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Lumaan

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Everything posted by Lumaan

  1. I'm getting a lot of texture errors in log with last version.
  2. Then just make a txt file with what file(s) have been unfixed? *I liked the .old backup, was easy to do a search to find what file(s) was changed* Now I have to remember what file(s) have been changed, and that I bad at.. lol
  3. Wish there was a way to white-list addons that you don't want to get fixed, like the "GCMonitor" http://forum.kerbalspaceprogram.com/threads/92907-1-0-x-GCMonitor-1-2-6-A-graphic-Memory-monitor-%28June-18th%29 When fixed it's not showing the RAM used. And why did you not continue with the backup of orginal file to .old?
  4. That's because you have taken then 64bits file from Unity "win64_development" directory and that's the wrong one, you need to use the files from the "win64_nondevelopment" directory.
  5. @Migueltriny The file "unity default resources" under "KSP_Data\Resources\" is corrupted, so copy the one from your working KSP 32bit (The original installation of KSP) and replace it. If you are on Steam better do a file check *Right click KSP in Steam and select Options, go to the "Local Files" tab and select "Verify Integrity og Game Cache", just to be sure KSP is 100% oki.*
  6. 1st it complaining about a corrupted file: And the complaining about trying to run on wrong version of KSP/Unity: What KPS version do you have? What version of Unity are you using? @AstroGamer Upload you log file. Might give a clue about what's wrong.
  7. Wrong Unity version. Has to version 4.6.4. From old 64bit post http://forum.kerbalspaceprogram.com/threads/82118-KSP-64bits-on-Windows-%28this-time-it-s-not-a-request%29:
  8. TAC Life Support's DLL get a 0 bite size file if used with the 64bit fixer.
  9. This one "-force-dx11-no-singlethreaded"? If so then I can tell you it's not working, you are running in dx9. Accorting to this Doc http://docs.unity3d.com/Manual/CommandLineArguments.html it's only for "Windows Store Command Line" I use "-force-d3d9 -adapter 0 -single-instance -nolog" to run my 64bit, tried with "-force-d3d11" but I get shuttering when in flight mode.
  10. Thank you for the answer. And I wont worry anymore about those errors. Just happy to get a estimate on my memory uses.
  11. I just did the test again with only squad folder and Modulemanager installed on my 64bit KSP and got the warning + the rainbow cat running over my screen. And here is the first lines in my log As you can see only got the Modulemanager installed.
  12. Sorry that my word came out wrong. The meaning should have been *When squad get the 64bit working, it will disappear* not that it might disappear.
  13. What you are seeing there is ModuleManager telling you that 64bit is not stable, and it's not a block of 64bit just a warning. And you can't remove it, only hope someday when 64bit is stable and official from Squad it will disappear.
  14. Working in 64bit I get the RAM and FPS info in-game now. But... from the log I see this: [LOG 14:34:34.245] Load(Assembly): GCMonitor/GCMonitor [LOG 14:34:34.245] AssemblyLoader: Loading assembly at D:\Games\KSP v1.0.2 64bit\GameData\GCMonitor\GCMonitor.dll [LOG 14:34:34.246] Load(Assembly): GCMonitor/getRSS_x64 [LOG 14:34:34.246] AssemblyLoader: Loading assembly at D:\Games\KSP v1.0.2 64bit\GameData\GCMonitor\getRSS_x64.dll [ERR 14:34:34.248] Failed to load assembly D:\Games\KSP v1.0.2 64bit\GameData\GCMonitor\getRSS_x64.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. at Mono.Cecil.PE.ImageReader.ReadOptionalHeaders (System.UInt16& subsystem, System.UInt16& dll_characteristics) [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImage () [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00000] in <filename unknown>:0 at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0 [LOG 14:34:34.248] Load(Assembly): GCMonitor/getRSS_x86 [LOG 14:34:34.248] AssemblyLoader: Loading assembly at D:\Games\KSP v1.0.2 64bit\GameData\GCMonitor\getRSS_x86.dll [ERR 14:34:34.248] Failed to load assembly D:\Games\KSP v1.0.2 64bit\GameData\GCMonitor\getRSS_x86.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. at Mono.Cecil.PE.ImageReader.ReadOptionalHeaders (System.UInt16& subsystem, System.UInt16& dll_characteristics) [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImage () [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00000] in <filename unknown>:0 at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0 Something I need to worry about?
  15. That's ModuleManager making that. And it's just a reminder that 64bit might not be stable.
  16. There are 2 mods that help with the temperature memory leak when in flight by auto disable it, so you don't have to remember to press F10 or F12 every time: Temperature Gauge Killer http://forum.kerbalspaceprogram.com/threads/120731 DisableTempGauges http://forum.kerbalspaceprogram.com/threads/116034 And you only need one of them.
  17. Hey Sarbian Any change you got the 64bit dll somewhere?? *I have no clue how to make it my self* Playing around with the unofficial 64bit http://forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround and would be nice/fun to see who far I can push it without crash, I do Alt-Tab out to check the Task-manager, but be nice to be able to see it in-game. And if not, that's ok, just had to ask
  18. Really not, From the GCmonitor post is saying "a tool to display a graphic of the memory usage". No where does it say Graphics card memory (VRAM). But I'll agree with you that if only taking from the post title it does sound like a monitor for Graphics card "GCMonitor 1.2.4 - A graphic Memory monitor"
  19. Hmm. That it just crash without any error can be because you have Steam/KSP installed into and Windows don't give the rights to write to disk. Try run Steam/KSP as admin *Right Steam/KSP exe and say "Run like Admin.."*
  20. This line in the part of the log you posted is saying it. Can you post the first 20-30 lines from that log too? Better info there if you are running out of memory.
  21. Did you even read the whole thread? If you did then you''d know that you'll crash less then what you do now. Only time I have had a few crashes is when I push KSP 64bit pass 10Gb of RAM. I run with 80+ mods installed now and RAM is about 7-8Gb. I have played 40+ hours with the 64bit unofficial KSP, and only crashed 3-4 times, and that mostly ind the beginning I ran the 64bit on KSP 1.0.2 where I had to see how far I was able to puss it. The only thing bugging for me is when I sometime (80% of the times) go back to KSC I get KSC looking like it's upgraded, but that I get fixed by either going in SPH or VAB, few times I have to save then game and to out to the menu and restart the save. And from you list of mods I don't see any of the ones I know is not working on 64bit.
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