-
Posts
361 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by WeirdCulture
-
Launch Clamps follow me into space.
WeirdCulture replied to Kiro's topic in KSP1 Technical Support (PC, modded installs)
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 -
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..
-
Physic Lag increase in 1.0.4?
WeirdCulture replied to WeirdCulture's topic in KSP1 Technical Support (PC, modded installs)
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 ... -
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
-
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
-
"•You have to get a heavy rocket up on top of a mountain" this is more expensive than build a bigger rocket...
-
Staging: Delay or "Fire in the Hole"?
WeirdCulture replied to AdmiralSirJohn's topic in KSP1 Gameplay Questions and Tutorials
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. -
Launch clamps Bug
WeirdCulture replied to thiagohdf's topic in KSP1 Technical Support (PC, unmodded installs)
Maybe that helps http://forum.kerbalspaceprogram.com/threads/117344-Launchclamps-crash-into-rocket-and-follow-into-space?p=2034329&viewfull=1#post2034329 -
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
-
My first successfull Mün landing
-
What will KSP's future be? (Warning: Flames Ahead)
WeirdCulture replied to RAINCRAFTER's topic in KSP1 Discussion
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. -
Launch clamps Bug
WeirdCulture replied to thiagohdf's topic in KSP1 Technical Support (PC, unmodded installs)
they are apearing again... and again and again... and again... i have sometimes about 10 clamps falling back to kerbin -
Launch clamps Bug
WeirdCulture replied to thiagohdf's topic in KSP1 Technical Support (PC, unmodded installs)
i can also confirm this for me. very annoying... -
only with self scripted scripts like kOS
-
Minimus dV to to a 75x75 LKO orbit
WeirdCulture replied to Nich's topic in KSP1 Gameplay Questions and Tutorials
are you using kOS?