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Unrecoverable Freeze on Science Experiment


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Hi,

I'm having a KSP freeze/crash when performing a science experiment where the Science report GUI doesn't even get to appear. The KSP screen freezes and I get the windows 'processing/waiting' circular mouse icon. The experiment has been both a stock and moded item, so I don't think the part is the issue.

I've checked both the log files and had the console open when replicating the issue to try and get information, but the game freezes before anything is written to those possible data sources so I'm left with no direction to track the issue. I've tried to leave KSP overnight in that frozen state and it never has come back, so it's stuck doing 'something'.

I've removed a few mods related to science (CrowdSourceScience & [X]Science) but the issue still persists, but is at times random. When I take the same vessel to a separate game using the same install, there are no issues at all and the Science GUI appears as expected. So I'm not sure what to use to get some additional information.

Is there are any other tools that can help isolate what might be causing this issue?

Log file -> https://ufile.io/s81l0

Mod list below in case it's an obvious conflict someone knows about.

Spoiler

KSP: 1.3 (Win64) - Unity: 5.4.0p4 - OS: Windows 10  (10.0.0) 64bit
000_AT_Utils - 1.4.4
Toolbar - 1.7.14
USI Tools - 0.9.3
AirlockPlus - 0.0.9
AllYAllContinued - 0.11
Astrogator - 0.7.8
BetterTimeWarpContinued - 2.3.8
Chatterer - 0.9.93.1804
CIT_Util - 1.4
BAM - 1.3
CollisionFX - 4.0
Community Category Kit - 2.0.1
Community Resource Pack - 0.7.2
CommunityTechTree - 3.1
Community Trait Icons - 0.1.2
Connected Living Space - 1.2.5.3
Contract Configurator - 1.23.2
Contract Pack: Anomaly Surveyor - 1.7
CC-CP-SCANSat - 0.6.0.1
Contract Pack: Exploration Plus - 1.0.1
Contract Pack: Field Research - 1.2.2
Contract Pack: Bases and Stations - 3.7.0.1
Contract Pack: Grand Tour Contracts - 0.1.10.3
Contract Pack: Rover Missions - 0.1.7
Contract Pack: Unmanned Contracts - 0.3.27
Crew Light - 1.8
CrewRandR - 1.1.4
Custom Asteroids - 1.5
CustomBarnKit - 1.1.16
DestructionEffects - 1.6
DistantObjectEnhancement - 1.9.1
DMagic Orbital Science - 1.3.0.10
CapCom Mission Control On The Go - 1.0.2.7
Contract Parser - 1.0.7
Contracts Window Plus - 1.0.8.1
Progress Parser - 1.0.8
DynamicBatteryStorage - 1.1
Easy Vessel Switch - 1.5.6471.31118
EVA Struts - 1.0.4
EVA Transfer - 1.0.7
Firespitter - 7.6
FlagRotate - 1.1.4
Flexible Docking - 1.0.5
FMRS (Flight Manager For Reusable Stages) - 1.2.5
GroundConstruction - 1.2
Impact - 1.6
Interstellar Fuel Switch - 2.9.3
RasterPropMonitor - 0.29
Kerbal Attachment System - 0.6.3
Kerbal Engineer Redux - 1.1.3
KerbalHealth - 0.6.5
KerbalLaunchFailure - 0.4.7
Graphotron - 0.4.3
HyperEdit - 1.5.4
KerbNet Controller - 1.0.3
Kerbal Inventory System - 1.7.6468.41490
Kopernicus - 1.3.0.6
MKS Patches for KPBS - 1.0
KSP-AVC Plugin - 1.1.6.2
KSPRescuePodFix - 1.1.0.7
KSPWheel - 0.9.5.20
KWRocketryRedux - 3.1.3
Lithobrake Exploration Technologies - 0.4
LoadingScreenManager - 1.2
Mk 1 Cargo Bay - 1.3
Modular Rocket Systems - 1.13.1
ModularFlightIntegrator - 1.2.4
Monthly Budgets - 2.7
NavBallDockingAlignmentIndicatorCE - 1.0.2
NearFutureConstruction - 0.8.3
NearFutureElectrical - 0.9.5
NE-KEES - 0.3.5.16
NE-KLS - 0.2.5.16
NE-MPP - 0.2.5.16
NE-Common - 0.2.5.16
NE-OMS - 0.7.5.16
Final Frontier - 1.3.1.3103
OuterPlanetsMod-Galileo - 1.2.1
Kerbal Planetary Base Systems - 1.5.2
Portrait Stats - 1.0.15
Precise Maneuver - 2.3.1
Mk2.5 Spaceplane Parts - 1.4.2
RCS Build Aid - 0.9.1.2
Recovery Controller - 0.0.2
ReentryParticleEffect - 1.2.0.1
ResearchBodies - 1.9.5
RetractableLiftingSurface - 0.1.4
RLA_Recontinued - 14.1
RoverScience - 2.3.2
SCANsat - 1.1.8
Science Relay - 1.0.4.1
RecoverableEmergencyKerbalTransport - 0.4.5
Ship Effects Continued - 1.0.8.1
Ship Manifest - 5.2
Space Age - 0.2.2
FuelCellTweaks - 1.0.4
StageRecovery - 1.7.2
StateFundingContinued - 0.6.10
Stock Visual Enhancements - 1.2.5
Strategia - 1.6
Surface Mounted Stock-Alike Lights for Self-Illumination - 1.5.6473.1613
Stock Visual Terrain - 2.0.6
TAC Fuel Balancer - 2.13
TarsierSpaceTechnology - 7.0
TotalTime - 0.6.6
Kerbal Alarm Clock - 3.8.5
TweakScale - 2.3.6
USI Core - 0.4.2
Asteroid Recycling Tech - 0.10.3
USI Exploration Pack - 0.8.2
Freight Transport Tech - 0.7.2
Karbonite - 0.9.2
Konstruction - 0.2.2
Malemute Rover - 0.3.2
MKS - 0.52.2
USI Alcubierre Drive - 0.6.2
VenStockRevamp - 1.9.8
Waypoint Manager - 2.7
OSE Workshop - 1.2.1

 

Edited by wile1411
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  • 2 weeks later...

Hi,

I am running somewhat similar mods as you and I occasionally get a freeze when trying to perform a science experiment too.   Like you, I'm able to put the same vessel in a different game and it works, and I've been able to go back to past saves and I don't run into the same freeze doing the same science experiment on the same ship that results in the freeze.

I haven't tracked it down yet but I've tried removing [x] Science and some of the science related part mods I had experienced the hang on.   I've gotten the freeze on a Crew Report more recently.  That is odd.  I am currently testing my setup without ScienceRelay installed.  That's one thing I am thinking, aside from Ship Manifest, that might kick in when I click the "do science" button.   Or it might not be a mod at all. 

But to possibly trim culprits down, here are the mods that we share from your list.

Spoiler

 

KSP: 1.3 (Win64) - Unity: 5.4.0p4 - OS: Windows 7  64bit

[x] Science [currently not applied for testing purposes]

000_AT_Utils - 1.4.4
USI Tools - 0.9.3
Community Category Kit - 2.0.1
Community Resource Pack - 0.7.2
CommunityTechTree - 3.1
Community Trait Icons - 0.1.2
Connected Living Space - 1.2.5.3
DMagic Orbital Science - 1.3.0.10
CapCom Mission Control On The Go - 1.0.2.7
Contract Parser - 1.0.7
Contracts Window Plus - 1.0.8.1
Progress Parser - 1.0.8
Kerbal Attachment System - 0.6.3
Kerbal Engineer Redux - 1.1.3
KerbNet Controller - 1.0.3
Kerbal Inventory System - 1.7.6468.41490
Portrait Stats - 1.0.15
Precise Maneuver - 2.3.1
RoverScience - 2.3.2
SCANsat - 1.1.8


Science Relay - 1.0.4.1   [I'm currently testing this]

Ship Manifest - 5.2
StageRecovery - 1.7.2
Surface Mounted Stock-Alike Lights for Self-Illumination - 1.5.6473.1613
TAC Fuel Balancer - 2.13
Kerbal Alarm Clock - 3.8.5
TweakScale - 2.3.6
USI Core - 0.4.2
Asteroid Recycling Tech - 0.10.3
USI Exploration Pack - 0.8.2
Freight Transport Tech - 0.7.2
Karbonite - 0.9.2
Konstruction - 0.2.2
Malemute Rover - 0.3.2
MKS - 0.52.2
USI Alcubierre Drive - 0.6.2
Waypoint Manager - 2.7

 


 

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4 hours ago, Ikkaku said:

Hi,

I am running somewhat similar mods as you and I occasionally get a freeze when trying to perform a science experiment too.   Like you, I'm able to put the same vessel in a different game and it works, and I've been able to go back to past saves and I don't run into the same freeze doing the same science experiment on the same ship that results in the freeze.

I haven't tracked it down yet but I've tried removing [x] Science and some of the science related part mods I had experienced the hang on.   I've gotten the freeze on a Crew Report more recently.  That is odd.  I am currently testing my setup without ScienceRelay installed.  That's one thing I am thinking, aside from Ship Manifest, that might kick in when I click the "do science" button.   Or it might not be a mod at all. 

 

Ah - didn;t think of that one : I'll test that too. I've been getting it when doing crew reports, but of late it's been doing the final analysis of scansat.

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I have some of these mods too, and am experiencing the same crash. The mods all three of us have in common are: USI Exploration Pack, Freight Transport Tech, Karbonite, Konstruction, Malemute Rover, MKS, USI Alcubierre Drive, Kerbal Alarm Clock, USI Core, TweakScale, 000_AT_Utils, RoverScience, SCANsat, Science Relay, Community Category Kit, Community Resource Pack, CommunityTechTree, Waypoint Manager, Kerbal Attachment System, Kerbal Engineer Redux, DMagic Orbital Science, and Kerbal Inventory System. HOWEVER, I experienced this crash before installing Waypoint Manager and Freight Transport Tech, so those are most likely unrelated to this issue.

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I'm still trying to eliminate Science Relay as a possible culprit, but I didn't get any testing done last weekend. (Racing weekend) There was an update from @DMagic that mentioned an issue related to number of connected vessels when the science result appears, but I'm not sure if this could even cause it. I was early in my tech career and it was the first satellite I had in orbit when the game crashed. I've pulled out this mod and still pulling out other mods to check if the issue still exists, but it's a hard issue to replicate. Once it happens, I can get to occurring always every time, it's just that first crash I'll trying to bring up again.

 

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On ‎11‎/‎10‎/‎2017 at 8:46 AM, TeraByte_Gaming said:

I found the problem! It's a bug caused by [X] Science, the activation panel is causing the crash. Running an experiment from the right click menu works fine. (At least it does for me.)

Clicking a science experiment button in the right click/PAW menu is when my freeze/crashes happen. :(  I've mostly had it on completing ScanSat analysis, but I've also had it on other experiments like stock GooCanister & temperature probe. So it's just when the science experiment result window tried to open.  

With 1.3.1 out, I've reinstalled everything again and need to have a good gaming session length to see if the problem comes up again.

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Just reporting back.   With my install, after removing Science Relay (Oct 1st), I haven't had the freeze issue so far (I got the freeze error when using the right-click menu).   I haven't gotten around to reviewing and testing the new release of Science Relay yet, but that will be my next thing to do. 

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On ‎10‎/‎15‎/‎2017 at 5:01 PM, Ikkaku said:

Just reporting back.   With my install, after removing Science Relay (Oct 1st), I haven't had the freeze issue so far (I got the freeze error when using the right-click menu).   I haven't gotten around to reviewing and testing the new release of Science Relay yet, but that will be my next thing to do. 

Same here.

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I've not gotten far into my restart of the new career I started, but also haven't seen the issue again. I'll probably reinstall Science Relay again to see if @DMagic recent patches fixed the issue. I'll report back once I'm on Minmus. (Give or take a month or so - I don't get much play time at the moment due to IRL stuff) :) 

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