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About Kowgan

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  1. Kowgan

    [1.3+] Community Delta-V Map 2.6 (Sep 29th)

    @Ultimate Steve Inkscape.
  2. @steve_v I figured. Since I learned a copy of Windows will constantly eat disk space over time even when it stays fresh clean, I believe anything, heh.
  3. The question has been pretty much answered, now. Thanks everyone. And at this point, we pretty much can assume SQUAD won't fix the memory leaks that have been around forever, despite the countless requests we had over time. The stock game doesn't crash often, and they technically don't have any obligation to make the game run smoothly while modded. What I can't figure out is how streamers and many other players can run a heavily modded game on Windows for 12+ hours without heavy stuttering and/or crashes. Anyhow, In my case, I have been careful-ish and avoided too many relaunches in a short time, so I have dodged any further crashes so far.
  4. Interesting. That would explain a lot. Also, I wonder if my self-recompiled version of Mouse Aim Flight could have something to do with it. FWIW, I know it already has a glitch where it doesn't correctly remove the stockbar icon, so you can still see that mod's icon when you unload back to the main menu. I wouldn't be surprised if the root of this problem is directly related to the ever-increasing memory comsumption as well. I'm tempted to replace the system32\xinput dll file with the one provided by KSP and see what explodes.
  5. Thanks, @4x4cheesecake. I haven't tried this yet, but according to Lisias: I don't know if the GPU reaching its max memory should be the case since it's not VRAM, but maybe some 32bit DLL being called while the game is consuming over 4GB of RAM could be the case. Not sure. The inconsistency of the crashes is also something to keep in mind. Lately, I've had some 3 or 4 hours sessions with no crashes. And I didn't keep reentering the SPH/Runway every 30 seconds or so. For now, I guess I can just live with it. If I can play 3 hours with no crashes, I'll just boot it up again whenever it happens.
  6. @Lisias That's really good info, thank you. Although my KSP goes a bit over 4GB (4.1, 4.2) without crashes, I guess it makes sense that it only crashes when a 32bit DLL is called. About the GPU Card. I got 2GB on my GPU, and I was wondering if running out of memory on it could cause a crash, but since I've never seen it mentioned before, I thought it would be stupid to think so. Now that you've mentioned it, I guess KSP's (or Unity's infamous) garbage collector might be causing that GPU memory overload, and thus, leading it to a CTD. If that's the case, there's not much I can do. Still, it's good to know the probable causes.
  7. Alright, I managed to crash it again. Same methods, just constantly loading SPH and launching on the runway. output_log.txt error.log I'm considering switching to OpenGL to see if things get better.
  8. I've uninstalled Bonjour (it's useless to me, and I should have done it a long time ago anyway) and will try to reproduce the crash again. I'll post an updated log file if here if it crashes again. Thanks for the support, it's much appreciated
  9. No, \system32\xinput1_3.dll was still there when I swapped these DLL files. Bonjour is a service related to Apple iTunes. I have no clue why it shows up on this error log, though. I should be able to disable it, although I'm not sure how it would affect the game. Then again, nothing in this has made much sense to me so far.
  10. Yes, here's the thread: https://forum.kerbalspaceprogram.com/index.php?/topic/177761-crashes-upon-reloading-vabsphlaunch-excessively/ What confuses me is that the error seems to be related to lack of available RAM. Although I have 16GB of RAM, KSPx64 only uses about 4GB - including during the time of crash - and I still had about 50% RAM free during the crash reported there. So I have no clue why it says I've ran out of memory. But this is unrelated to this thread, so I'll stop the offtopic here.
  11. KSP: 1.4.5 x64 Problem: KSP crashes when either reloading the VAB/SPH or Launching a vessel repeatedly in a short amount of time. Or just generally reloading those scenes too many times, nor necessarily in a short time. Mods installed: Reproduction steps: Load a save, re-enter VAB/SPH/Launch vessel and Revert to building multiple times. Logs: output_log.txt error.log Notes: I was unable to reproduce the issue on Stock KSP, so I might try to narrow it down to a specific mod. But it might be difficult due to the inconsistency of the issue. Sometimes I am able to crash the game within a couple of reloads - Other times, it takes me several attempts unitl it crashes. After a quick research, I've found that usually 0xc0000005 errors are related to the lack of available RAM. In my case, I have 16GB of RAM, running the 64bit version of KSP and having around 50% memory free at the crash moment. KSP was using around 4GB of RAM at that moment. Any help is much appreciated.
  12. Yeah. Well, unfortunately for me, my crashes didn't stop. I'm trying to reproduce the issue under stock KSP and will create a thread soon™. In any case, thanks for the thread. This issue has been going on for a long time, and I'm sure many other players have experienced it. Hopefully this will help most of them.
  13. That's one long discussion, but I'm glad I arrived before it became necro. First of all, thanks for the workaround, @JoE Smash. I've replaced my KSPx64 plugin with the one from system32 and will check if the crashes stop. Now, what doesn't make sense to me is how this is even fixing the problem. - If KSP is using the dll from system32, how is placing that file in the KSP folder gonna result any differently? - If KSP tries but fail to use the KSP Folder version of the dll, then imports the version from system32, why does the game even crash to begin with (since it's importing the 'good' version')? - Most amazingly, how did your KSP stop crashing when you removed the (good?) dll from system32 and replaced it with the (bad?) dll file from the KSP folder? It just doesn't make sense that replacing either File 1 with File 2, OR File 2 with File 1 simply fixes the issue. Then again, it's Windows, so, go figure...
  14. Kowgan

    [1.3+] Community Delta-V Map 2.6 (Sep 29th)

    @lajoswinkler I got atmospheric numbers with the help of MJ predictions, data, various missions with different ships and feedback from the community. In-space numbers were calculated by CuriousMetaphor. Maybe this can help you: and https://www.youtube.com/user/PurpleTargets/videos
  15. Kowgan

    [1.3+] Community Delta-V Map 2.6 (Sep 29th)

    @martinborgen The only reason elliptical orbit nodes are there are to save fuel when aiming for a planet's moon, instead of the planet itself. So you don't need to waste the extra fuel coming to a low circular orbit. Therefore, planets without moons don't have these nodes.