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TheBeesSteeze

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Posts posted by TheBeesSteeze

  1. 10 hours ago, linuxgurugamer said:

    When you close it, is the memory released?  How about when you change scenes?

    See this video for reference, hopefully YouTube uploads in high enough resolution to see the numbers:

    The memory isn't released when the GUI is closed, only when the flight ends and the scene changes. At that point the total memory usage does decrease, but not to the point it was at before the flight (I don't know if that is normal KSP behavior or behavior from another mod or behavior from Part Commander).

  2. Hey all, I found an issue that I'll submit to the record. For my 1.9.1 install, Part Commander causes massive memory leak when the GUI is open. While closed, memory usage remains stable, but while the GUI is open, memory usage of KSP x64 increases by 5-15 MB/s until about ~11GB total memory usage at which point the game freezes and crashes.

    I find the mod incredibly useful so I still keep it installed, my working solution is just to keep the GUI closed until I need it.

  3. On 7/13/2019 at 8:26 AM, whale_2 said:

    Ok, see now. It will take some time...

    On 7/13/2019 at 7:24 AM, steddyj said:

    Honestly the bug is so prolific that it would take longer to create and upload a craft file than to just type out the replication steps.

    Launch game in 1.7.1+.  Open Sandbox, VAB.  Select HECS as root probe.  Add procedural liquid tank.  Adjust length (diam does not always cause the issue).  Exit VAB, save changes.  Open VAB.  Lift procedural tank off probe core, note the misposition of nodes, and how it will only seem to surface attach now.

    There may or may not be a visible gap when the craft reloads.  Sometimes it seems the node is placed outside of the part's mesh, but most often (at least when following the above) it was shooting the nodes out to the edge of the top/bottom faces.  If you have Node Helper installed on your game (https://github.com/linuxgurugamer/NodeHelper) you can look at the nodes and see the reason that you can't connect to them is that they've rotated their orientation as well as shifting to the edge of the part.  They point towards the center of the face, so it surface attaches before you can connect to another node.  

    I'm just going to put a +1 on wanting to see this fixed and I'm happy to help in any way I can. I have the same bug. I can't reliably load any spacecraft to edit with procedural parts on it, so I just finding myself never using procedural parts, which is sad because I really like the mod otherwise.

  4. On 5/27/2018 at 6:05 AM, Xd the great said:

    These are unexplained bugs, don't think it is a problem with mods.

    Stuff like this happens when some process cant load. What were you doing before the bug hit?

    It's nothing specific. These drops would happen anywhere at anytime.

     

    On 5/27/2018 at 2:52 PM, tonimark said:

    @TheBeesSteezeit's maybe an kopernicus issue at an update to 1.4.3 an fps decreasing bug was created .so update the kopernicus to the latest as they fix the bug i had the same issue in the past and it was kopernicus all that time

    I was curious about updating versions but I'm getting the same issues in 1.4.2 and 1.4.1.

     

    Tidbit - I think it's a memory issue. If I switch to force OpenGL or DX11 the issue goes away and my used RAM goes back under 4GB. Just then I get other issues. Thanks all!

  5. I'm getting strange twitching in pitch and yaw when using KOS, but it only happens when running a script from a file. If I type "set throt to 1." and "stage." in the KOS terminal in-game, the rocket flies just as expected, straight up with no control. However, if I launch the same rocket by calling a file (runpath("0:/launch.ks").) containing only "set throt to 1." and "stage.", the pitch and yaw of the rocket freak out and the gimbal of my engine and deflection of my control surfaces go all over the place, even though the rocket should be 100% uncontrolled. This effect is screwing up all of my other scripts as well, making them completely unusable. Does anyone know what the issue could be?

     

    Edit: It seems to just have been a bug. I uninstalled and reinstalled KSP and KOS and the issue went away.

  6. I play KSP at 3440x1440, modded, near max settings. GSYNC monitor. Usually it's fine, and I get upwards of 60 frames per second and it runs perfectly; however, at random points during play the FPS will tank down to 10-20 fps (as a side note, it always tanks the frame rate if I alt-tab out and back into the game). Every time this frame rate drop occurs, a scene change will fix it (i.e. switching from active vessel play to tracking station, or from VAB to space center view). I've tried uninstalling and reinstalling different mods and uninstalling mods completely, but I haven't found a specific mod to attribute the issue to. Does anyone have any ideas?

  7. 5 hours ago, Poodmund said:

    There are a few ways you can find out.

    • If you fly a command module with KerbNet you can view all the different biomes from orbit and try to spot the colours of the ones you have not visited and explore those.
    • The ScanSAT mod gives a comprehensive biome scanning feature that allows you to scan the body from orbit and you can look at the biome map in game from the scanning results.
    • You can open the debug menu (Alt+F12) and toggle the biome overlay on and look for biomes you haven't visited.
    • Or you can look into Gael's config file and see that Goonie island is represented by the Hex Colour Code #504d3e of which you can use to Eyedropper tool in an imaging program on the biome map located at GameData\GPP\GPP_Textures\PluginData\Gael_biome.png to locate it for you.
    • Penultimately you could look at Gael's biome map on the Git repo and just visually try to identify it, the maps can all be found here: Link
    • Finally you could keep looking in game.

    I'm not gonna outright say where it is because thats half the fun/challenge of creating all these biome areas.

    Fair enough. Thanks for your help!

  8. I'm currently doing a contract to run seismic scans landed at different biomes on Gael. I've gotten three out of the four required scans, but the last one requires a seismic scan landed at "Gael's Goonie Shores." I've flown all around the planet and I can't find anything like that. Can anyone point me in the right direction of where to find this biome to complete the contract?

  9. 3 hours ago, Galileo said:

    What I'll need you to do is remove all of the mods except SVE and its dependencies. Then add your mods back a handful at a time (5-10) until you see the issue appear. That way you can narrow down the the issue to a smaller amount of mods. My guess would be fairings, but go through the steps to be sure.

    So I reinstalled all of my mods two by two and it wasn't any of the mods. It was the stock struts I had in the design. Somehow the way they were placed was screwing things up because as soon as I took them out and reattached them in nearly the same spot, everything worked as it should... well, at least it was the way one of the mods was interacting with those struts, because I tested each mod two-by-two on a different rocket.

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