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KSP2 Release Notes
Everything posted by steve_v
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
steve_v replied to politas's topic in KSP1 Mod Releases
Indeed. But .NET 4.5.x does support TLS 1.2, it's just not enabled. It's the "not enabled by default" bit that is stupid. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
steve_v replied to politas's topic in KSP1 Mod Releases
But: It makes no sense for 1.2 to be disabled by default if you can autonegiotiate what the server supports... #122 added to list: "why not using .NET, ever". -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
steve_v replied to politas's topic in KSP1 Mod Releases
And no autonegotiation? Yuck. Thanks, M$. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
steve_v replied to politas's topic in KSP1 Mod Releases
Wait, CKAN is still using TLS1.1? Why? TLS 1.2 has been around for ~5 years now, why on earth do you guys not have support for it? Everything supports 1.2 these days. -
Indeed, completing the migration of my home servers OS/DB md array from 10K spinning rust to SSDs is where the 120GB drive from my desktop went. 'tis a bit quieter now too ZFS is awesome for filestores, but the COW penalty is harsh for database loads. For those, I use software raid10.
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SATA here. Sure, a single faster and bigger SSD would be better in most respects. But I had other reasons for this configuration. What hassle? Moving a system to mdraid is as easy as falling off a log. Is it problematic on Windoze?
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I went from 120GB + 256GB, for more local storage and to free up the 120GB for use as the OS drive in my home fileserver. RAID0 is just a bonus since both are now the same size. I don't really need the speed improvement TBH, anything that needs to be silly fast is in a zram drive. Do ensure you have a reliable backup strategy when running RAID0 though, no redundancy and all that. My desktop is synced to the aforementioned fileservers 24TB zfs pool nightly.
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Oldish, but still quick: Core i7-4960X, O/C to 4.2Ghz ASUS P9X79 32GB DDR3 (quad channel) GTX1070 8GB 2x250GB SSDs in RAID0 Gentoo GNU/Linux stable. Doubles as a heater during updates
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Try it and see. See if the latest round of new bugs are more annoying than the last. I thought landing gear/wheels were fixed some time ago, this is getting ridiculous. Let me get this straight: The exploding fairings have been traded in for catapult landing-gear? Again? And this is an improvement? Do wheels still explodify stuff if you touch them? At least that one is mildly amusing... Seriously, anyone know when we're going to see a release that doesn't include new bugs? Like an actual, honest to Dog, release quality release? With fewer bugs than the last? Is the codebase really so horrific that any change upsets the spaghetti monster? It sure seems like it from here... Come to think of it, that'd probably explain the appalling performance too. It think I'll go back to playing a released game, this thing is obviously still in early access. Maybe 1.8 will be the real-deal. Wait, make that 1.8.4, it'll need at least 3 hotfixes for obvious regressions that got past QA, 4 to be sure.
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Fair 'nuff... But find has regex matching too: find . -regex '.*\.dds' Or if you're extra fussy: find -regextype sed -regex find -regextype grep -regex
- 37 replies
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- how many mods
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I'm just lumping everything memory related under the "liquid-poor memory management" umbrella TBH. I haven't dug into (and lack access to) the code, but the ever increasing memory consumption over time that I see smacks of a leak somewhere. That said, it is possible that it's not a leak in the strict sense, just generally shoddy code using more and more memory... This is, of course, separate to the ridiculous memory requirements in general - largely due to keeping all textures in memory all the time, (twice with DirectX) even when they're not needed in a scene. And the garbage collection stutter is another problem again. The garbage problem is the most serious IMO, KSP (and some mods) still create far too much, and the collection system in mono does not handle this gracefully at all - at least not if you want smooth performance. I have hated automatic memory-management since day one. Unity/mono/KSPs non-performance is a perfect example of why. All the devs are likely to say is "Unity problem, can't fix". Been there before, repeatedly. There are a few people around here that know a lot more about .NET memory management than me though. More than the devs too I suspect.
- 37 replies
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7-8GB, but that tends to grow the longer I play, KSP leaks like a sieve. As mentioned, game performance suffers when using over ~9GB. That a "what's your RAM usage" thread exists serves pretty well to illustrate how horrible the memory management in this game is. Why the grep call though? Find can do filename matching on it's own... or at least it can on GNU/Linux.
- 37 replies
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The "Get mods" button will take you to Curse. There are considerably more mods on SpaceDock at the moment (and long may it be so), and there's also CKAN, if you would like a mod-manager. As for which mods... That's up to you. I recommend anything by RoverDude or Nertea, but there are far too many great mods (and modders) around to list here. If you want suggestions, you'll need to be a mite more specific as to what you want. CKAN is listing some 1200+ mods that aren't MechJeb...
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A question about this subforum's format.
steve_v replied to Vanamonde's topic in KSP1 Gameplay Questions and Tutorials
Do I appear concerned what you think of me? "Detrimental"? LOL. -
A question about this subforum's format.
steve_v replied to Vanamonde's topic in KSP1 Gameplay Questions and Tutorials
Too late, can you guess which way I voted? -
A question about this subforum's format.
steve_v replied to Vanamonde's topic in KSP1 Gameplay Questions and Tutorials
To point out how annoying this voting system is. -
A question about this subforum's format.
steve_v replied to Vanamonde's topic in KSP1 Gameplay Questions and Tutorials
IMNSHO the issue is that I don't like voting. If I do vote, it's usually for the worst answer, just to louse up the system. Make it an option, and not the default, then I don't have to see it. So is actually reading the thread to find the information you're looking for, apparently. The voting system is a lazy tool for those who can't be bothered reading posts in order, and an annoyance for those who can. -
Garbage collection stutter fixed. Excessive memory usage reduced. MacOS High Sierra performance issues fixed. Latest round of freshly introduced bugs (catapult wheels & surface collisions on load again, asteroid seeds not saved, etc.) fixed. New content? Meh, save it for the DLC. Fix the game engine already. No need to "stick a fork in it", just stop changing the sodding APIs every update. Mods needing a recompile against a new version is not a big deal, code changes are.
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A question about this subforum's format.
steve_v replied to Vanamonde's topic in KSP1 Gameplay Questions and Tutorials
So long as this confusing and unnecessary non-chronological sorting thing isn't the default, I don't care. Same goes for all the other subforums. If removing the voting altogether is the only way to make this happen (as ridiculous as that is), so be it. If doing either has the potential to mess things up, again, so be it. Sorting by votes by default is just plain annoying, please make it go away. -
Turn down the lights?
steve_v replied to CaptainPanda's topic in KSP1 Technical Support (PC, modded installs)
A quick look through the download archive (I don't use the mod either) suggest this is all done with a custom plugin. I don't see stock light modules anywhere. I might be missing something obvious here, but I suspect changing the brightness of the lights (if they are indeed integral to the OLS part) will require some code-fu/knowledge of Unity. @CaptainPanda: Your best bet is probably asking @flywlyx over on the mod thread. -
My SSTO is spinning out of control.
steve_v replied to Thorn_Ike's topic in KSP1 Gameplay Questions and Tutorials
Adding more stuff will just make your craft heavier and therefore less efficient (but if you've got infinite fuel on, what's the point), the reasons for instability have already been covered: Too much mass, (i.e. engines) at the rear, wings too far forward. Underslung engines and (draggy) wings above the centreline will tend to cause pitch up as well. Where are the CoM and CoD markers in the hangar? If you won't change the design to impart natural stability, the only other option is to brute-force it with gimbaled thrust and/or RCS. Aerospikes have no gimbal. Sounds to me like you're more interested in aesthetics than function though... -
Likewise. Bit of a gaming revolution there, with some true classics that have been copied (usually badly) ever since. Still play this from time to time, the D1X/D2X source ports are rather nice too. Frenetic, disorientating, and oh so much fun. KSP is unique though, space + flight sim + engineering sandbox, what's not to like... Except the goofy feel that keeps creeping in (which is probably what some refer to as "fun for kids"), but you can mod it away or ignore it for the most part.
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Dammit @p1t1o, I was just starting a new career for KSP 1.3.x and now all this talk of X3 has me sucked down the X-Tended rabithole again. There goes my life. And now I'm looking for more mods...