Jump to content

steve_v

Members
  • Posts

    3,438
  • Joined

  • Last visited

Everything posted by steve_v

  1. If you have some compelling argument as to the unsuitability of vulkan, why not go ahead and state it rather than responding with content-free snark?
  2. Why not Vulkan/Windows version? I own several games that have no DX renderer whatsoever, and they run just fine on Windows. X4 for example is Vulkan only, no matter the platform, and I don't see anyone bemoaning the lack of DirectX support. Why develop with a platform-locked API at all, when there are perfectly good alternatives? You're saying Windows first, I get it. My point is why DX12 first.
  3. I've been firmly in the "no tux, no bux" camp for several years now, so if there's no GNU/Linux native version my interest in the product is effectively zero. I don't really see how a Vulkan renderer and being Windows exclusive are in any way mutually incompatible. Vulkan works just as well on Windows as it does on any other platform. Indeed. That said I'm far more concerned about the publisher than the developer, Take Two isn't well known for anything except screwing every possible cent out of their customers.
  4. Hopefully not. I prefer my games with less manufacturer-specific gimmick and more generally useful development. DirectX 12 Ultimate is confined not only to Windows machines with Nvidia GPUs, but also to specific models of Nvidia GPUs. It's useless on consoles, on non-windows platforms, and for anyone with a GPU that isn't an Nvidia RTX. Putting a bunch of work into API extensions that are only useful to the subset of customers running certain specific models of GPU doesn't strike me as a particularly wise use of resources, and I expect KSP2 would be better off supporting a cross-platform manufacturer-agnostic API like vulkan.
  5. The game really wasn't designed for this situation, but in the vast majority of cases (and every case I have personally seen) vessels with missing partmodules will still load. If they don't, you'll have to talk to the author of the mod that introduced them. In any case, the real solution is to be sensible and actually test the mods you want to use before you commit to a long-lived save with them. That and have backups. I've never seen a single game that has a reliable mechanism for cleaning up after removed mods, and KSP is no different.
  6. Missing partmodules will only trigger a warning on craft-load. Some unused data may remain in the save, but it shouldn't cause problems.
  7. The only people who consider emulation a credible threat to revenue are Nintendo, because they're Nintendo. They're also the only people who think that selling people an emulator in a fancy box at an inflated price somehow adds value over just selling the ROMs in the first place, and the only people who argue that playing a game you already own on modern hardware is somehow copyright infringement. For everyone else, it's a fun way to play those old games for which compatible hardware is now practically unobtainable or ridiculously overpriced. It's also a whole lot more convenient than trying to make an ancient console work with modern gear, even if you're lucky enough to have one still in working order. Using an emulator to play games you have no claim to is different of course, that's just piracy. I'll not comment further on it here.
  8. Alright then, one last time before I get bored with this runaround: The version of Firespitter you have (had?) installed is ancient and broken with KSP 1.9.1. It's also not installed correctly, being in GameData rather than in it's correct subdirectory. Why is this: Firespitter.dll Firespitter.dll - Shortcut.lnk Sitting in GameData? Is it truly gone now? If you have actually updated firespitter to a working version (7.15 IIRC), please link a fresh log without all the mess it is causing. And please check that all your mods up to date, as suggested in the support sticky I linked right at the beginning of this ordeal. If mods you want to run have no update for the KSP version you are using, test them one at a time in a clean install, and look at the log produced to make sure they are not throwing any exceptions. Some of the stuff you have installed hasn't been updated for over two years... Expecting not to have problems with a setup like this is madness.
  9. I was going to have a proper look at your log now that I'm home in front of a real PC, but your dropbox link has expired, so I guess I won't. ¯\_(ツ)_/¯ Who links a log with an 8 hour expiry anyway?
  10. So what about wildblue and miniavc? If the game doesn't load correctly, how would you know? How about removing all those incompatible mods? It's step _one_ in troubleshooting after all... I just told you what to look for, exceptions in the log. Loading screen hints for a given mods parts mean nothing WRT whether or not a plugin has loaded correctly, the only way to know that is by looking in the log file. If you want to try using incompatible mods, you're going to have to learn to do this.
  11. Indeed, logs are the thing. As for your problems, a cursory (on mobile atm) look at your log suggests that you are running several mods that are not compatible with KSP 1.9.1. Firespitter an WildBlueTools at the least are clearly broken. Removing all instances of miniavc.dll (or installing zerominiavc) would also be wise, It was horribly broken recently and I don't know if it's been fixed yet. Check all your mods are up to date and compatible, then search your log for "exception" to spot any remainiing borkage. If that doesn't fix it I'll have a better look later - when I have a non-miniscule screen to look with. @ or quote me when replying so I get a notification.
  12. If "running on a PC" means running on Windows, then you'll want to head to kerbalspaceprogram.com and log in. Only Windoze gets patches because laziness in not maintaining the patcher/launcher, everyone else has to download the whole game again. Yes. No. No upgrade patches for the DLC, just full downloads of new versions. Excellent Welcome to the club.
  13. No, we're going to assume that replies to the OP were directed at the OP and have nothing to do with you or your long running anti-mod campaign.
  14. The question was asked by @kerbalk, who clearly uses mods already, and said nothing about not wanting to use them. Replying to the OP is standard practice when yours is the first response, and providing alternative options is known as being helpful. If you want people to provide replies tailored to your wants, start your own thread and specify that you don't want to hear about mods. @VoidSquid offered the only solution he can offer right now, to the OP. Responding in such a condescending and sarcastic tone is extremely rude... Especially when you're also hijacking someone else's thread to complain about an unrelated topic at the time. If you can't or won't use the options currently available, you'll just have to wait and hope for Squad to implement them. You may be waiting a while, I asked for proper natural sorting in the craft/save lists (likely a one-line change) about three years ago and it hasn't happened yet. Good luck. TL,DR: Yes, it should be stock, but suggesting some mods that solve the problem to a user who clearly has no problem with mods is a perfectly reasonable reply... Unless you're a developer, in which case it might be construed as dodging the question.
  15. You could probably install the matching Unity version and rebuild the bundle if you were so inclined, but personally I'd consider it more hassle than it's worth and just wait for an update.
  16. There. Is. No. Android. Version. Of. Kerbal. Space. Program. No exceptions. It doesn't exist. Kerbal Space Program does not run on Android phones. At all. If you think Kerbal Space Program "works well" on your Samsung Galaxy phone, there are only two possibilities: A) You are mistaken as to the identity of the game you have installed, it's not the KSP developed by Squad and discussed on this forum. B) You have mad skillz and have successfully replaced the Android operating system on that phone with Windows, MacOS, or GNU/Linux. Since KSP does not run on Android, it follows quite logically that it will not run in the bluestacks Android emulator either.
  17. You didn't mention any version information or link your log, so all I can do is guess... Guess: KSPedia asset bundles must be built against the correct version of the game or they will fail to load. They're often more version-sensitive than the mods themselves, so mods that are reported working on a given version but not built specifically for it will often be missing these entries. Search your logfile to see if this is what's going on.
  18. Huh, so they are. I've been using a fuel switcher so long it didn't even occur to me.
  19. Well then, as ships in The Expanse lack radiators I expect the waste heat problem is handwaved under the general heading of "Epstien drive". Either that or it's actually some fancy magnetically confined fusion drive such that the ignition point is far far away from the visible engine bell, but that doesn't match the pictures we have. In any case it's not explained, so short of asking the author of the series there's nothing but speculation. All this has very little to do with whether or not the visible engine should glow. Given that the show (and books) is space-opera rather than hard scifi, expect to find copious quantities of handwavium if you look close enough. That's probably what the engine nozzles are made of.
  20. From the way you're starting your burn halfway around the planet, I assume your TWR is extremely low... probably so low that you won't be able to do it in one burn. Start your transfer from a higher orbit, split it up into multiple burns by "Pe Kicking" as described here & here, or improve craft TWR. Starting a burn that far from the node is so inefficient as to become counterproductive.
  21. Perhaps, but we have no idea what it's made of or how it's cooled. Too much blood in my caffeine -stream. I stand corrected.
  22. Why not a "nuclear lightbulb" type design then? Just move enough propellant for the thrust you need, and use one that doesn't become highly radioactive when irradiated. ISP will suffer, but that's rocketry for you. I don't think I've run into any scifi where radiation is considered a serious hazard with fusion drives, and for good reason. A reactor is just a heat-source. Not shielding the core makes sense in space where ionising radiation is everywhere and crew compartments need to be shielded anyway, but that's not to say that you cant... It just makes it heavier. Good plot-protection, but not very realistic IMO. If such a technology existed I imagine any civilisation would go to great lengths to acquire it. It'd make rockets of any kind completely obsolete. A reactor heating up propellant really good is exactly what an NTR is. The main advantages are that you get a lot more heat energy from a given mass, and that you get to use pretty much any propellant you like since it doesn't need to be combustible. NTRs built in the '60s do, but there's no reason you couldn't trade off ISP for greater thrust, and no reason any radioactive material needs to exit the engine whatsoever. Those were all design decisions made in the name of ISP and mass reduction. An NTR core is a heat source, just like the chemical reaction in a chemical rocket. Both play the ISP vs thrust vs material engineering game. Many factors go into determining thrust, but where the energy comes from isn't really one of them... Except that nuclear reactions give you more of it to play with than any chemical reaction ever will. Because of those same design decisions. They weren't designing a landing engine, so ISP was far more important than TWR. The expanse is doing it just fine, presumably they have overcome the issues with large combustion chambers... Or it's not a chemical rocket (fusion anyone?) at all, so that doesn't apply and we're back to big engines being more mass-efficient. Anyway, I expect you'd be far better served over at projecthro's atomic rockets pages than here, not only is there a wealth of information, most of it is also aimed squarely at scifi writers.
  23. I'll save you the trouble: It doesn't load. I'm running other games (e.g. X4) with Vulkan, but I've never seen it working in Unity. I'm pretty sure that command line switch is just trolling.
×
×
  • Create New...