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WeirdCulture

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Everything posted by WeirdCulture

  1. Check this out http://forum.kerbalspaceprogram.com/threads/127386-v1-0-4-Gamebreaking-Gimbal-Bug-with-Video?p=2066907
  2. Most of the keybindings are documented here: http://wiki.kerbalspaceprogram.com/wiki/Key_bindings some other here http://imgur.com/a/NMdxR
  3. yes resolution affects the memory usage. ATM do not work as reducing the texture resoltion, it converts the ultra high ingame files to a reasonable sizes. I could not see any differences in texture quality between Agressive and non ATM installs
  4. check if your craft is centered on the launch pad. see http://forum.kerbalspaceprogram.com/threads/117344-Launchclamps-crash-into-rocket-and-follow-into-space?p=2034329&viewfull=1#post2034329
  5. FAR has nothing to do with this... i had this too and I am not using FAR
  6. from your logfiles: DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory! Trying to allocate: 357913940B with 4 alignment. MemoryLabel: NewDelete Allocation happend at: Line:0 in Overloaded New[] Memory overview [ ALLOC_DEFAULT ] used: 711921091B | peak: 0B | reserved: 737696845B [ ALLOC_GFX ] used: 788773419B | peak: 0B | reserved: 824246610B [ ALLOC_CACHEOBJECTS ] used: 177268B | peak: 0B | reserved: 12582912B [ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B [ ALLOC_PROFILER ] used: 340164B | peak: 0B | reserved: 8388608B Could not allocate memory: System out of memory! Trying to allocate: 357913940B with 4 alignment. MemoryLabel: NewDelete Allocation happend at: Line:0 in Overloaded New[] Memory overview [ ALLOC_DEFAULT ] used: 711921091B | peak: 0B | reserved: 737696845B [ ALLOC_GFX ] used: 788773419B | peak: 0B | reserved: 824246610B [ ALLOC_CACHEOBJECTS ] used: 177268B | peak: 0B | reserved: 12582912B [ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B [ ALLOC_PROFILER ] used: 340164B | peak: 0B | reserved: 8388608B (Filename: Line: 920) Crash!!! you simply run out of memory, hit the 32 Bit Memory wall. Three things you can do: 1.) use ATM: http://forum.kerbalspaceprogram.com/threads/59005 2.) if ATM could not help: use --force-opengl (as mentioned above), but get a ugly FPS reduction since 1.0.4 3.) use linux, use as many mods you want or your system memory + swap allows, but have also ugly FPS because linux runs OpenGL too..
  7. are highres citylights aviable? you can just delete the citylights from the plugin.... in MY opinion the whole city lights from eve are inconsistent because you have city lights in the night from cities which are non existent at daytime...
  8. Ohh dear deer, after iterations of the loop above, and finally striping the installation down, and even a fresh installation to a vanilla installation, it is the OpenGL mode which creating the huge Performance hit in 1.0.4. Eyecandy like EvE, EngineLightning etc. just make it worse. I can switch it on/off by Playing in D3D or OpenGL. Or just switching back to 1.0.2... I don't know what I am dooing next, no eyecandy and D3D or Eyecandy and 15 FPS ...
  9. have a big performance hit in 1.0.4 when using OpenGL (doesn't matter if Linux or Windows7), heavy modded installation The performance hit in 1.0.4 spikes at reentry- or aerodynamic effects. Even on a vanilla installation. In 1.0.2 the same craft, the same savegame runns smoothly. Deinstalling Eyecandy helps a little but even with lowest setting massive FPS drop on atmo/reentry effects.. i3770, 16GB RAM, Geforce 970, Windows7 or Linux
  10. Hi fellow kerbonauts and rocket builders, did something changed in 1.0.4 (haha!) that causes a massive increase of physics calculations? After 1.0.4 I have a huge increase of "yellow" times at the beginning of a launch, even some "red". I could swear that I hadn't this before 1.0.4 (hadn't the chance to test 1.0.3) The rocket which I've constructed has about 100 Parts which is this not this much. I've tried many things as deleting mods which increase the graphics like EVE, planetshine, Engine lighning.. but nothing helps a lot. I see also a huge, a really huge instant yellow and red physic delay when I see and "feel" the supersonic effects. The same at visual thermal effects. is there any possibility to debug this more than from the debug menu (alt/LSHIFT-F12) Before I start to try to pin down which of this mods I use creates the lag, by 10 removing one mod 20 RUN KSP ( in open opengl mode) 30 Wait.. 40 Wait more (did i pressed play on tape? ) 50 load into savegame 60 launch 70 see physics delay and get frustrated and exit KSP 80 reinstall mod 90 GOTO 10 are there any known performance issues with KSP since 1.0.4? I need to know this before I will try to find this out the hard way PS: it doesn't matter if I try this on Windows or Linux both have the same issue. (with the same copy of the savegame) PPS: I search for a solution for about 2 evenings, and yesterday if I tried it ingame with different parts, I switched the engine on the 3rd stage to the LV909 and the problem disappeared ... so I was wondering and put the LV45 back, didn't came back... first a big "YEAH... lets try to restart and reproduce!" after the restart the problem came back but the "solution" didn't work PPPS: I install my mods via CKAN if possible
  11. "•You have to get a heavy rocket up on top of a mountain" this is more expensive than build a bigger rocket...
  12. Both. Fire in the hole at launch at the bottom stages, so i will not loose the continuous thrust, at higher stages i need more control.
  13. Maybe that helps http://forum.kerbalspaceprogram.com/threads/117344-Launchclamps-crash-into-rocket-and-follow-into-space?p=2034329&viewfull=1#post2034329
  14. Dear jkook702. Thank you! After your comment I started to check this out a little bit. It seems that it has something to do with the position of the craft in the VAB and then on the launchpad. I have played a little bit around and this is what I have found out that not every clamp is following me, just a few of them (2 of 3) If the craft is centred in the VAB (the upper, green edged part of the picture) and the clamps are not off the grids at the launchpad (I've marked the area in yellow), the clamps doesn't appear nearly exact every 6000 meters. If the craft is not centred and the clamps are of the grid like in the lower (red edged) part of the picture, the clamps are appearing every 6000m. I am not sure if the grids on the launchpad are the borders or if other thresholds exists, but it works as a workaround and as a rule of thumb. Thank You! PS: I've tried this in my heavy moddet install, so I think this will work on unmoddet installations too. EDIT: oops... in the meantime SQUAD released 1.0.3
  15. I hope unity 5 with proper 64bit support. I really really really don't care about stock-multiplayer, in my opinion this is the last important feature what KSP needs.
  16. they are apearing again... and again and again... and again... i have sometimes about 10 clamps falling back to kerbin
  17. hmm i have this too. it happens to an unmodded and modded installs. very annoying bug the clamps are being spawned repeatedly during the whole ascent
  18. Ok i found the invetory... 1.) but then i found out I have an ridiculus ammount of parachutes? I had realchutes installed for a while, could this be the problem? 2.) how do I store planes for refueling?
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