FuzzyLlama
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
FuzzyLlama replied to Galileo's topic in KSP1 Mod Releases
I have seen the same thing, on Gentoo Linux. I installed using CKAN so a few dependencies were brought along with GPP. After a fresh install of KSP and GPP through CKAN, it was resolved, and then I lumped in mods from a .ckan export for a saved game of mine. Something in there broke the rings. I tested by removing KSP, and installing a fresh copy. Installed GPP with CKAN, and the rings were broken. Removed KSP entirely, again, and downloaded a fresh copy. I installed GPP with the above instructions (install Kopernicus, install GPP, and install GPP Textures with nothing else) and had the same issue. Below are logs and a screenshot and I'll try reverting to 1.5.8 in the morning to test. A cursory read of the logs seems to show that the Tellumo ring texture is never even tried to load but perhaps someone can read into that more than I can. Let me know if I can provide any additional info. https://imgur.com/a/1eYVo <-- visually broken rings https://paste.ee/p/R7MTN <-- Log files, check near the end for tracking station view focus on Tellumo EDIT: Confirming that 1.5.9.9 seems to work fine.- 7,371 replies
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- gpp
- kopernicus
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It would be great if science results set to be transmitted queued properly per-ship. It seems that if I set a science result to be transmitted, while my only antenna is retracting, the science result is lost forever. Usually I can rerun these experiments, but I can imagine a scenario in which I blow my materials bay because my antenna is retracting when I set it to transmit.
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Quickload is broken
FuzzyLlama replied to Not a Cylon's topic in KSP1 Suggestions & Development Discussion
Not a bug. You have to hold F9 down for a few seconds to load, and you have to be careful to know what you are loading. It is PEBKAC if you load the wrong save. Alt+F4 and load your most recent persistent if you make an oopsie. IMO, it isn't "quickload" if it prompts you after you press the button. Does Skyrim ask you when you press F9? No. It just loads. -
Great call. This does improve performance quite a bit, and reduces some weird coloring on solar panels that I noticed.
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- renaissance compilation
- visual enhancements
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I installed this mod over top of EVA and other components which were installed via CKAN, and the result was no clouds. I installed this mod carefully to a clean install of KSP and found the performance to be pretty poor: Specs: Core i7 4th gen @ 3.2 GHz 16GB RAM Geforce GTX 765M Gentoo Linux Any way to dial in some settings to appropriate levels? Edit: Blowing away scatterer helps immensely. I miss its effects, but it is apparently too much for my system. :|
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- renaissance compilation
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
FuzzyLlama replied to Nereid's topic in KSP1 Mod Releases
Running KSP.x64 on Gentoo, and FF takes forever to load at game start. KSP sits at a black screen, and the last line of the log file is something about 'Loading Final Frontier'. FF was installed via CKAN and is up to date. Uninstalling allows the game to quickly jump to parts loading screen and run as expected. -
Gentoo. Gentoo is what some would describe as an insanely difficult-to-manage distro, but it gives me the power to do things my way. You can call me a masochist all you like, but working with Gentoo since mid-2005 has given me the chops to take on an IT career. Trial by fire, I suppose.
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Sometimes I get into a funk like this. I will have a stretch of not playing Kerbal for a week or two, just because I am busy or because my career game is at a bit of a sticky or boring point. I also find that I am less inclined to play Kerbal when I am drunk (or really, really stoned... being normal-stoned makes KSP pretty awesome though) or tired. I don't have the enthusiasm I need for a sandbox/project game. My favorite, most productive, and most enjoyable moments playing KSP have been early in the morning. Nothing like 7am on a Saturday, drinking tons of coffee and launching all kinds of interesting vehicles. For whatever reason that is when I am in the optimal Kerballing mindset. You might have your own peak mental state for playing KSP. If you can identify it, just wait until things settle and then play KSP at your peak state. That always breaks me out of my funks.
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In CKAN 1.8.2 I am seeing the following error when updating only the Outer Planets Mod: The only mod in the changeset is OuterPlanetsMod. I do not have KopernicusTech or any other Kopernicus* mod installed, and none are referenced in my installed-default file. I do see a Kopernicus directory in GameData but have not installed any mod manually to this instance of Kerbal. I assume the GameData/Kopernicus directory was pulled in by OPM which packages its own version of Kopernicus mod.
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As far as I have seen, there is a bug in which an asteroid which has been grappled cannot be re-grappled. For instance, if I grab the asteroid, release it and reposition the craft, the grabbing unit is unable to re-attach to the asteroid. I've tried fiddling with the savegame, hoping it was something fixable like the docking port bug (in which you simply have to change the port's state back to 'Ready'). I see the PotatoRoid part has a few hundred (!) lines of "attN = grapple, -1" after attempting to re-grab. I have also left a small adapter (grabbing unit and docking port) in a 'roid, but could not re-dock with the docking port. I've tried editing the save file to make the docking port 'Ready', and although the magnets pull the docking ports together and seem to hold, the ships do not become joined. Using KAS pipes to connect the ships also does not result in connecting the ships.
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
FuzzyLlama replied to TriggerAu's topic in KSP1 Mod Releases
You fixed it! Very well done. Very nice indeed. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
FuzzyLlama replied to Arsonide's topic in KSP1 Mod Releases
To add to my previous comment, sometimes the {power, antenna, and docking port} requirement is accepted until I dock my station parts with each other, and then the parameter is listed as incomplete in the quicksave. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
FuzzyLlama replied to TriggerAu's topic in KSP1 Mod Releases
Awesome job, but unfortunately this causes terrible performance issues. While the mod is installed I'm limited to <1 fps in any view. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
FuzzyLlama replied to TriggerAu's topic in KSP1 Mod Releases
Entering numbers into fields while setting an alarm also triggers action groups. (Linux x64) -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
FuzzyLlama replied to Arsonide's topic in KSP1 Mod Releases
I seem never to be able to complete base contracts anymore. They used to work... but... Using stock parts, the requirement to have power generation, an antenna, and a docking port is never fulfilled. I see in the savegame that all three of these (ex. hasAntenna) are set to False. My workaround has been deleting the entire PARAM section for this requirement once I've actually set the base up, and reloading. (Linux x64) -
The Linux compatibility thread!
FuzzyLlama replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Hey Folks, Things have been going well in Linux-land, Kerbalwise, lately. However, I recently started from scratch with my Gentoo setup (well, scratch is a relative word - I kept my home folder intact). I'm using btrfs for my root FS, and it delivers slightly better performance loading files when starting Kerbal. I noticed that unfortunately, when I timewarp, the game gets pretty choppy. The higher the warp, the worse it gets, and it gets down to just a few fps... I don't know if I'm missing something, or what. I have the ALCOR 0.8 mod with IVA installed - perhaps timewarp forces the IVA informatics to refresh too often and slow the system? THanks for any ideas, it would be nice to track down what causes lag during timewarp. Usually, I use timewarp to avoid lag related to physics calculations! -
The Linux compatibility thread!
FuzzyLlama replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
I understand that there are some problems with this - for instance, the png lib that EVERY UPDATE must be patched by users. Otherwise, the game hard crashes at 3.6 or whatever GB. This is not the same issue as I am referring to; the symptoms are very different. In the past, I've seen around 4.5 GB of RAM in use, to clarify. -
The Linux compatibility thread!
FuzzyLlama replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
I've been enjoying lots of KSP time with tons of mods, but all of a sudden KSP started crashing on launch. The logs claim the system is out of memory. [ERR 23:11:15.787] Could not allocate memory: System out of memory! Trying to allocate: 5592408B with 32 alignment. MemoryLabel: Texture Allocation happend at: Line:391 in Memory overview [ ALLOC_DEFAULT ] used: 188415676B | peak: 315850139B | reserved: 190834344B [ ALLOC_GAMEOBJECT ] used: 4234301B | peak: 4234301B | reserved: 4465623B [ ALLOC_GFX ] used: 497511976B | peak: 497876372B | reserved: 497571588B [ ALLOC_PROFILER ] used: 86292B | peak: 86328B | reserved: 103071B I'm watching with top, and it gets up to around 2.7G of reserved memory. It will keep loading a bit after this, although this is around the time in the logs where the game starts throwing errors. The log fills up with a repeated "[ERR <time>] Texture ' ' has no data" and the logfile itself grows to hundreds of megabytes in size. I just grew a 500MB logfile. The system has 16GB of RAM. What could be going on? -
0.23.5 transfer windows changed?
FuzzyLlama replied to KerikBalm's topic in KSP1 Gameplay Questions and Tutorials
You can toggle the Kerbin-time setting in the settings menu, if you wish to stick with Earth (where??) time.