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Everything posted by steve_v
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Is there a basic text editor mode for forum replies?
steve_v replied to Kyrt Malthorn's topic in Kerbal Network
Yeah, if you try to quote in a mobile browser (tested in FF & stock Android) the editor post mangler goes berserk and traps the cursor in the quote box. Attempts to correct this only dig a deeper hole as there's no way to remove a quote on mobile... -
In common with mine: CommunityResourcePack, Firespitter (Plugin only), InterstellarFuelSwitch (Plugin only), USI (all but ART & Karbonite), ModuleManager 2.7.1. Though this set alone doesn't cause the problem for me, only when another parts pack or two (no plugins, just parts) are added. FWIW, I see this without USI too - just have to load up a bunch more parts from other mods. Not sure what the critical number is though, or whether it's per-category... this is time-consuming to test. Likewise, but unlocking everything leads to the same behaviour as a sandbox game. As do I, suspect stock bug in parts-list triggered by large number of parts in game. Still can't find any other explanation. I have a cunning plan to rule out mod misbehaviour... This weekend I shall duplicate a whole heap of stock parts with MM . If that works I will duplicate them without MM, then I can file a bug report as it will all be stock... sort of .
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Is there a basic text editor mode for forum replies?
steve_v replied to Kyrt Malthorn's topic in Kerbal Network
This was asked for repeatedly during the IPS rollout... but there's still no plain-text editor. Seems all our IPS switch time complains about the WYSI(S)WYG editor post mangler fell on deaf ears. There's too much heavy JS on this site - it's slow as molasses, and the ridiculous fade-in and unnecessary UI-bling on the activity streams often hangs Firefox, on both mobile and desktop. And don't get me started on the horrific mess that is quoting doing anything on this forum on mobile... I'd take phpBB over this IPS abomination any day, it's essentially unusable on mobile, and extremely frustrating in general. -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
steve_v replied to SuicidalInsanity's topic in KSP1 Mod Releases
Excellent, my 1.2 modlist is nearly complete . Now, about that Mk3 expansion... <cracks whip>* *not to be taken seriously, it works pretty well as-is.- 1,509 replies
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No, settings.cfg from 1.2-pre. E. Removing settings.cfg made no difference to the issue at hand, but it did lead to the ridiculous resolution shenanigans at startup and manual editing to get a usable window size... again. @SQUAD: It's been 2 releases now, when is this BS going to be fixed? Do you think I want to play in a 10x10px window? or 2096x5px? How about crashing my window manager some more, since that is so much fun. Setting window geometry in X11 is not rocket science, please get it together. /E. I might have a further play with it today, anyone want to post some mod-lists so I can compare? From the replies so far I'm starting to suspect this is a core issue with the not-tested-with-much-mods 1.2... Doesn't seem to require anything but a few large part-mods to trigger it.
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64bit if you have a 64bit OS and >=3GB RAM. It's stable now .
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KSP won't start under linux
steve_v replied to CattyNebulart's topic in KSP1 Technical Support (PC, unmodded installs)
The only files created outside of the game root directory are in ~/.config/unity3d/[CompanyName]/[ProductName], same for any Unity3D game. Which is why I pointed you to ~/.config... If you won't take advice from Sal -SQUAD staff- vager, do you actually want any? Good plan. -
KSP won't start under linux
steve_v replied to CattyNebulart's topic in KSP1 Technical Support (PC, unmodded installs)
Yes, that's where Unity3d stores player prefs. Of course, you should always have backups. Especially before deleting files. I have an unfortunate habit of assuming people will at least ask google what a file does before blindly deleting it. So I gave a "vague, imprecise" pointer to where the unity preferences are stored, thinking you might have a look in there... Possibly, though it runs fine here... And I suspect the forum would be an inferno right now if it was flat-out broken on release day. Check file permissions on KSP directory, unity prefs directory. Check your game install integrity / reinstall / verify cache if from Steam. Move or remove settings.cfg and unity player prefs. If 1-3 didn't fix it, post/link logs and console output. See Stock support guide sticky. -
Okay, so this is one I can't seem to pin down: Selecting certain categories in the editor (in this case the SPH) causes parts of the parts list UI to flicker in and out of existence as I mouse over it, like so: It comes and goes dependent on the mouse cursor position. Vid. Now here's the tricky bit: I can't seem to pin down exactly which mod(s) are causing it... I have more than one minimal set. The trigger seems to be not any particular mod, but the number of parts in the game, or possibly the number of parts in any one category. Example mod set that does cause it: USI "Constellation" (all of Roverdudes mods + deps) + FuelTanksPlus + ModRocketSysLite. Remove any one and all is well. Replace FTP or MRS with e.g. SpaceY, and a different category triggers it. No obvious errors in the log that I can see. I know this is all a bit vague, but I've done the usual mod-list bisect and come up blank, so Ill just leave this here and go to sleep for a while in the hope someone else has seen it...
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KSP won't start under linux
steve_v replied to CattyNebulart's topic in KSP1 Technical Support (PC, unmodded installs)
You know this is bad advice, so why suggest it? No, KSP does not need to be started as root, and doing so will probably bork permissions on your settings file. Just don't. If you need to start as root there's something else wrong. Check permissions and/or remove settings file / Unity prefs in ~/.config. Logs? Console output? -
Guys, it looks like we've been fooled all along...
steve_v replied to moritree's topic in Science & Spaceflight
Yeah, Anders Björkman has been mentioned here before. Known kook, don't give him the benefit of any more search-engine hits. This loon builds boats. But apparently he's an expert on everything else despite having dodged the clue-bat all his life. -
Three things... A: The cat is, IMO, awesome. Wouldn't be at all bothered if it became a permanent addition to the loading screen. Why does a simple animation offend you so? B: It appears when you are running an unofficial / beta build of KSP - eg. the 1.2 pre-release or the old Win64-community hack. Also on April 1st. You are running the not-yet-released 1.2, right? C: It's Sarbians mod, he can do with it whatever he wants. Perhaps you should ask nicely in the mod thread? It's also CC licensed, so you feel free to modify it if you really don't want cat. This has nothing whatsoever to do with 64bit, and everything to do with running MM on a pre-release KSP. Pretty much this^.
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Fully Optimize KSP?
steve_v replied to ETPOF's topic in KSP1 Technical Support (PC, unmodded installs)
There are 2 log files - KSP.log and the more verbose ~/.config/unity3d/Squad/Kerbal Space Program/Player.log. I usually symlink it to the game directory for convenience. That setting should affect Player.log, unsure on KSP.log as I never really look at it. 32bit OS? I'd say it is, not sure why KSP is resetting those... you could perhaps change it in the settings file, write-protect it, and look for a change in in-game detail. Might have a play with this later, I'm not sure I've ever used the "low" preset myself, but AFAIK it used to work.- 25 replies
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That might get interesting. There was, IIRC, a fairly lengthy discussion on how to align EC with real-world units some years back... but I forget the details. Short version: Electrical energy in KSP doesn't really work with RL units at all, balance against existing parts or re-invent the system altogether. Might be best, for gameplay/compatibility purposes, to look at other mods that include reactors - Interstellar adds a new resource "MegaWatts", while NearFuture and MKS work with the existing EC. If I were doing this I would match NearFuture... but that's just me.
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Not really, but you can pretend it is if you like, it's kinda analogous. As far as I can tell EC is just EC - some random unit representing stored electrical energy. Does it matter?
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Am I the only one who finds this whole controversy more than a little ridiculous?
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Fully Optimize KSP?
steve_v replied to ETPOF's topic in KSP1 Technical Support (PC, unmodded installs)
The entire KSP directory should be owned by, and read/write for, your normal user. The OS won't do it by itself, but If you have executed KSP as root (or some other user) at any point, the settings file may have aquired incorrect permissions. A quick check would be to do 'find ./ ! -readable -or ! -writable' in your KSP directory - it'll list files you can't read or can't write. Check permissions on the parent 'KSP_linux' folder too. This is assuming you have KSP in your home directory, and that is on a GNU/Linux native filesystem... things may get funny if you try to run it from, say, an NTFS drive shared with Windows. Yeah, do that. Your Player.log could be useful too, If you have file permission issues you'll see something like 'UnauthorizedAccessException: Access to the path "KSP_linux/settings.cfg" is denied.' Just in case there's something amiss with the syntax in your settings file, do changes made in the settings menu stick if you move the file out of the way and let KSP create a new one?- 25 replies
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I'll second that (with Android anyway, can't speak for iOS). For me the most important factors in choosing a device are the avialablilty of open-source ROMs, well-supported (read "common") hardware, and general "hackability" of the device. If it can't be rooted, no buy. If stock bloatware-infested, already outdated OS is the only option, no buy. Also must have an SD card slot or other expandable storage. Ditto, at least as far as official development goes. But good AOSP/community support means I have a much fresher OS than the never updated stock ROM, and the option of hacking on the code myself to at least mitigate the issues I can't update away. 3 years old now and runs better than it did out of the box.
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pyKAN - Pure python CKAN client
steve_v replied to metalpoetza's topic in KSP1 Tools and Applications
This sounds like CKAN... without all the things that annoy me about the CKAN client. . -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
steve_v replied to RoverDude's topic in KSP1 Mod Releases
FWIW, "Rock" and all the rest are in CommonResources.cfg.- 1,473 replies
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A very nasty phantom forces bug
steve_v replied to Sharpy's topic in KSP1 Technical Support (PC, unmodded installs)
No, no it does not. I presume you've seen the bug report I linked, watch the second video I uploaded there. 4 struts only reduces the severity of the problem by constraining the unexpected force - wild flailing becomes strong vibration. Still a bug. It doesn't qualify for the "critical" priority because it doesn't render the game unplayable... this is not the same as saying it shouldn't be fixed.