Remove the dumb launcher. it degrades performance as well as my faith in the company to do well by its customers. Whoever on the KSP community team reads this: Go back to Take Two, tell them their forced bloatware aint working out with this title, and get rid of the thing.
You can run the game without the launcher. KSP_x64.exe from the game's directory runs just fine. For convenience, you can create a shortcut to it or even add it to Steam under Games->Add a non-Steam game... option. It seems to work just fine this way. A bit crap that PD is trying to push this, but so long as the game keeps working without the launcher, I consider it a minor annoyance rather than a barrier.
The launcher has not been proven to do anything to affect the game negatively. Why would they remove it just because "you don't like it"? There really is no arguing against someone making a plain complaint. I think the launcher is nice and should stay, it's an easy place to provide feedback to the developers without having to go to some other platform where it might not be read.
A launcher has been in the game since as long as I remember, it's just been broken in almost every version. I think what's new here is that the launcher is on Steam. I don't play KSP on Steam, but I can see that being annoying, even if there are ways around it.
Nobody liked the launcher when it was first introduced, way back when. At which point it was OPTIONAL and you could simply start the game without it. Not sure if that's still possible with the Steam version, but with the regular version it is.
There's absolutely NO NEED for that bloody launcher (or indeed for any launcher) except as a marketing tool and/or to force the player to log in on some account to be able to access their game (useful for MMOs, not for single player games unless you're going to introduce item malls. Looking at you Take-Two, EA, Ubisoft, Blizzard, et. al.).
Plenty of people dislike it simply for the fact its completely redundant in every way possible, is that not valid enough reason?
Plenty of people hate it because of the company associated with it and potential data collection routes.
Let the reviews speak for themselves, unless this launcher is mandatory for functionality in the sequel (in which case its still redundant for KSP1) most will not like it, myself included. For Jools sake i even reactivated my old KSP forum account just for this issue specifically.
It does tho. It breaks modded games. Even with circumvention it seems to bug out some mods in weird ways. They beleive the folder for the launcher is the "root folder" of KSP and store configs etc... in a gamedata folder they make inside the launcher folder. It is very strange and Im seeing more errors than usual Even with a custom install location where I litterally use commands on steam to launch from a custom location. I have my game on a seperate drive than where steam installs it.
Using the luanch parameters to make steam launch from the custom location. Yet mods are making a "gamedata" folder inside the PD launcher folder in the steam install location. Steam install does not even have the mods nor is what steam is launching. So why is this happening? It seems the new steam setups to make this launcher work is doing weird things to the way the game runs. I am now forced to launch the game without steam. Which means I loose my FPS counter, steam screenshots and the steam playtime counter.
Fixed the problem with this post. No longer an issue. And again. Before now these mods wouldnt have this problem. The launcher introduced a change that these mods didnt take into consideration, basically breaking them. And since this problem is now on all versions of the game. Proper workarounds needs to be found as older versions of mods may not be updated to solve this.
Here is the solution
This is just a wrapper launcher for Kerbal Space Program steam installs to bypass Take Twos KSP2 oriented launcher. Fully passes steam command lines to the KSP exe (unlike Take Twos) and properly sets up the working path, source code is here for all to view. Releases are here:
yeah I went with the newest .net core version because it has linux/mac support. Ironically, it doesn't help much/any because there are no linux/mac builds of this launcher yet (as it is unaware of their executable names), so need to either
Just thinking outloud. Anyone know if the *nix builds ship this new launcher gizmo? If it doesn't then why am I bothering lol? If it does, what's the executable names of the launcher and main game binary there?
Having read , I installed spotify-launcher with pacman. I ran spotify-launcher through rofi. It downloaded halfway then 'finished' and hung. I then ran spotify-launcher with cli and it this is the output
So I had the same issue this morning and the way I fixed it was deleting spotify or spotify-tui from config folder, I deleted both of them because I wanted to sign in again.
After doing that I launched spotify-launcher from terminal and it downloaded without any issue. Hopefully this fixes it for you as well or maybe you already fixed it by now.
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@trungleduc @krassowski hello , I ran "npm run build " and "jupyter lab build " all succeed , but why is the customized content still not displayed correctly as this demo shows (GitHub - trungleduc/jupyter_app_launcher: A JupyterLab extension to create custom launcher entries. ), if feel convience , pls help me check ,thx.
@trungleduc Glad to recieve this reply, thanks. I already tried this and create a path named jupyter_app_launcher under the directory of jupyter data path, then created a jp_app_launcher_my_extension.yaml , customized my conten into this yaml file and it displays ok. But what confuses me is why neither compilation nor direct installation can display the samples contained in code.(jupyter_app_launcher/samples at v0.1.7 trungleduc/jupyter_app_launcher GitHub). In the installation or compilation progress , does it copy this yaml file to data path?
What do you think about adding functionality similar to jupyter-app-launcher into JupyterLab core say for 4.2. or 4.3? It seems like customization of the laucher seems like a common use case. In lab we could have a just a list of settings for it.
2) Setting the launcher to Node created on data-folder. This triggers my workflow once, but it fails because DamUpdateAsset is still running. (bad) Perhaps there is a way to add a wait to the launcher?
I later on moved the directory to /opt/Pycharm/. This is causing the once functioning unity launcher (which was added when PyCharm was initially installed) to fail every time I attempt to use it (as expected).
I managed to solve it. The thing is, Pycharm already installs a launcher inside .local/share/applications. Thus, you need to get rid of it before proceeding to create your own. After that, all you have to do is add your own *.desktop file to the applications directory inside usr/share/applications/.
With Ubuntu 16.04, I used the "snap" installer, which doesn't include an easily accessible icon (there's probably one hidden inside the snap image, but it's hard to get at). Instead it shows a grey question mark icon in the launcher instead. Also there doesn't seem to be a Tools > Create Desktop Entry option in version 2017.3.3 as far as I can see - maybe it has been moved somewhere.
I recently resolved a related issue where, after updating from v2.7 to v3.0.2, my PyCharm launcher was still pointing to the old (and now deleted) PyCharm path.
After attempting all of the (good) advice above, the problem still persisted.
The solution, in my case, was to create a desktop entry for ALL USERS.
[Welcome Screen]->Configure->Create Desktop Entry...
Check the box: "Create entry for all users" and then proceed.
That's basically every platform that I could easily get going under GitHub Actions or build directly on my macOS machine. And if you have cargo installed from Rust, cargo install python-launcher also works (although you do get the bonus features like the man page and fish tab completions).
Thanks, that's definitely a good workaround for now. I implemented FP.State = Hidden, Launch UI Actor, FP.Close, which still flashes the launcher to the user momentarily. I'd like to keep the discussion open to see if theres some way to truly hide or bypass the launcher.
Although the current object is available in the subflows, current.variables is not available. So you would have to use workflow.inputs to get the variables. If you want to create a task within your subflows and you plan to use the same subflows again from the parallel flow launcher it is important to have the task creation within a Run Script activity. In fact, i would suggest to create Task using Run Script to make it more versatile.
Once your subflows are complete, you can have a return value activity in your sub flow to process the output in the Variables Parallel Flow Launcher script. In mycase I pass either true or false from my subflows to check if it was successfully completed or not. I check for the flow outputs in the parallel flow launcher of parent workflow and take further actions based on it. I can a success or a failure to a scratchpad variable that can be used to regulate further flow in the parent workflow.
This is helpful. Do you know how to pass multiple input variables in the array? The workflow I want to call requires two input variables and I want to call this workflow multiple times using the parallel flow launcher.
240129-N-LM220-1355 PACIFIC OCEAN (Jan. 29, 2024) Sailors stow RIM 116 Block missiles from a rolling airframe missile launcher aboard the Nimitz-class aircraft carrier USS Abraham Lincoln (CVN 72). The Abraham Lincoln Carrier Strike Group is underway in the U.S. 3rd Fleet area of operations conducting advanced tactical training that increases warfighting capability and tactical proficiency across all domains. (U.S. Navy photo by Mass Communication Specialist 2nd Class Clayton A. Wren)
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