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steve_v

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Everything posted by steve_v

  1. Exactly, It strikes me as somewhat bizarre that people will go to such great lengths as the Win64 hack, then complain that it doesn't work properly or mods are locked out - when installing a GNU/Linux dual-boot is about the same amount of work. Of course I switched entirely many years ago, so I may be a little biased. But I sure don't complain so hard when I have to install Windows for a game - Should be asking: "Why on earth would you install Windows, JUST for <insert game here>?" All in all, I suspect I find Windows every bit as annoying as some here claim Linux is... It's about what you're used to. If you install a new OS that you know next to nothing about, expect to have to learn the OS to get anything done. It's the same for people using Windows/MacOS/BSD etc. for the first time. Installing GNU/Linux just for one game, not bothering to learn how to use it, then complaining that it's "not as easy" as a system you have been using for years is just plain silly. If you're willing to take the plunge and actually use GNU/Linux... who knows, you might like it, once you get used to it.
  2. That removing MM resolves this only indicates that one of the mods using MM is the cause, not MM itself. I don't see an immediate answer in that log, so your best bet might be to remove mods one or two at a time until it loads. Tiresome I know, but that's just what we have to do sometimes with heavily modded installs. Better yet, if this is a fresh install: Always add mods a couple at a time, that way you can spot issues before they get buried.
  3. Congrats, you just created your first Thermobaric explosive It could have been worse, someone once did this in my kitchen with a bowl of liquid butane. Don't ask. I have lived with some pretty dodgy characters, not to mention darwin award winningly stupid ones.
  4. Err, any particular reason for that?I know the stock toolbar is getting a revamp for 1.1, but right now space there is a scarce commodity and, IMO, far too many mods are adding "mostly useless" buttons that would be better served by blizzys toolbar - where they can be hidden or moved to a more convenient spot on the screen.
  5. Blimey, how did I miss that. Still, comment on ActiveTextureManagemant stands. There's no advantage to running 32bit on GNU/Linux - you might as well set Steam to launch KSP.x86_64 anyway. It'll also avoid any issues with 32bit libraries you mayor may not have installed, as they're often not included by default on 64bit distros. For testing memory, installing the package 'memtest86+' will set up a new entry in the grub boot menu, so you don't even need a livecd.
  6. Nope, 'twas a hotfix for that issue alone.
  7. @soulsource: Have some rep from me too. Excellent advice. So much so that I have nothing more to add.
  8. Any windows 64bit version. Again, some have good results, some nothing but problems. The only supported (by Squad / Unity) 64bit player is on GNU/Linux. Squad put an experimental Windows 64bit build up for a while, it caused the modding community so much grief with random un-reproducable bugs that several of them locked out Win64 to keep the noise down and get back to fixing legit mod issues. The flames rose high, much anger, Squad pulled the 64bit version. If you want to try it, there's a thread around here somewhere on that topic. DO NOT BUG MODDERS if you do, if you have issues, repro in a 32bit install or 64bit on Linux.
  9. My experience would differ... at least for modern games. It seems like it works but the performance doesn't scale anything like it should. But if you've got some tricks to getting say, metro 2033 to work properly with NVIDIA SLI on Linux I'm all ears - - - Updated - - - And here is why I love KDE. Many, many knobs. I suggested this solution a while back, but can't test it myself - so it's good to hear that it works.
  10. This is a very open ended question, there are literally hundreds of distributions out there aimed at various use cases. Probably 100+ "desktop" distros alone.Add in the choice of desktop environment / UI and that's a question I'm not sure I can answer. I like Debain. Mint is very close to Debian. I also like Arch. I started out with Slackware. Meh, try 'em out till you find out what you like, it's called... distro hopping AFAIK Ubuntu has the biggest userbase, but Debian's community tends to be more technical (if a little less welcoming at times) Slackware is closer to old-school *nix or BSD in some respects, Arch is right on the bleeding edge with it's rolling release model, Gentoo lets you compile everything exactly how you want it. The list goes on. If I had to pick one, I'd say Debian. But only because that's what I'm using at this point in time and I'm more familiar with it than, say, Fedora. Not that there's anything wrong with that choice either.
  11. Ahh, multi monitor, multi gpu... The NVIDIA driver is pretty slick these days, and that kind of setup is apparently supported... but I no longer have a second GPU to confirm I have heard reports that it's not so easy to do triple monitor due to the not-really-linux-native nature of Unity so YMMV. Using SLI for performance on GNU/Linux is a bust though, the only engine with proper support IDTech4.
  12. Dual boot pretty much any Debain based distro (or Debian itself of course) should be fairly painless, so long as you're willing to learn a new OS If you don't like Debian, pretty much any modern distro should work just fine too. It's really the only stable* 64bit route at the moment, though this may change with the move to Unity 5. The Win64 hack works for some, not so much for others, and you will have to un-disable the mods that disable themselves on detecting it. KSP in a VM will most likely suck pretty hard performance wise, unless you have a second graphics card and feel like experimenting with PCI passthrough to give the VM a real GPU to work with. I haven't tried this, but what I can say is that you'll get something like 1-2 FPS without it. All addons are available on GNU/Linux, including those that are disabled on the Windows x64 hack. *It's rock solid for me at ~7-8GB, but there are scattered reports of crashing at 16GB... not sure what's going on here, but you probably won't hit that limit anyway
  13. I doubt memory bandwidth will make any difference to KSP, as it's CPU bound, So I'd go for 8GB of DDR2 myself. Unless power consumption is a really big thing for you, or DDR3 is significantly cheaper, which it is where I am. If you're running 32bit KSP, you cant use more than 4GB anyway, if you're running 64bit those extra 4GBs will make it all worth while - AKA moar mods - - - Updated - - - On a semi-related topic, and not to say that 6600 isn't a good chip - they're excellent bang for buck. But... if you're up for some hackery, you can almost certainly load a socket 771 Xeon on that board, and ex-server 3GHz+ 771 xeons are dirt cheap on ebay ATM. I have a couple of 775 boards with x5460s on, they're about equivalent to the top end C2Q cpus (q9650 etc.) at <1/4 the price
  14. Sure looks like it's area ruled for FAR to me, or maybe just to look cool. Either way, nice plane
  15. Because you like your ships randomly overheating and exploding on the pad? Because you like shiny new features and shiny new bugs? My 2c: Upgrade to 1.04, but keep a copy of 1.0.2 around... just in case.
  16. ~/.config/unity3d/Squad/Kerbal Space Program/Player.log, where ~ is your users home directory (/home/<username>), and .config is a hidden folder therein. - - - Updated - - - Bah, too slow again
  17. Readyboost is just a fancy name for extending the pagefile onto a flash drive. I'm dubious as to it's touted performance benefits as most modern hard drives are faster than a USB flash drive anyway. If you have an SSD I doubt it will do anything at all. All of this is irrelevant for KSP, unless you have ~<3GB System RAM, in which case you're barely meeting the minimum system requirements anyway - just get more RAM. Even the fastest USB stick is far, far slower than system RAM. KSPs memory issues are not generally due to running out of physical RAM, it's running out of 32bit addressable RAM. That limit is ~4GB in theory, and (on Windows) ~3.5GB in practice, regardless of how much physical memory you have installed or the size of the (virtual memory) pagefile. The only way to circumvent that limit is to ditch 32bit addressing - i.e. a stable 64bit Unity.
  18. Bootstrapping: to pull oneself upwards by ones own bootlaces. You need an OS to run the compiler to build the OS to run the compiler... LinuxFromScratch is an interesting project, I actually ran it for a while (using RPM for package management) but like Debian it's not a poll option Then again, can a book be a distro?
  19. I don't see any errors in that log, but I see you have ActiveTextureManagement installed: "Non platform assembly: /home/user/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/ActiveTextureManagement/Plugins/ActiveTextureManagement.dll" - so this should probably be moved to modded support. Does it load if you remove ATM? I don't have any problems with that plugin myself, but it will stall the loading process for quite some time while it converts textures - is KSP actually crashing, or does the loading bar simply stop moving? How long have you waited for it to load? If you want to go back to a clean install, nuke the whole KSP folder and re-install, or remove everything but the 'Squad' folder in GameData. - - - Updated - - - On the topic of closing unresponsive windows, try xkill. I'm not sure if Ubuntu / whatever UI it ships nowadays enables the standard Ctrl-Alt-Esc shortcut, but if it does hit that key combo (or execute the 'xkill' command in a terminal) and click the offending window. For more stubborn processes or zombies, you'll want 'killall KSP.x86_64' or the more forceful 'killall -9 <process name>' (AKA die right now damn you).
  20. a: Unity upgrades to a non-archaic version of mono (gc has improved much) b: Squad (and the authors of the mods you use) goes through the whole codebase to reduce garbage creation. Betcha a cookie neither of these ever happen, this problem has been around pretty much since day 1 and, as far as I can tell, no progress has been made - if anything it gets worse with each release. I certainly won't be promoting the game to anyone (or considering it release quality) until this is sorted. Matter of fact I'm just about ready to throw in the towel myself, performance in general is appalling and this stutter makes the game almost too annoying to play. - - - Updated - - - So why then have we heard zero news on this from said devs? Not even an acknowledgement that there is a problem. Not impressed, not at all. Cantfix/Wontfix is not an appropriate response to such a serious performance issue. And if you think it's bad now, I'm seeing a strong correlation with the number of active flights / debris... Which is why I can't ever seem to play right through a game - by the time I have the mods to patch the "missing" features in and a few craft or offworld bases in play the stutter drives me away for a couple of months. I start playing again (hoping the latest patch improves it), stutter returns, cycle repeats. Conclusion: Unity is garbage, KSP is crippled because of it, none of the devs appear to care. I'd love for someone to prove me wrong.
  21. Key concepts: education, supervision. Teaching a child how to use the 'net safely and productively vs. just giving them a device and expecting the technology to do all the work for you. But yeah, we probably are
  22. Yeah, this^. I really don't see why children need their own internet capable devices before they are mature enough to use the internet unsupervised. Go climb a tree or something. Using a tablet as a pacifier, or giving a child access to the internet in lieu of actually engaging with them is just lazy parenting.No 'net filter will make the internet into a playground for young children. It's a complicated place, education and supervision is required in it's use.
  23. Use RCS Build Aid and align thrust through COM by rotating the engine slightly. OTOH, for planes it doesn't matter too much if thrust isn't aligned - provided you have enough control authority to hold level flight at full throttle. This can even be advantageous at times as it allows control without control surfaces.
  24. IMHO the whole concept of censoring the 'net is a bust from the get-go, unless you can control all the clients. It's trivially easy to bypass most filters and proxies if you have relatively unrestricted access to a networked machine. And 'home users' generally lack both the experience and the motivation required to find and secure all the ways out of a LAN. Home networks are just not designed to keep people in, most home network appliances are barely adequate to keep strangers out. The internet at large was never designed to filter anything, quite the opposite in fact - more "get the packets where they need to go, by whatever route is available". More draconian network policing requires actual work, beyond "Install our shiny product and all will be well" as anything that actually works will also tend to hamper legit activities. Most people are simply not up for the hassle. Securing the clients isn't really an option either, for much the same reasons - you've potentially got PCs, Macs, Android and iOS phones, maybe a smart TV and who knows what else. Finding a way to lock all those devices down so a motivated kid can't get unfiltered 'net access is not a trivial task - especially if you want them to work properly too. There's fun to be had though... like setting up a WEP encrypted AP, a big antenna and some creative content mangling on a transparent proxy... Then watching the watching the local skids "hack" into it and try to use the 'web My take on network filters and UI lockdown programs tends to be: Ahh, whack-a-mole, I remember this game.
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