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condraj2

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Everything posted by condraj2

  1. Thanks. Are you running an Nvidia card? If so, what driver are you using? I've tried forcing globally, but no luck. I'll try forcing based on application this evening. Additionally, any idea how to fix UI lag? Seen a few people complaining about FPS issues when rotating the camera when the UI is active. Pressing F2 resolves most of the issues, but only until you re-enable the GUI.
  2. Hey all, I'm running a dual-boot install of Ubuntu 14.04 exclusively to run 64 bit KSP, which has been great so far with the exception of two issues. One is relating to sound not playing from the rear ports, but that's far less pressing. My main issue is the fact that anti-aliasing, anisotropic filtering, and Vsync don't really seem to be functioning as they should. I've updated my Nvidia drivers to 346.35 within the OS and have been using both the graphics settings within KSP and nvidia-settings to try to force it, but no luck. The game runs really well but the graphics are just so jaggy that it's painful. Any ideas on how to fix this? If anyone has any brilliant ideas on the sound from as well, I'd appreciate it. Sorry for my Linux noobishness. Thanks!
  3. So last night I finally took the plunge and installed Ubuntu 14.04 LTS as dual-boot on my desktop in order to run 64-bit KSP loaded up with mods. After several hours getting things configured, I finally booted up the game and have since noticed a few things, which are clarified below. If anyone has any insight, I'd appreciate the help. I'm relatively new to Ubuntu, but I've tinkered in the past. Just as a note, I updated my NVIDIA driver to 346.35 and made sure that it is running. 1) The graphics look uneven and not very clear. As in, it seems that anti-aliasing isn't running properly (or well enough; set to 8x in the game menu). The textures also seem lower resolution than those I had in my Windows install (even the stock textures), even though I am not using Active Texture Management in Ubuntu. 2) Can Linux/Ubuntu support 8k textures? I have the Renaissance Compilation installed along with Environmental Visual Enhancements, but it just doesn't nearly as good or as defined as it did in Windows (potentially related to #1). If I recall, the mod creator of the Renaissance Compilation said that Macs don't support 8k so they have to use low-res textures. Since Ubuntu and MacOS are both Unix systems, is this also true of Ubuntu? Thanks in advance!
  4. Love KSP to death, but this is the correct sentiment in my mind. Also, re-entry heating. And maybe some environmental/graphics enhancements like in the Reinaissance mod, but mainly stable Windows 64-bit and Unity 5. The vast majority of PC gamers have no idea how to manipulate game files, monitor memory usage, or any of the more technical aspects of games that will allow them to enjoy KSP in a full, stable fashion. Without the 64-bit client being stable, you risk not only bad reviews but a LOT of frustrated gamers.
  5. The functionality of Engineer really needs to be rolled up in the stock game. Turn it on by default but make it an option to disable it for those who want to add some extra uncertainty to their endeavors. Simple as that.
  6. The new beeps are awful imo. Too cheesy and high pitched.. anyone else on the same page?
  7. This is basically what I'd like to see.
  8. This looks pretty great. Do you use deadly re-entry? I don't see a heatshield, so if you do, how do you deorbit with your science back to Kerbin?
  9. I think I love you. These should be stock KSP parts!
  10. Maybe it's just me, and maybe I'm just very uncreative in the design of my ships, but I can't shake the feeling that the Materials Bay is just too large for it to fit non-awkwardly in most landers. Recently I've been trying to find space and mass-efficient ways in designing lightweight, but very-science capable landers, for the various planets, but I always struggle with placement of the Materials Bay without having the thing get too tall and/or awkwardly wide. Does anyone else agree? If so, does anybody know if Squad is taking a look at this issue? If you guys have some ingenious designs for lightweight, compact landers which are capable of returning to orbit around their intended celestial body, post pics!
  11. Confirming that this is annoying as ****. I came to KSP forums explicitly for the purposes of figuring out how to extract Kerbals from the science lab. Ridiculously surprised to learn that it's as simply as left click. Clearly the UI needs to be perfected.
  12. See topic. They don't appear to be in the tech tree. Given that this is the case, and that I've been unable to locate a parameter in the part.cfg file for them, does anybody have any idea how to fix this?
  13. Interesting. I didn't do much differently in terms of design, though, so I'll have to mess around with placement of the decoupler, struts, etc. Thanks for the advice, ferram!
  14. Hey all, I'm just getting used to the Ferram Aerospace mod and I'm struggling to deal with a major problem with asparagus-staging rockets after launch. I realize that I need to be gentle with my gravity turn.. I'd initially be sent into a tailspin around 10 KM because I think I was tipping over too drastically. Now I'm having the issue of being entirely out of the atmosphere, and after ejecting 2 of the 6 tanks/engines, I spin uncontrollably whenever the engines are active, causing it to be impossible to achieve orbit, or really do much of anything. Is this a bug with FAR, do asparagus-rockets not work with FAR, or do I just fundamentally misunderstand something here? Any help is much appreciated!
  15. The system wasn't this way pre-patch. Previously, you could transfer to target and you could set parameters and it would get you in orbit without having to do much else. I assume it's something that hasn't been fine-tuned yet, but I really hope it gets back to pre-patch functionality. I used to use MechJeb for auto-burns/orbits while writing papers for graduate school, cooking dinner, running errands, or anything!
  16. Yea it's pretty annoying. About to just uninstall MechJeb until the issues are resolved. Also, I forgot to mention the map jittering. Unplayable.
  17. I'm having the following issues: 1) Transfer to another planet doesn't seem to function (tried it on Duna, Eve, and Moho so far). 2) Overshooting maneuver node by a few minutes when coming out of auto-warp. 3) Spin of doom/endlessly chasing a moving 0.1 m/s target.
  18. Thanks guys.. in the few minutes I had between when I created this thread and when it was actually posted, I figured out the asparagus issue. I was indeed ignoring the direction of the arrows on the fuel lines. Subtle changes made a huge difference. I experimented a bit with more nuclear engines and managed to get to Duna and back with relative ease once I settled on a configuration that I liked. Thanks for the help!
  19. First off, I'm having trouble configuring asparagus staging correctly. I'm not sure what I'm doing wrong.. I understand the basic principle, attach radial engines in pairs around the main engine and connect them together with the last engine in the chain being connected to the center engine and then break them off working outside in. What I don't understand, however, is why it seems to work upon liftoff (all engines fire and all tanks stay full aside from the furthest ones along the chain), and then after I detach those, the center engine burns out completely and then stops while the outer engines, which are attached via fuel line, keep burning. As a result, the center isn't lifting while the sides are. I'm obviously doing something wrong, but I can't figure it out. I've also had similar situations where everything works perfectly until the first pair are ejected and then the center engine AND the last outer pair begin burning fuel. What am I doing wrong!? In regard to my second question, I've gotten to the Mun/Minmus back and forth and earlier today completed my landing (manned) on Duna using a one-manned capsule and an interplanetary nuclear tug (with 1 NERVA). Obviously, the burn took forever and while I eventually got there, I've used up a lot of fuel and probably won't have enough to get back (assuming I need roughly the same amount, which may or may not be accurate). My question is: what is the most efficient engine configuration for interplanetary NERVA tugs? Is one NERVA really the way to go or are two or three? For the record, I'm not using any mods, so I'm sure that plays into things a bit in terms of accuracy/wasting fuel. Thanks in advance!
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