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    Bottle Rocketeer
  1. Can you post a new release that is built against 1.0.2 the current build works fine in 1.0.2 but it is kinda annoying having AVC yell at me each time it is loaded telling me it was built for .90
  2. Thanks, that is what I had to do to get it working. However I also still have the same problem at higher resolutions like you do, but at least I can run it at a lower one now.
  3. CKAN is pointed at the kerbalstuff release so it thinks RT is not compatible with .90 yet. Would you guys consider updating your NETKan file to point at your github releases so it can be updated by people other than starstrider? (If you have no idea what I am talking about would you be against me updating your NETKan file to point at your github release instead of kerbalstuff)
  4. I am trying to build from the source of remote tech, but when I open the solution I get a error saying
  5. I ended up doing you one better, I had been meaning to do it anyway lately so I re-installed windows as a clean install. It is working fine now.
  6. Here is a link to my DxDiag, however to answer your question directly I have a GeForce GTX 770.
  7. I am running agresive, as I said in my first post I have 12 GB of ram installed but I am using the x86 version because I have some mods that do not have 64 bit support. The entire GameData folder in my current "test" configuration is 921,386,353 bytes in size (218,960,143 bytes in size if I exclude the GameData\ActiveTextureManagement\textureCache folder). The only thing I can think of is this may be a side effect of the new multi-threading. If many large byte arrays are being created (Environment.ProcessorCount returns 8 for me) I may be running in to memory fragmentation issues. EDIT: But I am not sure that it is memory fragmentation either, the thing it fails on is DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory! Trying to allocate: 151388176B with 4 alignment. MemoryLabel: NewDelete Allocation happend at: Line:416 in Memory overview [ ALLOC_DEFAULT ] used: 394563854B | peak: 0B | reserved: 406504650B [ ALLOC_GFX ] used: 776046641B | peak: 0B | reserved: 796205272B [ ALLOC_CACHEOBJECTS ] used: 222792B | peak: 0B | reserved: 12582912B [ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B [ ALLOC_PROFILER ] used: 53928B | peak: 0B | reserved: 8388608B It appears to me trying to allocate a 150MB object and that is what it is failing on, I don't have any resources anywhere near 150MB in size uncompressed. P.S.: I am a C# desktop developer but I have no experience with the kind of unmanaged memory/GFX work you guys are doing in the source. I know I am out of my element, but the kind of technical answer you would give to a Jr. Developer co-worker of what is going wrong would really be appreciated. I honestly don't care that much if I can get it "fixed" I can live without AVP installed, I am more curious about why it is going wrong. If it helps at all here is a copy of the entire crash folder, including the mini-crash dump. I can re-run and get you a full dump or a IntiliTrace log if it helps you track it down at all.
  8. That is what I did, when I said I removed everything, I really did remove EVERYTHING, including the SQUAD folder and it still crashing with out of memory errors on load. Edit: Here is a copy of the logs again so people don't need to backtrack to my first post. output_log.txt error.log
  9. I am constantly getting out of memory errors when I attempt to load "Astronomer's Visual Pack - Interstellar". Trying to figure this out I have gone so far to even remove everything out of my game data folder except for ActiveTextureManagement (Release 4-2 Agressive x86), Astronomer's Visual Pack - Interstellar (with features 2, 3, 5, 7, 8, 10, and 12 in BoulderCo\Clouds), and ModuleManager 2.5.3 and I am still getting out of memory errors while the game is loading. output_log.txt error.log
  10. Love the site, the only thing I would request is have a dropdown that has the various antennas default ranges pre-filled in. Still let us set a custom range but a pre-filled in range would be nice so I did not need to keep double checking the wiki for what numbers I need to plug in if I want to test the various omni range antennas.
  11. Has anyone else find it is a PITA to get in atmosphere contracts completed early game because you are going way to fast by the altitudes it expects you to be at? If so any advice on what to do to mitigate it?
  12. I also ran in to the same problem. Has anyone else tried this and got it to work? Googeling "canResetConnectedModules Interstellar" the quoted post is the only result returned.
  13. I have never used protractor, but if you go look at the 2nd post it shows how to add MecJeb to all command pods that do not currently have it. @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore } } Just replace the MechJeb refrences to whatever needs to be added to add Protractor.
  14. You CFG file does not add the removable science to the magnatomitor, it would just be @PART[FNGCMS]:Final { @MODULE[ModuleScienceExperiment] { dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 } } Or you can do what I like to do and just add removable science to all modules that currently do not have any removal rule defined. @PART[*]:HAS[@MODULE[ModuleScienceExperiment]:HAS[!dataIsCollectable]]:Final { @MODULE[ModuleScienceExperiment] { dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 } }
  15. Could you show a example of how I could use the % operator to do that?
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