Jump to content

New Heat System causes memory leak


Recommended Posts

Here is a save file that should help to reproduce the crash reliably: A space plane on the start of a very shallow reentry that takes long enough to crash the game. Just keep the wings level with occasional roll inputs, and let it glide in on its own.

https://www.dropbox.com/s/xaa03wrt2cpeqtg/quicksave.sfs?dl=0

For me, the game crashes once it hits about 3.8 GB. Turning the temperature gauges off prevents the leak, and thus the crash.

My specs:

AMD FX-6300 (6x3.5 Ghz)

GeForce GTS 450 (1 GB VRAM)

16 MB RAM

Windows 7 x64

Edited by AlmostDifferent
Link to comment
Share on other sites

I have been trying to return from orbit a few times and KSP keeps crashing as soon as I get within a few km from the ground. I'm going to try the F10 fix and see if that fixes it. The only items that were showing overheating were the four landing struts.

Link to comment
Share on other sites

hmmm.....

1.0 comes out, everybody hates on it, so Squad pushes out 1.01 to please the masses....Squad realizes a few things got borked, releases 1.02 to please the masses even more...and cause a massive memory leak bug.

This is why you don't push Squad to please the masses.

The way I see it, this is why you throw it to the monkeys and see what breaks then hotfix instead of waiting until the next major version.

1.0.1 was planned before 1.0 was released. It has been said that a few of the bugs fixed were known about before release but there was not time to fix them so a hotfix was planned anyway.

Myself I would welcome a stream of micro updates between major feature introducing releases.

Link to comment
Share on other sites

Apart from memory leak, another problem is that temperature doesn't seem to drop back/ might even keep raising for no reason. I have a ship with two LV-N to Minmus, the LV-N causing the ship to heat up is legit, but the temperature just stay constant/keeps on raising way after shutting down the LV-Ns. Now the ship is 6 days in and its glowing red.... I'm worried if this goes on it might blowup and kill my tourist :/

Link to comment
Share on other sites

Apart from memory leak, another problem is that temperature doesn't seem to drop back/ might even keep raising for no reason. I have a ship with two LV-N to Minmus, the LV-N causing the ship to heat up is legit, but the temperature just stay constant/keeps on raising way after shutting down the LV-Ns. Now the ship is 6 days in and its glowing red.... I'm worried if this goes on it might blowup and kill my tourist :/

That's normal, you gotta shadow your engines from the sun, cause they absorb heat faster than other parts. And try to position your craft to be as less sunlit as possible. You'll temperatures dropping. That's what you would do in real life when lacking dedicated radiators.

Link to comment
Share on other sites

That's normal, you gotta shadow your engines from the sun, cause they absorb heat faster than other parts. And try to position your craft to be as less sunlit as possible. You'll temperatures dropping. That's what you would do in real life when lacking dedicated radiators.

Wow, the sun actually radiate heat? Nice, I did not know that. Thnx

Link to comment
Share on other sites

I'm having the same crash. Unfortunately, I'm not getting crash logs.

Thanks for figuring out it was the temp gauges. It kept hitting my spaceplanes after about 5 minutes of flight.

I had well over a dozen bars showing.

Edited by FleshJeb
Link to comment
Share on other sites

This is not being seen by 100% of players though....it needs to be narrowed down more ya.

I have not seen any posts from people with 4-8 temp gauges displaying where there wasn't a huge leak. Several people have stated they haven't experienced it but haven't asserted they had multiple temp gauges showing. In the second post, I included a quick save from a completely stock install which causes a crash inducing memory leak during re-entry. Now it would be interesting if only certain systems/hardware had this problem but there is no evidence of that.

Update - The memory leak seems to be more severe when the gauges turn red and the parts start glowing. It's possible that those people only temporarily seeing green gauges are not experiencing crashing but are likely seeing small memory leaks.

Edited by Tarheel1999
Link to comment
Share on other sites

Yup, I was having the crash problem on atmospheric reentry too. I wasn't monitoring ksp.exe's memory usage on Windows 8.1 at the time, but the crashes were pretty constant with longer fiery atmospheric reentries. As someone else suggested, I tried turning off the heat gauges by pressing F10 and no more crashes. From other people's posts showing memory usage, sounds like a memory leak to me. Easy enough to workaround until the next patch comes out.

Link to comment
Share on other sites

I have not seen any posts from people with 4-8 temp gauges displaying where there wasn't a huge leak. Several people have stated they haven't experienced it but haven't asserted they had multiple temp gauges showing.

Well, let me be one. After reading this, I paid attention during my (unsuccessful) attempts to build and fly a LF/no-OX nuclear SSTO. Many parts heated up; two nose cones and four canards got hot enough to explode. KSP's memory used, as seen in Task Manager, remained stable around 2,340,000KB. I was running a sandbox saved game in non-Steam KSP 1.0.2 in windowed mode on Windows 7 Pro 64-bit, 8GB RAM, an Intel i5, using NVIDIA Optimus drivers for an NVS 5400M, MSE as my anti-virus, Classic (non-Aero) theme, under an admin account. I had the PlanetShine and LandingHeight mods installed.

In the second post, I included a quick save from a completely stock install which causes a crash inducing memory leak during re-entry. Now it would be interesting if only certain systems/hardware had this problem but there is no evidence of that.

I haven't yet tried your save.

Update - The memory leak seems to be more severe when the gauges turn red and the parts start glowing. It's possible that those people only temporarily seeing green gauges are not experiencing crashing but are likely seeing small memory leaks.

Hm, well, I couldn't say for sure if my parts were glowing red, what with all the "re-entry" plasma engulfing my plane. :P

Link to comment
Share on other sites

I recently flew a plane about 1/4 of the way around Kerbin. I never got very fast, I don't think I ever saw mach 1 in fact. Due to the hardcoding of the temp display to F10 (my "record" key) I had the gauges on for the whole flight.

I had the new non-retractable landing gear on the plane, and some time during the flight the temperature gauge popped up on them. 3 gauges, about halfway up. They also had a very light glow.

After I landed, my Kerbal got out of the plane, took his surface science, and I recovered him. The game crashed. The log showed an OOM error.

So at least in this case, high temperature or "lots of gauges" was not the cause.

Link to comment
Share on other sites

Well, let me be one. After reading this, I paid attention during my (unsuccessful) attempts to build and fly a LF/no-OX nuclear SSTO. Many parts heated up; two nose cones and four canards got hot enough to explode. KSP's memory used, as seen in Task Manager, remained stable around 2,340,000KB. I was running a sandbox saved game in non-Steam KSP 1.0.2 in windowed mode on Windows 7 Pro 64-bit, 8GB RAM, an Intel i5, using NVIDIA Optimus drivers for an NVS 5400M, MSE as my anti-virus, Classic (non-Aero) theme, under an admin account. I had the PlanetShine and LandingHeight mods installed.

I haven't yet tried your save.

Hm, well, I couldn't say for sure if my parts were glowing red, what with all the "re-entry" plasma engulfing my plane. :P

Interesting. How long were the gauges displayed before the parts exploded? I also wonder if the leak is specific to certain parts.

Link to comment
Share on other sites

Interesting. How long were the gauges displayed before the parts exploded? I also wonder if the leak is specific to certain parts.

I dunno, maybe a minute?

I've run your save game - at orbit, ksp.exe used about 2,077,000KB and upon touchdown (after staging decoupler/parachutes at ~300m/s) it's using about 2,159,000KB. Going to the space center, it's at 2,250,000KB, and then quitting to main menu it's at 2,180,000KB.

A few things atypical of my graphics settings, I have the quality one notch from max, I have PPFX off (I forget why - no GPU support for it maybe), I have a custom terrain subdivision level, and I have an abnormal resolution set (for windowed mode). I still had LandingHeight and PlanetShine mods installed. For what it's worth, here's my settings.cfg:

// KSP Game Settings

SETTINGS_FILE_VERSION = 0.18.0
TUTORIALS_EDITOR_ENABLE = False
TUTORIALS_FLIGHT_ENABLE = False
VAB_USE_CLICK_PLACE = True
VAB_USE_ANGLE_SNAP = True
VAB_ANGLE_SNAP_INCLUDE_VERTICAL = False
VAB_CAMERA_ORBIT_SENS = 0.04
VAB_CAMERA_ZOOM_SENS = 0.1
FLT_CAMERA_ORBIT_SENS = 0.04
FLT_CAMERA_ZOOM_SENS = 0.5
FLT_CAMERA_WOBBLE = 0.1
FLT_CAMERA_CHASE_SHARPNESS = 1.5
FLT_CAMERA_CHASE_USEVELOCITYVECTOR = True
FLT_VESSEL_LABELS = True
SPACENAV_CAMERA_SENS_ROT = 30
SPACENAV_CAMERA_SENS_LIN = 20
SPACENAV_CAMERA_SHARPNESS_LIN = 8
SPACENAV_CAMERA_SHARPNESS_ROT = 10
CAMERA_FX_EXTERNAL = 1
CAMERA_FX_INTERNAL = 1
SIMULATE_IN_BACKGROUND = True
PHYSICS_FRAME_DT_LIMIT = 0.06810196
MAX_VESSELS_BUDGET = 0
CONIC_PATCH_DRAW_MODE = 3
CONIC_PATCH_LIMIT = 5
SHOW_PWARP_WARNING = False
EVA_ROTATE_ON_MOVE = True
SPACENAV_FLIGHT_SENS_ROT = 5
SPACENAV_FLIGHT_SENS_LIN = 1
KERBIN_TIME = True
CALL_HOME = False
DONT_SEND_IP = True
SEND_PROGRESS_DATA = False
CHECK_FOR_UPDATES = False
VERBOSE_DEBUG_LOG = False
SHOW_CONSOLE_ON_ERROR = False
AUTOSAVE_INTERVAL = 300
AUTOSAVE_SHORT_INTERVAL = 30
SHOW_SPACE_CENTER_CREW = False
UI_SIZE = 900
UI_OPACITY = 1
SHIP_VOLUME = 0.0968987
AMBIENCE_VOLUME = 0.0968987
MUSIC_VOLUME = 0
UI_VOLUME = 0.4006691
VOICE_VOLUME = 0.400669
SOUND_NORMALIZER_ENABLED = False
SOUND_NORMALIZER_THRESHOLD = 1
SOUND_NORMALIZER_RESPONSIVENESS = 16
SOUND_NORMALIZER_SKIPSAMPLES = 0
SCREEN_RESOLUTION_WIDTH = 1590
SCREEN_RESOLUTION_HEIGHT = 850
FULLSCREEN = False
QUALITY_PRESET = 4
ANTI_ALIASING = 2
TEXTURE_QUALITY = 0
SYNC_VBL = 0
LIGHT_QUALITY = 64
SHADOWS_QUALITY = 64
FRAMERATE_LIMIT = 60
FALLBACK_PART_SHADERS = False
PLANET_FORCE_SHADER_MODEL_2_0 = False
PLANET_SCATTER = True
PLANET_SCATTER_FACTOR = 0.5
AERO_FX_QUALITY = 3
SURFACE_FX = True
EDGE_HIGHLIGHTING_PPFX = False
SCREENSHOT_SUPERSIZE = 0
INPUT_KEYBOARD_SENSIVITITY = 2
dontShowLauncher = False
TRACKIR_ENABLED = False
INPUT_DEVICES
{
}
PITCH_DOWN
{
primary = W
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
PITCH_UP
{
primary = S
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
YAW_LEFT
{
primary = A
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
YAW_RIGHT
{
primary = D
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
ROLL_LEFT
{
primary = Q
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
ROLL_RIGHT
{
primary = E
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
THROTTLE_UP
{
primary = LeftShift
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
THROTTLE_DOWN
{
primary = LeftControl
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
SAS_HOLD
{
primary = F
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
SAS_TOGGLE
{
primary = T
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
LAUNCH_STAGES
{
primary = Space
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
Docking_toggleRotLin
{
primary = Space
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
CAMERA_MODE
{
primary = C
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
CAMERA_NEXT
{
primary = V
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
PAUSE
{
primary = Escape
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
PRECISION_CTRL
{
primary = CapsLock
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
ZOOM_IN
{
primary = Period
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
ZOOM_OUT
{
primary = Comma
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
SCROLL_VIEW_UP
{
primary = PageUp
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
SCROLL_VIEW_DOWN
{
primary = PageDown
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
SCROLL_ICONS_UP
{
primary = Home
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
SCROLL_ICONS_DOWN
{
primary = End
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
CAMERA_ORBIT_UP
{
primary = UpArrow
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
CAMERA_ORBIT_DOWN
{
primary = DownArrow
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
CAMERA_ORBIT_LEFT
{
primary = LeftArrow
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
CAMERA_ORBIT_RIGHT
{
primary = RightArrow
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
CAMERA_RESET
{
primary = Backspace
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
TIME_WARP_INCREASE
{
primary = Quote
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
TIME_WARP_DECREASE
{
primary = Semicolon
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
MAP_VIEW_TOGGLE
{
primary = M
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
UIMODE_STAGING
{
primary = Insert
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
UIMODE_DOCKING
{
primary = Delete
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
TRANSLATE_DOWN
{
primary = I
secondary = None
group = 0
modeMask = -1
modeMaskSec = 2
}
TRANSLATE_UP
{
primary = K
secondary = None
group = 0
modeMask = -1
modeMaskSec = 2
}
TRANSLATE_LEFT
{
primary = J
secondary = None
group = 0
modeMask = -1
modeMaskSec = 2
}
TRANSLATE_RIGHT
{
primary = L
secondary = None
group = 0
modeMask = -1
modeMaskSec = 2
}
TRANSLATE_FWD
{
primary = H
secondary = None
group = 0
modeMask = -1
modeMaskSec = 6
}
TRANSLATE_BACK
{
primary = N
secondary = None
group = 0
modeMask = -1
modeMaskSec = 6
}
RCS_TOGGLE
{
primary = R
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
FOCUS_NEXT_VESSEL
{
primary = RightBracket
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
FOCUS_PREV_VESSEL
{
primary = LeftBracket
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
TOGGLE_UI
{
primary = F2
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
TOGGLE_STATUS_SCREEN
{
primary = F3
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
TAKE_SCREENSHOT
{
primary = F1
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
TOGGLE_LABELS
{
primary = F4
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
TOGGLE_TEMP_GAUGES
{
primary = F10
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
TOGGLE_TEMP_OVERLAY
{
primary = F11
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
TOGGLE_FLIGHT_FORCES
{
primary = F12
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
QUICKSAVE
{
primary = F5
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
QUICKLOAD
{
primary = F9
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
THROTTLE_CUTOFF
{
primary = X
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
THROTTLE_FULL
{
primary = Z
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
LANDING_GEAR
{
primary = G
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
HEADLIGHT_TOGGLE
{
primary = U
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
BRAKES
{
primary = B
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
TOGGLE_SPACENAV_FLIGHT_CONTROL
{
primary = ScrollLock
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
TOGGLE_SPACENAV_ROLL_LOCK
{
primary = None
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
WHEEL_STEER_LEFT
{
primary = A
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
WHEEL_STEER_RIGHT
{
primary = D
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
WHEEL_THROTTLE_DOWN
{
primary = S
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
WHEEL_THROTTLE_UP
{
primary = W
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
EVA_forward
{
primary = W
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
EVA_back
{
primary = S
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
EVA_left
{
primary = A
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
EVA_right
{
primary = D
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
EVA_yaw_left
{
primary = Q
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
EVA_yaw_right
{
primary = E
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
EVA_Pack_forward
{
primary = W
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
EVA_Pack_back
{
primary = S
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
EVA_Pack_left
{
primary = A
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
EVA_Pack_right
{
primary = D
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
EVA_Pack_up
{
primary = LeftShift
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
EVA_Pack_down
{
primary = LeftControl
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
EVA_Jump
{
primary = Space
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
EVA_Run
{
primary = LeftShift
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
EVA_ToggleMovementMode
{
primary = LeftAlt
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
EVA_TogglePack
{
primary = R
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
EVA_Use
{
primary = F
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
EVA_Board
{
primary = B
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
EVA_Orient
{
primary = Space
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
EVA_Lights
{
primary = L
secondary = None
group = 268435456
modeMask = -1
modeMaskSec = -1
}
Editor_pitchUp
{
primary = S
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
Editor_pitchDown
{
primary = W
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
Editor_yawLeft
{
primary = A
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
Editor_yawRight
{
primary = D
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
Editor_rollLeft
{
primary = Q
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
Editor_rollRight
{
primary = E
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
Editor_resetRotation
{
primary = Space
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
Editor_modePlace
{
primary = Alpha1
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
Editor_modeOffset
{
primary = Alpha2
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
Editor_modeRotate
{
primary = Alpha3
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
Editor_modeRoot
{
primary = Alpha4
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
Editor_coordSystem
{
primary = F
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
Editor_toggleSymMethod
{
primary = R
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
Editor_toggleSymMode
{
primary = X
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
Editor_toggleAngleSnap
{
primary = C
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
Editor_fineTweak
{
primary = LeftShift
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
AXIS_PITCH
{
PRIMARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
SECONDARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
}
AXIS_ROLL
{
PRIMARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
SECONDARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
}
AXIS_YAW
{
PRIMARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
SECONDARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
}
AXIS_THROTTLE
{
PRIMARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
SECONDARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
}
AXIS_THROTTLE_INC
{
PRIMARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
SECONDARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
}
AXIS_CAMERA_HDG
{
PRIMARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
SECONDARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
}
AXIS_CAMERA_PITCH
{
PRIMARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
SECONDARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
}
AXIS_TRANSLATE_X
{
PRIMARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
SECONDARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
}
AXIS_TRANSLATE_Y
{
PRIMARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
SECONDARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
}
AXIS_TRANSLATE_Z
{
PRIMARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
SECONDARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
}
AXIS_WHEEL_STEER
{
PRIMARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
SECONDARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
}
AXIS_WHEEL_THROTTLE
{
PRIMARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
SECONDARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
}
axis_EVA_translate_x
{
PRIMARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
SECONDARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
}
axis_EVA_translate_y
{
PRIMARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
SECONDARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
}
axis_EVA_translate_z
{
PRIMARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
SECONDARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
}
axis_EVA_pitch
{
PRIMARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
SECONDARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
}
axis_EVA_yaw
{
PRIMARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
SECONDARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
}
axis_EVA_roll
{
PRIMARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
SECONDARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
}
AXIS_MOUSEWHEEL
{
PRIMARY
{
name = Mouse ScrollWheel
axis = -1
inv = False
sensitivity = 1
deadzone = 0
scale = 1
group = 0
modeMask = -1
}
SECONDARY
{
name = None
axis = -1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
modeMask = -1
}
}
MODIFIER_KEY
{
primary = LeftAlt
secondary = RightAlt
group = 0
modeMask = -1
modeMaskSec = -1
}
AbortActionGroup
{
primary = Backspace
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
CustomActionGroup1
{
primary = Alpha1
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
CustomActionGroup2
{
primary = Alpha2
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
CustomActionGroup3
{
primary = Alpha3
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
CustomActionGroup4
{
primary = Alpha4
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
CustomActionGroup5
{
primary = Alpha5
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
CustomActionGroup6
{
primary = Alpha6
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
CustomActionGroup7
{
primary = Alpha7
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
CustomActionGroup8
{
primary = Alpha8
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
CustomActionGroup9
{
primary = Alpha9
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
CustomActionGroup10
{
primary = Alpha0
secondary = None
group = 0
modeMask = -1
modeMaskSec = -1
}
TRACKIR
{
}
TERRAIN
{
preset = Custom
version = 0.90.0
PRESET
{
name = Low
PLANET
{
name = Kerbin
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = KerbinOcean
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Mun
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Minmus
minDistance = 4
minSubdivision = 1
maxSubdivision = 5
}
PLANET
{
name = Bop
minDistance = 4
minSubdivision = 1
maxSubdivision = 5
}
PLANET
{
name = Duna
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Eve
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = EveOcean
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Gilly
minDistance = 4
minSubdivision = 1
maxSubdivision = 5
}
PLANET
{
name = Ike
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Laythe
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = LaytheOcean
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Moho
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Tylo
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Vall
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Dres
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Pol
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Eeloo
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
}
PRESET
{
name = Custom
PLANET
{
name = Kerbin
minDistance = 6
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = KerbinOcean
minDistance = 3
minSubdivision = 1
maxSubdivision = 5
}
PLANET
{
name = Mun
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Minmus
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Bop
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Duna
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Eve
minDistance = 6
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = EveOcean
minDistance = 3
minSubdivision = 1
maxSubdivision = 5
}
PLANET
{
name = Gilly
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Ike
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Laythe
minDistance = 6
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = LaytheOcean
minDistance = 3
minSubdivision = 1
maxSubdivision = 5
}
PLANET
{
name = Moho
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Tylo
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Vall
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Dres
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Pol
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Eeloo
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
}
PRESET
{
name = Default
PLANET
{
name = Kerbin
minDistance = 6
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = KerbinOcean
minDistance = 6
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Mun
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Minmus
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Bop
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Duna
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Eve
minDistance = 6
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = EveOcean
minDistance = 6
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Gilly
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Ike
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Laythe
minDistance = 6
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = LaytheOcean
minDistance = 6
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Moho
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Tylo
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Vall
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Dres
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Pol
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Eeloo
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
}
PRESET
{
name = High
PLANET
{
name = Kerbin
minDistance = 8
minSubdivision = 1
maxSubdivision = 10
}
PLANET
{
name = KerbinOcean
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Mun
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Minmus
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Bop
minDistance = 8
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Duna
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Eve
minDistance = 8
minSubdivision = 1
maxSubdivision = 10
}
PLANET
{
name = EveOcean
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Gilly
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Ike
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Laythe
minDistance = 8
minSubdivision = 1
maxSubdivision = 10
}
PLANET
{
name = LaytheOcean
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Moho
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Tylo
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Vall
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Dres
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Pol
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Eeloo
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
}
}

Link to comment
Share on other sites

I have PPFX off (I forget why - no GPU support for it maybe)

I found this interesting, because this is also used for the glow effect in the temperature gauge overlay, so I re-tested the save from my earlier post with PPFX turned off: memory usage still goes up, but much slower than with PPFX on. So it would take a much longer time to hit the 4 GB crash barrier. With PPFX on, it takes about 6 minutes from loading the save to the crash.

EDIT: It seems that, with PPFX off, the memory usage increases due to something else, not the heat gauges. Maybe it's just the PQS rebuilding the terrain mesh during re-entry. Stationary tests show memory only leaking with PPFX on. Sorry for getting that wrong.

Edited by AlmostDifferent
Fact checking revealed a mistake. Sorry.
Link to comment
Share on other sites

Can't remember if I mentioned this yet, but on Linux the memory use goes up to about 2.6 gigs with the heat gauges active, then stays there, normally it's 1.4gigs for me.

Can any other Linux users check?

Link to comment
Share on other sites

If your are able can you try landing without decoupling? I'm pretty sure my crashes were caused by the landing legs overheating and glowing red. If you are able to land without decoupling, it may very well be the PPFX causing the leak.

I'll try turning off PPFX to see if that solves the problem for me.

Link to comment
Share on other sites

Okay I tested and the memory increase with PPFX off was only about 100mb. With PPFX on the memory increase was about 1.5Gb+. The main difference between the two appears to be that the overheated parts glow with PPFX on. The memory increase was substantially less with physical time warp set to 4x. It would appear time plays a role in the leak (no real surprise here).

Link to comment
Share on other sites

They start off disabled. You have to enable them with F10.

I'm not sure how persistent they are. Like if you hit F10, then exit the game and come back in, if they're still enabled. Or if you jump to a new ship. Or go to the space center and back.

Link to comment
Share on other sites

They start off disabled. You have to enable them with F10.

That's odd, because they were on by default for me. On the other hand, I ported my settings from 0.9 > 1.0.0 > 1.0.2 so who knows what's in there. :D

Link to comment
Share on other sites

They start off disabled. You have to enable them with F10.

I'm not sure how persistent they are. Like if you hit F10, then exit the game and come back in, if they're still enabled. Or if you jump to a new ship. Or go to the space center and back.

It's the opposite for me. They are enabled for every flight and have to be turned off. However I don't bother until they show up.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...