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steve_v

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Everything posted by steve_v

  1. Yeah, limited options for the title. Would have picked "Support - all platforms" if available. Or better yet, "Support - Yet another rage inducing brand new bug."
  2. Yeah, what an awesome bug-free 1.0 release that was not. Most of those issues are literally years old, and still not fixed. Why even put "no quicksaves" in as a difficulty option when it stands a 100% chance of eventually borking your game?
  3. Right, so I build an apollo style Mun mission, get to Mun and discover my lander engines won't fire because they're "stowed"? Hello, no bloody fairing anymore. [rant] This is ridiculous. Do I really have to hack my save file every time I put an engine in a fairing? Who came up with this idiocy? Can we please get rid of this? It's dumb, and there's no logical reason for it. Even if it worked correctly, which it doesn't, why can't I fire an engine in a fairing if I want to? [/rant] Ok so I'm having a bad day, not helped by the idiotic new docking controls. But this "feature" is just plain stupid. Granted I probably should have put a decoupler on top of said fairing base, but hang on, they HAVE a decoupler already (or at least they decouple where wanted) What Gives? All in all, stock fairings appear to be inferior to every singe fairing mod ever created. Is there actually a way to do build an interstage without encountering this issue? On the topic of fairings, why the **** can I not strut from a fairing base? you know, the logical way to support the stack? If fairings actually reinforced the joint properly, that would be fine. But they don't.
  4. Nope, no Apple products here The disappearing heatshield fairing may, I suspect, be the fault of tweakscale... i.e. no tweakscale & so far no problem.
  5. Likewise, be real nice if we could have a proper memory usage fix, rather than compromising texture quality like this...
  6. Not to mention the shiny new & blindingly obvious temperature gauge memory leak... Meh, I thought going to release meant all the serious bugs were fixed, rather than an opportunity to introduce new ones.
  7. Because you're running out of RAM, the log output is crystal clear. That's why. If you won't listen, good luck with that.
  8. Fixing the pervasive performance problems should be priority #2, right after fixing the memory usage issues that make the game all but unusable on OSX. There have been several updates claiming to improve performance, with absolutely zero real-world effect. Enough already. It's been how many years of complaints about poor performance? While I'm happy(ish) with vague promises for a game in beta, KSP should NOT have gone 1.0 with these issues.
  9. Those that I have seen aren't actually IrDA, as they have no receiver. Universal remote in your phone is all they're good for. Handy for some perhaps, but not exactly a killer feature.
  10. KAC also has an option to require a double-click to activate the 'warp to' markers. Designed specifically to prevent such accidents. Have a poke around in the settings, you'll find it.
  11. Frontier First Encounters: ISO image downloading now... Now to find a CDROM drive for my 486, so I can play in all it's original glory. Know I've got one somewhere <rummage, rummage, CRASH, Oops, AHA!> Pretty sure it's been years since I actually used a cd
  12. http://wiki.kerbalspaceprogram.com/wiki/Startup_parameters
  13. On another note, there are some parts that don't play nice with FAR, probably because: grep -R ModuleLiftingSurface * Aero/EngineShroud/part.cfg: name = ModuleLiftingSurface Aero/Chines/Short.cfg: name = ModuleLiftingSurface Aero/Chines/Long.cfg: name = ModuleLiftingSurface Aero/Chines/End.cfg: name = ModuleLiftingSurface FuelTank/HypersonicNose/part.cfg: name = ModuleLiftingSurface FuelTank/Nosecap/part.cfg: name = ModuleLiftingSurface FuelTank/Inverter/part.cfg: name = ModuleLiftingSurface FuelTank/SpadeTail/part.cfg: name = ModuleLiftingSurface Not sure where the requisite MM patches belong though, here or distributed with FAR like everything else.
  14. As it has always been. DirectX started as a "low end" high level API, specifically for games. It's release by MS was the torpedo that sank Fahrenheit, and by extension SGI. While it has come a long way since Windows '95, it's still a one trick pony. It's only really good for games, and it only runs on Windows. OpenGL is the superior API for any number of reasons bar one: DirectX is easier to code for (being higher level / more abstracted). And it's pushed ruthlessly by MS.
  15. No offense, but I have to agree. I'm not sure what it was that struck me when I first saw it, duck? penguin? somehow it seems too 'cute' and not quite mean enough to be an SR71... maybe the angle of the canopy? perhaps it's a little too far forward, or the part slightly too short overall? Either way, they're both miles better than anything I could make
  16. True, though it depends where the bottleneck is. Realistically you're probably just shifting it from the games OpenGL implementation to wines API compatibility layer. Performance will probably suck harder than native OpenGL, and you may find some shaders etc. dont work at all.
  17. On the topic of DooM, I feel Strife deserves a mention, as one of the first FPS/RPG hybrids, along with another masterpiece that I'm surprised hasn't turned up here: System Shock. System Shock 2 released at the same time as Half-life, and was largely eclipsed by it, but it's available on GOG for a song and it's a truly great game. The atmosphere is phenomenal, and will have you crapping yourself as you rummage for that last clip of AP ammo, listening to the robots shuffle closer... If you're more of an RTS player, you can't go past Total Annihilation. Epic, epic armies I'm pretty sure I've played all the games on your list 11of10, besides perhaps the C64 ones... I never had one of those I also fondly recall spending ages getting past the 'age check' questions in Leisure Suit Larry: Land of the lounge lizards. (the VGA version, the isometric one was awfull) A hilarious game once you get in Ed: ...? there's a remake on steam. To quote: "It’s not just the funniest game you’ve ever played……it’s also the most infamous video game of all time!"
  18. Dang, deja-vu much Sounds a lot like my CS classes at HS. Though most of our shenanigans revolved around getting a LAN game of DooM to run on the typing (Gah, boooring) class machines... Not so easy when they're 486s running Win 3.11 and the original Doom engine didn't support TCP natively... IIRC we ended up hacking up a copy of Fastlynx, using it's DOS serial port emulation as a bridge onto the TCP/IP LAN. Lots of work, and only 4 players, but better than typing class. Eventually I and a few others got booted from the CS class, for taking 'shortcuts' (read "better, more efficient code than the teacher") and then getting bored and wandering off to raid the IT storeroom . School experiences also instilled in me a powerful loathing of BASIC. Awful language IMO. If there's one thing I can't stand, It's being told "you must do it this way" without a rational explanation as to why. When the tutor is clueless, and relying solely on his own textbook, that explanation is rarely forthcoming. Incidentally, I still can't touch-type to save myself - - - Updated - - - That's pretty much what I was going to say For all practical purposes, TOR is an opaque box. While you could analyse traffic flows from exit nodes and attempt to match them up to encrypted streams, it's a lot of work and only going to yield pretty vague metadata. Unless you can also compromise the client in some way you are really relying on bulk traffic patterns. Padding the streams would help, but it's not critical enough yet to justify the performance/bandwidth hit. For most purposes, TOR is actually overkill. I tend to use SSH tunnels (aka. the 'poor mans VPN') a lot. Gets around poxies, allows tunneling of pretty much any protocol you like, and so long as you know the fingerprint of the SSH server it's pretty hard for someone to snoop on without being noticed. The best bit is that most sysadmins are loath to block SSH, as they tend use it themselves.
  19. Apples & oranges, OP is running FAR, which overrides the stock COL indicator (and removes the arrow).
  20. Oceans are a known GPU killer - have a hunt around the 'net, there's a bunch of settings floating about under the heading of "KSP performace fix" that (apparently) improve this. IIRC the setting in question is 'max subdivisions' or something to that effect. Also worth noting, Kerbinside absolutely murders my framerate... YMMV, but I get a fixed 32.2 FPS (down from ~55) whenever looking at Kerbinside structures. My guess is that it's something to do with the games OpenGL renderer, as I dont recall issues with DX on Winblows, long ago as it was I last used it.
  21. I've never really understood the appeal of pulse, or any of the other 'potteringware' that seems to be taking over GNU/Linux these days (systemd, I'm looking at you, and you're next on the hit list). I don't have any issues running without it, though I understand it's more closely integrated with GNOME/Unity than my favored KDE desktop. You may loose: the taskbar volume control applet (there are replacements), remote audio (who uses this anyway?) Text to speech at the login prompt (I assume you're not blind) and maybe bluetooth audio & fancy headset support. Shouldn't break anything important, but then I don't know how much of your distro is compiled against it. If you use gstreamer, you'll need to install an alternative (alsa) sink for desktop sounds/gnome applications etc. to work. Pretty much everything can use ALSA directly, without pulseaudio, but again - it depends how it was compiled.
  22. The COM moving is probably just because wings are fairly heavy, but the COL not moving back with the wing in the rear position doesn't look right. I've seen similar COL shenanigans with FAR recently, If you can produce a decent bug report it might be worth taking it over to the FAR thread. What do the debug voxels look like? It should be fairly obvious if FAR is mis-voxelising parts (and hence putting the COL/COP in the wrong place) That said, Ferram has threatened to remove that "confusing" COL marker altogether on several occasions... The real test is: If you build a plane, does it fly as expected? Ed: Ahh, too slow I am.
  23. Much as I would like to argue with you (nothing quite like a good argument ), Data vs. metadata et al... I feel the off topic lock hammer inching closer by the minute
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