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Everything posted by Claw
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Game Loading stops
Claw replied to 7499275's topic in KSP1 Technical Support (PC, unmodded installs)
Deleting random parts probably won't fix it if the game is hanign on load like that. What we really need are log files... Also, this right here might be what's messing things up. Copy/Paste KSP somewhere else (like C:/Games/KSP). Do NOT "move" it or windows will still mess with it. Beyond that, I have a few other guesses, but an output_log.txt file would help us know for sure. If you could upload one to some place like pastebin.com, that would be really helpful. Also, moved to support. Cheers, -Claw -
I am actually hesitant to say it's a memory problem right off the bat because the log you posted doesn't look right. It's showing 0 memory usage at 77%. Typically when that shows, there is some other system wackiness going on. It's hard to say what it might be without seeing the output_log.txt. Cheers, -Claw
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Crash when starting / loading game
Claw replied to UchuNoSaru's topic in KSP1 Technical Support (PC, unmodded installs)
I called in the Big Guns. He knows all about this one (I hope)... -
Cannot start game at all
Claw replied to Wanderfound's topic in KSP1 Technical Support (PC, unmodded installs)
Well that's no good, hopefully we can get that sorted out. You're definitely running out of memory. d3d: failed to create 2D texture id=2223 w=2048 h=2048 mips=12 d3dfmt=22 [out of memory] DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory! Trying to allocate: 22369620B with 4 alignment. MemoryLabel: NewDelete Allocation happend at: Line:0 in Overloaded New[] Memory overview [ ALLOC_DEFAULT ] used: 256154009B | peak: 0B | reserved: 267548368B [ ALLOC_GFX ] used: 121344487B | peak: 0B | reserved: 149152412B [ ALLOC_CACHEOBJECTS ] used: 222888B | peak: 0B | reserved: 12582912B [ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B [ ALLOC_PROFILER ] used: 117072B | peak: 0B | reserved: 8388608B Could not allocate memory: System out of memory! Trying to allocate: 22369620B with 4 alignment. MemoryLabel: NewDelete Allocation happend at: Line:0 in Overloaded New[] Memory overview [ ALLOC_DEFAULT ] used: 256154009B | peak: 0B | reserved: 267548368B [ ALLOC_GFX ] used: 121344487B | peak: 0B | reserved: 149152412B [ ALLOC_CACHEOBJECTS ] used: 222888B | peak: 0B | reserved: 12582912B [ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B [ ALLOC_PROFILER ] used: 117072B | peak: 0B | reserved: 8388608B So my first suggestion would be to manually edit the settings.cfg. Find the line "TEXTURE_QUALITY = " and set it to "TEXTURE_QUALITY = 3". That should crank that down all the way. The first run of KSP usually takes a lot of RAM for some reason (I guess because of run time compiling?). You can also manually edit your desired resolution directly in the settings.cfg (SCREEN_RESOLUTION_WIDTH = XXX and SCREEN_RESOLUTION_HEIGHT = XXX). Also, get KSP out of your "Documents" library and install it somewhere else like C:\Games\KSP... Copy/Paste it (or unzip a fresh copy). Do NOT "move" it or windows DEP may still mess you up. If you unzip a fresh copy, make sure to edit that settings.cfg file directly (you might have to start KSP once to make it generate one, or copy from your other failed install). After that, try running directly from KSP.exe. Cheers, ~Claw -
Cross Platform Issues Thread
Claw replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
This thread has finally been updated with 100% more craziness for 0.90. Cheers, ~Claw -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Claw replied to Claw's topic in KSP1 Mod Releases
Thanks! I hope the fixes are working well for you. What you are describing is a separate bug than the shrunken parachute bug. Also, I have reported the one you describe and it's known to the developers, so hopefully it'll get fixed somewhere in the Beta pipeline. Just to be certain we are talking about the same thing though, if your boosters are below ~23km altitude on Kerbin and go outside of 2.5km from the ship you are controlling, they will be deleted regardless of if you have parachutes on them or not. It doesn't sound like that's what you are describing, because I know about the 0m/s parachute cut that you're talking about. I suppose I could actually build a fix for that too, although I think it's experienced a lot less. If you offset your rocket to the side even just a little while it's launching, you can avoid the parachute cutoff problem (the booster will retain some sideways velocity and the chute remains). Oh, and welcome to the forums! Cheers, ~Claw -
Biome Hopper Challenge (Open for v0.90!)
Claw replied to Claw's topic in KSP1 Challenges & Mission ideas
No need to redock. Just EVA over the kerbals with the goods. Hop-Hop-Hop! -
.90 Upgrades bug
Claw replied to hippieheadshot's topic in KSP1 Technical Support (PC, unmodded installs)
This is definitely a problem in Win 64-bit version of KSP, but if you are running 32-bit KSP, it must be something else. What would help out is if you could provide a save file (persistence.sfs) and some other system information, and possibly the output_log.txt file. All those things are detailed in this thread: http://forum.kerbalspaceprogram.com/threads/92230-%21%21%21-PLEASE-READ-BEFORE-POSTING-%21%21%21-Stock-Support-Bug-Reporting-Guide Welcome to the forums! Cheers, ~Claw -
.90 Upgrades bug
Claw replied to hippieheadshot's topic in KSP1 Technical Support (PC, unmodded installs)
Yes, open a save file and look for this section: SCENARIO { name = ScenarioUpgradeableFacilities scene = 5, 6, 7, 8 SpaceCenter/LaunchPad { lvl = 0.5 } SpaceCenter/Runway { lvl = 0 } SpaceCenter/VehicleAssemblyBuilding { lvl = 0 } SpaceCenter/SpaceplaneHangar { lvl = 0 } SpaceCenter/TrackingStation { lvl = 0.5 } SpaceCenter/AstronautComplex { lvl = 0.5 } SpaceCenter/MissionControl { lvl = 0.5 } SpaceCenter/ResearchAndDevelopment { lvl = 0.5 } SpaceCenter/Administration { lvl = 0 } SpaceCenter/FlagPole { lvl = 0 } } lvl = 0 gives tier 1, lvl = 0.5 gives tier 2, lvl = 1 gives tier 3... -
Yep, you fired (or killed) Jeb, and he's logged achievements. It's a bug that's been popping up a lot lately. Fortunately it's easy to fix. (Keep a backup copy of your save just in case.) Open up your persistent.sfs with a plain text editor (like notepad). Scroll to the end of the file and find the crew roster section. You'll need to add an entry for Jeb. KERBAL { name = Jebediah Kerman type = Unowned brave = 0.5 dumb = 0.5 badS = True state = Available ToD = Infinity idx = -1 CAREER_LOG { flight = 0 } FLIGHT_LOG { flight = 0 } } Try not to leave any extra blank lines. KSP sometimes doesn't like it. The example above will restore Jeb in a dead state. If you want him some other way, you can find more detailed instructions here: http://forum.kerbalspaceprogram.com/threads/105651-FIX-KSC-Buildings-Lock-Up-Can-t-Click-on-Anything-Firing-Kerbal-Crashes-Game Welcome to the forums! Cheers, ~Claw Oh, I almost forgot. If you aren't opposed to add-ons, I made a fix to help prevent this bug in the future. You can find it here: http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules You'll still need to manually fix your save.
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Cannot Exit Buildings, UI errors
Claw replied to Velenne's topic in KSP1 Technical Support (PC, unmodded installs)
FYI, if you aren't opposed to add-ons, I have made a fix here: http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules Cheers, ~Claw -
Crash when starting / loading game
Claw replied to UchuNoSaru's topic in KSP1 Technical Support (PC, unmodded installs)
Fair enough, I have moved the thread back to stock support. I see you have some shader issues: HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled. Some people have been having difficulty with the new highlight effects. The easiest way to check is by disabling Anti Aliasing in the Main Menu->Settings->Graphics page and see if that fixes the crashes. There have been some reports of NVIDA experience interfering, so that might be it (though I don't have that problem myself with my NVIDIA). Cheers, ~Claw -
Cannot do...anything
Claw replied to NASAengineer's topic in KSP1 Technical Support (PC, unmodded installs)
If you want to revive them, you can check the bottom of this post: http://forum.kerbalspaceprogram.com/threads/105651-FIX-KSC-Buildings-Lock-Up-Can-t-Click-on-Anything-Firing-Kerbal-Crashes-Game?p=1641848&viewfull=1#post1641848 Glad you got it sorted out. ~Claw -
Cannot do...anything
Claw replied to NASAengineer's topic in KSP1 Technical Support (PC, unmodded installs)
Yep, that's the exact scenario which will break the save. In the "MIA" state, they are "dead" but will revive in time. If you click on the "x" while they are in that state, you've actually fired them and sent them into limbo. (i.e. They were deleted from your save file roster section.) You'll have to manually add a crew section for them, or delete their achievements from the ProgressTracking section. Cheers, ~Claw -
So this is a bit of a known thing. Is this sort of a slow "wobble, wobble" buildup before it comes apart? Or is it pretty quick, within seconds, "wobble->shakes like crazy->BOOM" sort of thing? The faster one is usually a clipping problem while the first one is sometimes a different problem. I can't say for certain what causes it, but the usual culprit is clipping (at least in the fast case). And it's usually when clipping a bunch of physicsless parts together. It's hard to tell from the picture if you have any of that going on. I have also seen ships, similar in design to your station with girders and orange tanks, that exhibit the same sort of behavior. In that case, I was able to stop the wobbling by transferring some of the fuel around out of one of the orange tanks to change the mass distribution of the ship. Ultimately that orange tank (and it's mirror image) were undocked from the ship and sent adrift to prevent the problem completely. See if any of that helps. Otherwise you can also try posting a save file and I will see what I can do. Welcome to the forums! Cheers, ~Claw
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Random destruction of wings
Claw replied to QuesoExplosivo's topic in KSP1 Technical Support (PC, unmodded installs)
No, unfortunately we don't know what's causing it. I have suspicions but this bug has only happened to me once (and I space-plane fairly often). The problem isn't proving it exists (there's no shortage of pics of explosions or broken craft), but I can't seem to get people to explain their habits so that I can reliably reproduce this bug. I even tried creating a whole thread dedicated to this topic where people could post their mission profiles. It had zero responses. If you guys really want this bug to get looked at harder, then the bug reports for this one must be extremely detailed. "I built a plane, flew it to space, came home and BOOM." doesn't help on this one. I already know that flying a space plane to space and back is the gist of the problem. The kind of reports that are needed are "I built a plane, pictured here [insert pic], which has these kinds of parts. I flew a usual space plane profile into LKO, then transferred to the Mun at the first available transfer opportunity. I established orbit, did some science and released a small probe, then flew home. This happened 2km from the runway. No save/reverts/quickloads, and I never left the mission." Incidentally, that is the type of mission profile I suspect has most of the necessary elements in it. So if that sounds like a familiar profile, please start filling in the gaps. This bug is annoying, and surprises people out of nowhere. But until it can be reliably reproduced, it's going to get left in a "yep, it's a known thing" status. Cheers, ~Claw -
Cannot Exit Buildings, UI errors
Claw replied to Velenne's topic in KSP1 Technical Support (PC, unmodded installs)
Please see this thread on how to fix your save: http://forum.kerbalspaceprogram.com/threads/105651-FIX-KSC-Buildings-Lock-Up-Can-t-Click-on-Anything-Firing-Kerbal-Crashes-Game As a side note for the add-on users, this bug can strike save games where you've done contracts that require testing of a mod part, then you later uninstall that mod. You'll have to use the same techniques to remove contract references to mods. Cheers, ~Claw -
Biome Hopper Challenge (Open for v0.90!)
Claw replied to Claw's topic in KSP1 Challenges & Mission ideas
Awesome ship! I can accept that, since you flew the first one there. It's supposed to be fun and not miserable! You've been added to the front page, again! Hmm...Not exactly what I had in mind... I was imagining something different for orbital drop pods, but this works too. I did intend on seeing other people's wacky contraptions and you definitely delivered! Nice job, you've been added to the front page, also again! Cheers! ~Claw -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Claw replied to Claw's topic in KSP1 Mod Releases
You are very welcome...and thanks for that. You are welcome! The ladder slide has been difficult to fix all the way. I"m not sure if I will get it, but I haven't given up yet. I'm sure I can imagine what you mean, but a quick picture can just about always help out. Having stuff around the hatch is always risky business, but usually two radial mounts on the side are far enough away. Cheers! ~Claw -
Biome Hopper Challenge (Open for v0.90!)
Claw replied to Claw's topic in KSP1 Challenges & Mission ideas
Woohoo! In honor of the sticky, I was thinking about making a mission patch or badge for this challenge. Unfortunately I have very little (or maybe even negative) artistic ability. Anyone out there good at making forum badges? Happy New Year! ~Claw -
Not sure why it crashed, but you can force the game to complete the contract by opening the debug menu (ALT+F12). Click on "Contracts," find your rescue contract, and click "Com" (for Complete). If you still have the crash logs, uploading the output_log.txt could help us figure out what caused it (so that maybe it can be prevented in the future). Cheers, ~Claw