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Everything posted by steve_v
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Same here, rover has solar panels, fuel cells and a USI reactor (with NFE patches). Decoupling the reactor section (mining trailer) gives the same result. Maybe I'm reading it wrong, but the docs tend to indicate there's no such thing as BaseConverter.Efficiency?? Ed. Previous version works fine.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
steve_v replied to ferram4's topic in KSP1 Mod Releases
Legally, I doubt he can. There are other contributors, so no one person owns all the code. The GPL is specifically designed to prevent this kind of malarkey.- 14,073 replies
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Yeah, I have a very similar suspicion, but didn't want to imply that the devs don't know how to fix it without hearing some official word. Then again, since there's been no word at all... Lets hope Squad has some decent documentation on all these core systems now that the architects have moved on.
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Certainly not my intention. I'm just somewhat tired of new bugs every update, and that some, like this one, don't appear to be getting any attention at all. A simple "We are aware of that, it's not in this patch but it's on the list for the next" would have sufficed, but what we have here is silence. Not even an acknowledgement of this bug (Ed. nor on any of the relevant tracker issues), despite the lengthy discussion and obvious interest from the community. I appreciate the workarounds, but that's not what I'm fishing for.
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Sure, but again it's not rough terrain, it's buggy terrain. There's a difference. All this is basically saying "the workaround is not using part of the game." If the small wheels aren't usable, remove them. Or fix the damn bugs.
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Well yeah, if it were a game feature (like terrain scatter that's actually solid, hint, hint), rather than an exceedingly ugly and annoying bug.
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That's not a fix it's a workaround, and a partial one at that.
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Er, why not? Wheels are for driving, no? It's not like the small ones come with a time limit. Survey contracts on the cheap.
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Almost all of my seam-induced rollovers have been with those tiny wheels, both on Mun and Duna. Some seams are bigger than others, and the effect depends on the angle you encounter them at. You can't save while moving, and you can't fix a wheel or right an unmanned rover. Flipping over on a seam after an hour of boring driving is properly infuriating. Aside from that, they look terrible. Buggy beta-test unfinished game terrible. Yeah, then there are the rare seams that are big enough to drive through. I haven't seen anything that big myself, but I have encountered one that is tall enough to be impassable with the small rover wheels. Unfortunately I rage-quit at that point rather than taking screenshots.
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How heavy are your cars? tried a ~300Kg rover on Mun? or anything on Eve? Yes, heavy vehicles on soft springs can ride over the seams, but lightweight rovers take a tumble. Considering this is a space exploration game, and spacecraft are light... Honestly, I have no idea how something this obvious got through QA, or why it is being ignored now. More than one staff member has commented on this thread but not a peep on this glaring bug. Is this in the "too hard" basket? Can we expecct it to be fixed? Soon? Later? Never? What?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
steve_v replied to ferram4's topic in KSP1 Mod Releases
The other problem with this would be the licence... FAR is GPL so you can't just incorporate it into KSP, it'd have to stay as a plugin, the source would have to remain open etc. None of this fits with SQUADs commercial licence at all. It'd be more like "come write a FAR-like aero system (without nicking any code from FAR)". Stock aero is good enough for most (no, I'm not "most" either ), so it'll never happen.- 14,073 replies
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Well, that's not one of the bugs I know about, and permissions seem okay. Other wild stabs in the dark: If you haven't already, remove the entire ~/.config/unity3d/Squad/Kerbal Space Program directory, and let the game recreate it. Try the 32bit binary. Try forcing the renderer selection, unitys autodetection can be flaky. Some arguments to try: '-force-opengl', -force-glcore', -force-gfx-direct' That machine has intel graphics, right? what driver (and mesa version) are you running? There have been reports of upgrading to mesa 12.x fixing these sort of issues. OpenGL version support? ('glxinfo | grep OpenGL') It's rather odd that it works as root, still points to a permissions issue. I believe (Nvidia here) the intel driver uses DRI3 - what are the permissions in /dev/dri/? glxgears runs okay as User?
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The CKAN devs seem to think all users are stupid, or can't be trusted with such dangerous powers... so it's intentionally annoying and only possible from the command line. You need "ckan.exe upgrade <mod>=<version>" where mod name and version can be found by grepping registry.json in the CKAN directory. Appologies for the lack of linebreaks, this forum is broken on mobile.
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Have you removed the config files in ~/.config/unity3d/Squad as well? Are/were they r/w for your user? What does the console say if you launch (as your normal user) KSP.x86_64 directly? What do your logs (~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log) say about it? ditto permissions. Dunno what distro you're running, but some use a "video" group to control access to the GPU... you in it? I assume you can launch other games / OpenGl apps okay as an unprivileged user?
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No, but they do cause rollovers and wheel damage. Again no, though it makes it 9000 times more aggravating. On Eve, hitting one will almost certainly break your tires. Anywhere else, it'll probably flip you over. Raised (specifically seams in the runway, but same bug) in the 1.2 prerelease, hence the irritation that it's still not fixed 2 patches later.
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Well, I guess it keeps people employed. Kinda annoyed about the not-fixing of the obvious terrain seams TBH, but if they fixed all the bugs in one round there'd be nothing to patch next month, right?
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So, where can I find the update patches for GNU/Linux? Or are will still playing the "Only some people get a proper update mechanism" game? Don't see any patches for MacOS either... Guess us peasants have to download the whole ~750MB again, as usual?
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AFAIK the only thing that uses rsync under cygwin is the patcher, which has been broken and unmaintained for years now. Why SQUAD has not removed (or, ya know, fixed it) it is properly baffling . Maybe they just like shipping broken software as traps for unsuspecting users. I gave up flogging the "fix the patcher" horse some time ago, and the "stop shipping a broken patcher" one more recently. Just don't use it, it will almost certainly hose your install. Download the whole archive or use the .exe patches from the same page. On that note, one more crack of the whip (maybe it's not quite dead): @SQUAD, where are the patches for MacOS and GNU/Linux? There were words about providing a proper update solution after 1.1-pre and I'm still waiting. Or have we just moved from "Steam users get perks" to "Windows users get special treatment"?
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Bugfixes, nice... What about the terrain seams? Was kinda expecting that to be on the list too.
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Seems fixed to me . Thanks.
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Fade in/fade out on scene changes
steve_v replied to Algiark's topic in KSP1 Suggestions & Development Discussion
So long as "mask" ≠ "extend". IMO, during a loading period the machine should be devoting all available resources to loading, not rendering a fancy effect. If it can be done without impacting load-times (e.g. on an otherwise idle GPU) cool. -
If you mean a standard mono runtime, no. The version Unity uses is heavily modified (and very old). If you want to modify/recompile Unitys fork, sure - just replace the .so / .dll shipped with the game.