part, it won't CTD on the launchpad): Chatterer ISA Map (dev build) Crashing Mods (cause CTDs even if not used) Editor Part Filter (on loading VAB screen) We did a bit of Reddit crowdsourcing for the list (thanks to those who participated!), so I haven't personally confirmed each one works. I actually have some intermittent CTDs on the initial load when adding some of the larger parts mods (B9, Kethane), though sometimes they manage to load nicely. Hope that helps someone.
  14. I'll try to put something together, but it may take a week or two. I also have a space program to oversee.
  15. Is there a list of working / non-working mods somewhere for the 64-bit Linux version? The vanilla 0.20 version of KSP.x86_64 has been rock solid for me (and the initial load seems much faster), but the mods are sort of hit/miss. MechJeb2 works fine, the newest ISA Map causes CTDs on the launchpad. Those are the only ones I've been brave enough to add since the 0.20 update. I'm guessing parts-only mods should work fine, and anything with a .dll will be hit/miss. Thanks!
  16. Thanks, Friendly Neighborhood Mod. Due to the nature of a 0.20 release (as good as it is already), it means instead of complaining (at all), I report, re-learn the alternate controls, and wait patiently.
  17. Same here, mouse scrolling doesn't work for me, or works in ways its not supposed to (scroll-zoom-in results in scroll-zoom-out sometimes, or not at all) I had to register sooner or later, and this was a good time for a first post.
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