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scottadges

KSP 1.4.3 Keeps crashing - Can anyone help me diagnose logs & problems?

Question

Can anyone help me diagnose what's going on with these crashes? (I don't really know how to read these logs)

I'm playing on 1.4.3 since I haven't wanted to go through and update all my mods since 1.4.4 and now 1.4.5 have come out. But recently, I'm seeing a LOT more crashes to desktop. I have been installing mostly functionality-related mods, not really parts mods. 

NOTE: I know that a majority of the mods I have installed say their versions are between 1.4.3 and 1.4.99, but I went through and mostly downloaded/updated only mods to 1.4.3. Some even say they're not specific to any specific version and work on 1.4.x, etc. So hopefully responses I get aren't "Make sure your mods are updated" because there's only so much updating one can do here...

Background:

It's not any specific activity that I'm doing in-game that causes crashes. The game will run just fine for a while, then at random points during gameplay it will CTD. The most recent mod I installed was FMRS, but it was happening before I installed that. I thought it was Kopernicus a few days ago, so I made sure I'm running the 1.4.3 version (not the latest 1.4.5 version) of that mod.

Other than that, I'm running mostly QOL mods and specific functionality for my Career game. Not really sure if this is even a mod conflict, or maybe I'm running out of RAM? (It says max usage 49% thought, so I don't know...)

Log Files are here:

Please let me know if anyone can't access the Dropbox files to view these logs and help me out! :wink:

Complete Mod List is here:

Spoiler

Flight Manager for Reusable Stages (FMRS) Continued (FMRSContinued 1.2.7.2)
[x] Science! (xScience vV5.16)
Action Groups Extended (AGExt 2.3.35)
Alternate Resource Panel (AlternateResourcePanel v2.9.3.0)
AT Utils (AT-Utils v1.6.0)
Basic Procedural Textures (BasicProceduralTextures v1.2)
Better Science Labs Continued (BetterScienceLabsContinued 0.1.9.3)
BetterBurnTime (BetterBurnTime 1.6.1)
BetterCrewAssignment (BetterCrewAssignment 1.3.2)
BetterTimeWarpContinued (BetterTimeWarpCont 2.3.10.1)
ClickThrough Blocker (ClickThroughBlocker 0.1.6.7)
Collision FX (CollisionFX v4.0)
CommNet Constellation (CommNetConstellation 1.2.1)
Community Resource Pack (CommunityResourcePack 0.10.0.0)
Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.3)
Community Trait Icons (CommunityTraitIcons v1.0.0)
Configurable Containers Core (ConfigurableContainers-Core 2.4.3.1)
Connected Living Space (ConnectedLivingSpace 1.2.6.2)
Contract Configurator (ContractConfigurator 1.25.0)
Contract Pack: Anomaly Surveyor (ContractConfigurator-AnomalySurveyor 1.7.1)
Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.1)
Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.1)
Contract Pack: Kerbal Academy (ContractConfigurator-KerbalAcademy 1.1.10)
Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2)
Contract Parser (ContractParser 8.0)
Contracts Window + (ContractsWindowPlus 9.0)
Craft Manager (CraftManager 1.1.3)
Crowd Sourced Science (CrowdSourcedScience v4.1.2)
Decoupler Shroud (DecouplerShroud 0.5.0)
Distant Object Enhancement (DistantObject v1.9.1)
Distant Object Enhancement default config (DistantObject-default v1.9.1)
DMagic Orbital Science (DMagicOrbitalScience 1.3.12)
Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.8.2)
Draggable Altimeter (DraggableAltimeter v1.0.1)
Draggable Navball (DraggableNavball v1.0.1)
Easy Vessel Switch (EVS) (EasyVesselSwitch 1.8)
Editor Extensions Redux (EditorExtensionsRedux 3.3.19.3)
Environmental Visual Enhancements (EnvironmentalVisualEnhancements 2:EVE-1.4.2-2)
Environmental Visual Enhancements - Stock Planet Config files (EnvironmentalVisualEnhancements-HR 2:EVE-1.2.2-1)
Flexible Docking (FlexibleDocking 6.0)
HangerExtender (HangerExtenderExtended 3.5.3.2)
HyperEdit (HyperEdit 1.5.8.0)
IndicatorLights (IndicatorLights 1.3.1)
IndicatorLights Community Extensions (IndicatorLightsCommunityExtensions 1.3.1)
Keep It Straight (KeepItStraight 1.0.4)
Kerbal Alarm Clock (KerbalAlarmClock v3.9.1.0)
Kerbal Attachment System (KAS 0.6.4.0)
Kerbal Engineer Redux (KerbalEngineerRedux 1.1.5.3)
Kerbal Foundries2 (KerbalFoundriesContinued 2.2.6.16)
Kerbal Improved Save System (KerbalImprovedSaveSystem v2.3.0)
Kerbal Inventory System (KIS 1.14)
KSP AVC (KSP-AVC 1.2.0.2)
KW Rocketry Rebalanced (KWRocketryRebalanced 3.2.5.5)
MechJeb 2 (MechJeb2 2.7.3.0)
MechJeb and Engineer for all! (MechJebForAll 1.3.0.2)
Mini Airbrakes (MiniAirbrakes 1.1)
ModularFlightIntegrator (ModularFlightIntegrator 1.2.5.0)
Module Manager (ModuleManager 3.0.7)
MSP-3000 Material Science Pod (MSP3000 V1.0)
NavHud (NavHudRenewed 1.3.5.1)
Patch Manager (PatchManager 0.0.16)
PlanetShine (PlanetShine 0.2.6.1)
PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.1)
Precise Node (PreciseNode 1.2.9.1)
Progress Parser (ProgressParser 10.0)
RCS Build Aid Continued (RCSBuildAidCont 0.9.7.1)
Real Plume (RealPlume 2:v11.0.0)
Real Plume - Stock Configs (RealPlume-StockConfigs v1.2.0)
RecoveryController (RecoveryController 0.0.3.2)
scatterer (Scatterer 2:v0.0331b)
scatterer - default config (Scatterer-config 2:v0.0331b)
scatterer - sunflare (Scatterer-sunflare 2:v0.0331b)
Science Relay (ScienceRelay 5.1)
ScienceAlert ReAlerted (ScienceAlert 1.9.4)
Simple Adjustable Fairings - KW Rocketry Pack (SimpleAdjustableFairings-KWRocketry v1.0.3)
Simple Adjustable Fairings - Plugin (SimpleAdjustableFairings v1.2.0)
SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.0.0)
SpacetuxSA (SpacetuxSA 0.3.12.3)
Surface Experiment Pack (SurfaceExperimentPack v2.6)
TAC Fuel Balancer (TacFuelBalancer v2.19)
TextureReplacer (TextureReplacer v2.7.0)
The Janitor's Closet (JanitorsCloset 0.3.4.1)
Tokamak Refurbished Parts (TokamakRefurbishedParts 0.1.15.3)
Toolbar (Toolbar 1.7.17.11)
Toolbar Controller (ToolbarController 1:0.1.6.10)
Tracking Station Evolved (TrackingStationEvolved 4.0)
Trajectories (Trajectories vKSP1.4.2-v2.2.0)
Transfer Window Planner (TransferWindowPlanner v1.6.3.0)
TRP-Hire (TRPHire 0.6.8.6)
USI Tools (USITools 0.12.0.0)
Ven's Stock Part Revamp (VenStockRevamp v1.9.6)
WorldStabilizer (WorldStabilizer 0.9.2)
 

 

Thanks for your help everyone! Looking forward to any answers I can get from the community.

 

Edited by scottadges

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14 answers to this question

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Uhm, the output log is from a different install (KSP 1.3.1) but the KSP.log already shows A LOT exceptions and warnings. I'm not used to read in the KSP.log, if you can upload the correct output_log, that would be nice :) (Check the sticky if you don't know where the correct output_log is located. Should be somewhere in your AppData folder)

You copied the Mod list in your post via KSP-AVC, did you? Its just for my personal curiousity because OPM is not listed in your post but in your log ;)

Anyway, right now it I have an eye on several mods: EVE, OPM, scatterer, FMRS, TacFuelBalancer, Contracts Window+ and MechJeb. The excetions/warnings occures whenever something is done by these mods, things may become more clear with the correct output_log. Probably, there is even a bugged vessel flying around (found a warning about BoxColliders regarding your Vessel 'KSCS-013 Suborbital Lander + Service + Launcher').

One additional thing you can do, is to enable messages from the debug console on your screen. There are some options in the debug menu, something like 'show error messages on screen' and the same thing for exceptions. When you enable these options, error and exception messages will be displayed in the top right corner of your screen right in the moment the error occurs. This helps you to keep track on the moment and the actions you performed which causes the error. So if the log starts spamming NRE messages after clicking on a mod icon in the toolbar or after switching/launching a vessel, we may be able to isolate related mods.

Oh, and make sure your mods are updated :P:D(you basically asked for this)

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10 hours ago, scottadges said:

Can anyone help me diagnose what's going on with these crashes?

Hi ,  notably collision FX is throwing huge errors  10000's of lines ,  30 copies of MiniAVC  when you only need one (1) close to the record but not quite .
Same old problem with airplanes plus textures not being found, ( i say old because i see it in every log and have done for months) .
VenStockRevamp showing almost all of it as having texture loading errors .
Universal storage showing model loading errors on what looks like all the parts.
Very oddly there are a raft of errors associated with squad parts and that usually takes a well messed up install. 
TokamakIndustries showing model, texture and cfg loading errors.
The mod spacetux cant find it's icons. 
Followed by another load of errors from Kopernicus . 
I could go on and on, but that's enough , your game is showing clearly 2773 distinct errors.

  Sir your install is a mess

  So it's time to give up with that game . Admit defeat, because i doubt you'll be able to cure all the issues, there is far too much interactivity between mods, broken mods will have already been used in craft and modules applied to parts.    The big killer right now for you is collision FX  which is heavily spamming the log . I suspect  the crash is simply because the game grinds to a halt trying to let you play, while logging errors constantly

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6 minutes ago, SpannerMonkey(smce) said:

Sir your install is a mess

Thanks, for the diagnosis, I appreciate you calling out these issues. I guess I need to rethink a few things LOL

9 hours ago, 4x4cheesecake said:

if you can upload the correct output_log, that would be nice

Hmm, that was the output_log from: C:\Users\[MyName]\AppData\LocalLow\Squad\Kerbal Space Program. But you're right, the sticky says from (C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data) except that filename shows from back in February. Is there are reason that "output_log.txt" wouldn't be updating if there was a crash?

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On 8/2/2018 at 4:06 PM, scottadges said:

t "output_log.txt" wouldn't be updating if there was a crash?

Hi since 1.4  the output log is written to C/users/etc, any logs remaining in KSP data will be ignored and not updated, obsolete,   Really and truly . an output is NOT going to tell anyone except  maybe a dev any more than what the KSP.log just told me,  I've not seen one error  fixed in 6 years of KSP modded bug  hunting through reading an output log.

 EDIT as it's so important to some people
``` I've not seen one error fixed in 6 years ```  Means me personally  , not you or your buddy.  and after viewing hundreds of other players logs both from here, steam and in various thread since 2012 I stand by my assertion that over 90% of issues can be solved without ref to an  output log.  However just in case that's unclear
 


Do note other users may have different opinions on most effective bug finding practices 

 

Edited by SpannerMonkey(smce)
pointless posting that doesn't help resolve OP's issues

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31 minutes ago, SpannerMonkey(smce) said:

Hi since 1.4  the output log is written to C/users/etc, any logs remaining in KSP data will be ignored and not updated, obsolete,   Really and truly . an output is NOT going to tell anyone except  maybe a dev any more than what the KSP.log just told me,  I've not seen one error  fixed in 6 years of KSP modded bug  hunting through reading an output log. 

Thanks, that's good to know. I won't refer to that one. Only need to go off the KSP.log then.

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If you uninstall your game and then delete anything left over, and then start over and your game is STILL crashing all the time you could try my fix.

I say that solely from your error log of displayed modules throwing the error.

I don't understand the crap in output logs/KSP logs....

I'd keep a copy of your persistent save files (there's two) in case you start over and still have the crashes....

I was having frequent crashes, deleted everything and started over twice because everyone here tells you to, and then STILL had frequent crashes and it was because of xinput1_3.dll.

Lastly Kopernicus (and EVE, scatterer, Galileo's visual mods) and the like have VERY specific installation instructions and need to be installed first and by themselves to get them to work properly. I'd read the readme for Kopernicus and follow it to the letter if you want the Visual Textures mods to work. There is an installation guide on the Internet somewhere for them....I'd look for it and/or ask for help.

I wouldn't use Ven's stock revamp since it messes with the stock textures....just my personal opinion on it....

Some say Kerbal Joint Reinforcement is now obsolete (at least there are many threads about it if you Google it) because you can go into settings for the game and enable "advanced tweakables," which then allows you to turn on rigid attachments and auto struts via the right click menu of every part on your ship....

Edited by JoE Smash

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20 hours ago, SpannerMonkey(smce) said:

Hi since 1.4  the output log is written to C/users/etc, any logs remaining in KSP data will be ignored and not updated, obsolete,   Really and truly . an output is NOT going to tell anyone except  maybe a dev any more than what the KSP.log just told me,  I've not seen one error  fixed in 6 years of KSP modded bug  hunting through reading an output log. 

Ill disagree, many times Ill see stuff in the output_log which isnt in the KSP.log

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53 minutes ago, JoE Smash said:

wouldn't use Ven's stock revamp since it messes with the stock textures....just my personal opinion on it..

Thats the whole idea behind Vens.  However, for some parts, he also changes some stats and diminsions.  But it looks greak, I use it

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5 hours ago, linuxgurugamer said:

Thats the whole idea behind Vens.  However, for some parts, he also changes some stats and diminsions.  But it looks greak, I use it

It probably only makes me nervous because I don't fully understand what things are okay in the KSP and Output logs and what things are not ok....

Even mods done correctly make things in the logs appear about not being able to find this or that. Or this doesn't exist....creating it. I don't fully understand which statements are fine and which are bad.

I believe at the time I was thinking I couldn't find the correct parts for part contracts that refer to stock parts. This was the first week I was playing though. Now that I have looked in the contracts file I realize contracts are only based on parts you do have, not parts you don't have.

Pretty sure the only instance you can have of not having the right part to test for a contract on a mod part is because you uninstalled all the parts with that mod AFTER the contract in question had already been generated in mission control, and/or you accepted it THEN deleted the parts.... 

Ever since though I have never really felt ok with mods that change or disappear stock parts....but that's probably just a JoE superstition....

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On 8/2/2018 at 10:16 AM, SpannerMonkey(smce) said:

Really and truly . an output is NOT going to tell anyone except  maybe a dev any more than what the KSP.log just told me,  I've not seen one error  fixed in 6 years of KSP modded bug  hunting through reading an output log. 

I find, debug, and fix errors in my own install based on both logs almost every week.

The correct output log would be helpful but the sheer volume of CollisionFX errors in your logs is not going to do you any favors (the game is spending a lot of time and resources just logging those). There's also many ProgressParser errors in there I think DMagic fixed in his latest release.

You've got a lot of mods and they don't seem to be designed such that you chose THE BEST MOD to improve any particular aspect. Example: you have [x] science and science alert. [x] science churns memory pretty hard (it creates thin wrappers around just about every object it needs rather than just using the objects as they are and it loops through the bodies, biomes, and experiments frequently without preserving past work or using events) so I'd be loathe to have it open at the same time as another mod that detects science situations.

I'm betting you don't have an up to date 1.4 fork of Ven's stock revamp, also (the most easily found ones were updated for 1.2 or 1.3). If you're not a modder, you really need to only use mods that are maintained by someone.

I'd recommend updating to 1.4.5, re-evaluating whether you *need* every mod on that list carefully, and checking each and every one of them for an update. If you cut mods with parts or bodies in them, you will probably lose ships. If you don't, you generally won't. Places to search for updates for each mod: forum, curseforge, spacedock, github, forks on github. That's a lot of work, so cutting mods cuts how much work it takes to keep the list in good shape. Netkan kind of does this for you but many mod authors aren't bought into it (because mod management in KSP is just file management...) and often the metadata is just updated (or not) by a 3rd party. Netkan works best for lightly modded setups with popular mods.

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8 hours ago, linuxgurugamer said:

Ill disagree, many times Ill see stuff in the output_log which isnt in the KSP.log

 

26 minutes ago, whitespacekilla said:

I find, debug, and fix errors in my own install based on both logs almost every week.

In which case as it seems to matter to you both  so much.  I'll  obviously have to add the disclaimer  " other user experiences may differ" when dealing with such user created issues. As more than 90% of them are indeed user created and easily diagnosed  via KSP.log . 

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3 hours ago, SpannerMonkey(smce) said:

As more than 90% of them are indeed user created and easily diagnosed  via KSP.log . 

KSP.log is usefull to diagnose Plugins misbehaviours. When KSP itself  misbehaves, you need to check Unity's log.

KSP.log is handled by KSP itself. How to thrust it when KSP is messing up?

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24 minutes ago, Lisias said:

KSP.log is usefull to diagnose Plugins misbehaviours. When KSP itself  misbehaves, you need to check Unity's log.

KSP.log is handled by KSP itself. How to thrust it when KSP is messing up?

As mentioned above, 90% of the time a quick look into the ksp.log will tell you what the problem is from my experience ... with the other 10% (I think it's less ... like 5%) the output log becomes useful but I've only needed that once to figure out a code issue

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