Jump to content

NightHawk043

Members
  • Posts

    15
  • Joined

  • Last visited

Reputation

1 Neutral

Profile Information

  • About me
    Bottle Rocketeer
  1. Well, I gave it another go, and am both pleased and insanely frustrated to say that after leaving the computer to think about what it's done for 48 hours, the issue has apparently resolved itself with no human intervention. When I tried previously (with multiple uninstalls and installs of various mods), the memory invariably spiralled out of control about 1/3 to 1/2 of the way through loading. The crash dumps were simply empty 0B files. With Zero changes (other than a 2 day lag), on reinstalling kerbal health it now launched and is chilling at 4.6GB of active ram. As a computer scientist, there's nothing I find more annoying than a transient bug. Btw I guessed you'd be unable to do anything without log files, but I figured I'd post just on the off-chance anyone else had encountered something similar and not mentioned it in the thread. I guess I'll keep an eye out for it, in case it chooses to strike again.
  2. I attempted to install Kerbal Health for 1.4.2 via ckan. (I just noticed it installed v1.2, which is for 1.4.3, so this might explain this, but it's still weird). For some reason, any time I attempted to run ksp with your 70KB mod, ksp's memory usage would shoot through the roof, exceeding 12GB during the game launch, and forcing windows to shut ksp to prevent memory loss. (I have 16GB of ram). For reference, without your mod, it's currently chilling on the main menu at 4.5GB. My only guess is some sort of crazy memory leak. Would this really just be caused by the ksp being 1.4.2, or is there something else going on here? (I unfortunately don't appear to have logs of this, as apparently my computer dumped them rather than write to permanent memory). I do have an excessive number of mods, of course, (120 according to ckan), though an additional 8GB of memory usage to bring it to 121 seems unreasonable.
  3. To be precise, RSS does use ksp switcher that's how you switch between the major launch sites, however I'm also using: For the most part it was pretty good, although there was a few bases underground/floating. Now, since I got back from work I was able to do some further investigation. It appears what happened, is after my last edit shifting some of the props, then quitting the game, something may have corrupted, because what happened is a number of the instances (quite possibly specifically the ones I edited, I'm still not 100% sure, as I did a whole bunch at once), were all converted into the enormous "Kennedy Space Center Terrain" which is what was visible in the photo. Here's the same stuff from above. For now i did your suggestion of launching from another base, hyper-editing over to KSC, then removing the bad instances, however it's obviously a band-aid solution. Something caused it, but hopefully it won't reproduce. In the mean-time I've got a lot of instances to replace lol.
  4. Can someone explain this bug? It may not be due to KK, however, I have a feeling it's the Cape Canaveral terrain instance (RSS), and the bug appeared shortly after I was adjusting some instances to be correctly positioned (as they were underneath the terrain) using KK. For some reason, despite reverting to an earlier save, these hills remain floating over the top of KSC. Spawning anything at the base results in instant explosions. I can upload save-files etc if needed, though initially I was just seeing if anyone else has experienced this. EDIT: should also mention this is 1.2.2 Also created an entirely new save game, and the same hills are present.
  5. I've had entire bases try to slip through the ground on minmus when loading, or coming from a high warp. (admittedly it's less "gone" and more "BOOOM", as the upper parts smash into the ground rather than through it). With smaller items, sometimes the jitter can be just enough to move it past the collision barrier of the ground, then it just falls. A way to demonstrate this is to drop one of those thin flat panels on the ground and kick it around with a kerbal a few times, Usually will fall in within a minute.
  6. I'm not 100% sure, but I think I started playing around 0.8.4 Certainly I was playing before 0.11 when they added the orbital map, and I seem to recall the 0.9 change when stages became persistent if manually edited. Edit: according to the forums I signed up on 19th July 2011, so I'm guessing I'm pretty close to my guess.
  7. I'm having a problem with scanning for resources. Unfortunately I'm using a veritable cornucopia of mods, which might be causing the issue, so i'm unsure if one of them is at fault instead. Basically, so far I've found every scan type works fine except for resource scanning, which does nothing. I've tried using the stock scan module, which goes through the process of "uploading data", then doesn't give science or confirm the scan being complete. I also tried the "planetary survey scanner" from MKS, which is visibly scanning when right clicking (can see the local biomes approx values), however nothing appears on the maps. My current mod list is as follows: (underlined are the ones I feel more likely to be causing a conflict due to overlaps with parts involved/resource usage) Adjustable Landing Gear AVP interstellar V2 reboot B9 Aerospace pack Chatterer Docking Port Alignment EVE EPL FAR KAS KAC KCT Kerbal Engineer KIS PlanetShine PreciseNode RemoteTech Scansat TAC LS TAC Fuel Balancer Texture Replacer Trajectories Transfer Window Planner UKS I have stock scanning enabled, and disabled the "require Narrow Band Scanner". Here is a dropbox link for my output log. (I was a little surprised at the size) If no one has any idea on the fix, or it would actually require the removal of mods, I'd be comfortable simply editing the persistence file after "scanning" to claim it's actually been scanned. (Or maybe it already says it's been scanned and the problem is just with displaying?) edit: if there's more files/information required just ask, and I'll provide
  8. Actually If you ignore moons, and add an acceptable error of say 20%, there would be a lot more than one instance, i'd be willing to guess the first instance would be within the first couple of hundred years.
  9. yeah true. It wouldn't have to be that accurate. I mean, The last "Greater Planetary Alignement" back on May 5, 2000, put the inner 6 planets within 25 degrees, with the outer planets closer to 90 degrees. I was just thinking with the reduced complexity of the KSP universe, + the ability to fast forward time, it might be possible to calculate / view a more accurate one. After all, while the math would be complicated, it certainly wouldn't be as complicated as that for reality.
  10. Gave it a search, but couldn't find any info on it, Does anyone know at what date every planet in the kerbol system will first come into total alignment? (at least on a 2D plane). I was thinking about all the various cosmic events that must be screenshotted. (or hit with that telescope mod).
×
×
  • Create New...