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Benoit Hage

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Everything posted by Benoit Hage

  1. I don't think it will be possible in one time, like what if the desired planet is out of reach? Sometimes, with a bit of luck and everything in the right place and time, you can target the desired body and do a Hohmann tranfer while waiting for circularization burn after a launch. I manage one or two with the Mün (...)
  2. I don't know about the rover speed, but in the dev build of the 6th of January, Sarbian did fix few NRE concerning the rover waypoint system. My guess is get the latest dev build and try it out. With a bit of luck... we never know. Mechjeb latest dev
  3. Sure with notepad, it should work. You'll see at the 6th or 7th line if there were some RAM left available. Watch out that ksp.exe is a 32bit application. It means it can not use more than 2e31 minus few thing octets. So no more than 3.5 or 3.6 GB if i'm right. What are the textures you use for the RSS? 8K ones or 4K? The 4K's ones use much less memory. Beside this, there is not much else to help you reduce the RAM consumption, as you already have most of the tricks I know of. Normally, you should be able to play RSS and RO + dependencies without problem, after all, we are all using the same amount of RAM, as the ksp.exe is a 32 bits application. Having 8GB do not change anything as for now, but as soon as KSP 1.1 is out, it will be a 64bit application, and then you 8GB will matter, as the application will uses 2e63 octets of available memory for its bits adressing. I guess the wait for 1.1 won't be too long anymore! Courage mate.
  4. This reminds me of an old bug with Kerbpaint where the areo surfaces would broke the SRB's smoke trail. see here: http://forum.kerbalspaceprogram.com/index.php?/topic/45999-023-kerbpaint-paint-layering-for-parts-september-23rd-same-old-still-works/&do=findComment&comment=645668 I guess the problem should be somehow related. By any chance, are you using the last version?
  5. If you go in settings -> system -> details, do you see you the correct graphic card? If not, you might have to add the backport in your sources.list
  6. A more elaborate description is needed. Logs, mod list and a screenshot would help us too.
  7. KW Rocketry is outdated without the community fix. Did you install it? From a quick reading, it seems KW rocketry uses an outdated engine smoke module, I'd bet the problem would come from that.
  8. I tried to open your crash.dmp but it seems it is corrupted. I'm on a Debian OS and gedit has a lot of difficulties to get it open, many unreadable characters. However, at the beginning of that file you can check whether or not you have enough RAM for your game. Indeed, crashing at the end of the game loading is often due to a lack of available memory. Maybe, try using the 4K texture for RSS if you are using the 8K. Or some RAM reduced consumption mods like this one: http://forum.kerbalspaceprogram.com/index.php?/topic/128660-1051-64-feb-1-2016-dynamic-texture-loader/ Maybe play your game in OpenGl might help as well.
  9. I can't watch the video on youtube, it says "content warning" and I don't want to create an account...
  10. Did you install the KW community fix patch along?
  11. I think you need the KW community fix for the mod to load properly.
  12. With any text editor. Right click on the file and open with... wordpad or so. Your crash do not have anything to do with your video controler's memory, it's coming from your RAM and the 32bitof memory adressing KSP.exe can use.
  13. Paging file or Swap (if in Linux) is an extension of your RAM on your hard disk drive. From the figures shown above, you are clearly reaching the limit of memory KSP.exe can use. Indeed, 70 mods is quite a big number. Try to get rid of some parts and/or mods you don't need. Or wait a bit until 1.1 is out.
  14. I don't see anything in your output_log.txt. Can you post the other logs too? Nevertheless, 59 mods are, like @Shurikeeen pointed out, very likely to cause crashes due to memory issues. It is the same for everyone. Look in your crash.dmp. You can check there for your memory usage.
  15. That is exactly how it felt. Like the orbit was decaying. Yet I didn't had the mod installed. I ended up reinstalling the game without looking more into the problem... @UndyingWar how much is your periapsis falling? Just a few meters and then it get back to its original height, or is it a constant drop?
  16. I agree that there is some degree of variation, especially when the ship is using SAS. But that time it was really different. The drop of altitude was constant. I also had a bug once where the apoapsis would increased indefinitely.
  17. If I'm right, this happened to me when I try to integrate some of the realism overhaul suite mods into the stock game ( without Real Solar System). But that was a long time ago... And it only happened on a space station, no other ship. I usually don't play with a lot of mod. If you post your list, I can tell you which one I used. Maybe post in the support thread. Someone might have a solution.
  18. I noticed it on a space station of mine once. If you don't play stock, I'm curious to know about your mod list.
  19. Are those the stock textures of Procedural Parts, or is it coming from a texture pack? Can this one be outdated?
  20. I'm not sure, but I think that if you just have installed Contract Pack, it erases your current stock contracts. Was that the case?
  21. What are your installed mods? What did you do to your game before this happened? Post your logs too and a screenshot, it may help to narrow the problem. Can you revert to a previous save game where this isn't happening?
  22. It seems like a corrupted save file. Does this still happens if you revert back to a previous save game? Try to load the same craft on Kerbin with the same situation, then check your save file to spot any difference. It might work.
  23. Are you using the last version of your procedural parts mod? It happens sometimes that your craft file get corrupted, resulting that all part attached to the faulty part are not treated as "attached". Best thing to do is the revert to a save where your plane is still working correctly and then try to eliminate part by part to check which one is the faulty one. Quite annoying bug indeed, but not fatal.
  24. Few research on Google show that is a problem of corrupted save game. Try revert to a previous one. More info on that thread: http://forum.kerbalspaceprogram.com/index.php?/topic/108827-fixed-nan-corrupted-10-save/ and the wiki: http://wiki.kerbalspaceprogram.com/wiki/Deep_Space_Kraken#NaN_Kraken
  25. Intel HD 3000 supports OpenGL to the 3.1 version. Your game should start in OpenGl.
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