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Everything posted by scavenger
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when i update KSP like i just did from 1.0.2 to 1.0.4 i do it manually like this: - open the zip file - overwrite Ships dir - delete saves/scenarios and saves/training then extract new ones - delete Launcher_Data then extract - overwrite KSP_Data then overwrite the 4 files i told you to again - delete GameData/Squad then extract it - finally extract and overwrite root files then overwrite KSP.exe with 64bit one
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1.04 Patch if you unluckily decided to buy at GOG (or even 1.03 ?)
scavenger replied to Sirad's topic in KSP1 Discussion
no the launcher dowloads a 54k unopenable Patcher.zip file for me too -
did you actually replace these 4 files
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THANK you for the maps it adds loads of fun and HELP so much for rocket design warm thanks
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For those interested, here is the 40 steps method to compile FAR 0.15.3 64bits for Windows x64 and unlock it for KSP 64bits workaround. What is FAR? FAR is Ferram AeroSpace Research mod: http://forum.kerbalspaceprogram.com/threads/20451 It give the game more challenge by trying to change the way flying parts behave, like in real life. Why would I build it myself? It has a lock for Windows 64bit KSP version (not Linux x64), and it is done on purpose: ferram4 doesn't want to debug his mod for the unofficial Windows 64bit version that you can enable here: http://forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround Neither wants he being spamed with questions like "it doesn't work well" or "there is this bug plz help", KSP64 is for the moment UNofficial and UNsupported, so the mods are. that is why we call it a "workaround". DISCLAIMER: If you go for it, and want to have FAR or any locked other mod for KSP x64 under Windows x64, you have to DIY and you accept not to hassle the mod developers for thing not being correctly implemented. I could eventually provide a dropbox link to download the compiled tweaked 64bit version of the FerramAerospaceResearch.dll BUT I am pretty sure somebody will go to me with things like "the licence, man" or "you broke the rules of the licence, get lost" or something like that Also DIY means 3 things: 1) You already use FAR and love it, so you are not a noob anymore and you know what you want. Indeed everyone began as a noob, but you do have to now why you need FAR, not try it as a first try in an unofficial environment. 2) You have some computer knowledge and will not ask questions such as "what is 7zip? Is it legal?" or "how do I extact this dll from UnityInstaller4.6.4?" 3) I hope that if you can DIY this way, you are wise enough not to disturb ferram4 with bugs related to the 64bit hack (see disclamer) Final thought: Even for a long time experienced user and developer like me, since I never developed with Visual Studio nor created any dll file for Windows, it took lot of time to figure out how to do things right. Also I didn't want to install the latest version of VS2013 or 2015 because the installers require 6GB of disk space they will never use. Then I was stuck because my C:\ had only 3GB left. FAR sources are made with VS2013 so if you prefer using it, use it. This tutorial is about 2010 which will produce the same results with few extra steps. I hope this can be of any help and SAVE your time! Purpose: + This tutorial will guide you step by step to unlock then compile the FAR dll FerramAerospaceResearch.dll for your KSPx64. + It also contains the 4 steps to convert KSP 1.0.x for Windows, to Unity 64bit (http://forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround) PRE-REQUISITES: system: + Windows x64 XP/Vista/SEVEN/8 (x64) + Visual Studio C# 2010/2013/2015 () + Unity Editor 4.6.4 + 7zip KSP: + KSP 1.0.x + [mod] FAR 0.15.x sources https://github.com/ferram4/Ferram-Aerospace-Research + [mod] ModularFlightIntegrator 1.x http://forum.kerbalspaceprogram.com/threads/118088-1-0-ModularFlightIntegrator-1-0-%28Apr-30%29 Brief description: - First steps are a recall on how to transform KSP32 1.0.x into KSP64 with Unity 4.6.4 - Subsequent steps are how to edit some project files from FAR to open them with VS2010 instead of VS2013. It adds some complexity to the process and I like it. - Then it shows you how to build ferramGraph.dll then FerramAerospaceResearch.dll. Indeed you can skip the ferramGraph.dll and use the official mod as reference. - Then it shows which line to comment in the source and do the build A picture to show you it works with minor flaws: Flaws I am aware of: - the center of lift bubble doesn't show the arrow, which could possibly tell that you won't have no drag/lift but you actually have. - if I notice another one I will report it in this post. TUTORIAL: Hope that helps
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Following the rover drillab serie, I invented the drillab plane. Its purpose is to go further then the drillab rover. It is equipped with a science lab, 6 drills, bunch of science devices, and lods of AIRBRAKES. Bellow are version 5 and 8 (gull wing). There are incredibely stable and awesomely easy to land thanks to the AIRBRAKES. They just slow down to planes to 30m/s in like 10 seconds, then the plane lands like a charm. Wisely placed light spots allow you to see when the wheels are gonna take on. Same purpose as drillab rovers but further then the runways. last version involves boosters to go higher lol
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I was running out of ideas to get the last science points from the KSP runways and buildings. So I developed a mobile science lab rover drillers: do not make fun of this, these rovers are serious science points maker: I made like 700 points just with the first versions, puting them in front of every buildings. Then each experiment were processed by the science lab for extra points, then then rover is recovered for full refund. It just works! Total science points gathered around the buildings is more than 1200!! It holds like 6 material study bays, 8 thermometers, 8 gravioli/barometer/seismic devices, 12 gigantor solar panels, 6 drills, and an ore converter to refill if needed! Drilling also gives your engineer XP! Use a different engineer and different scientists each time to make them gain XP, then you can send them to space for extra points!!! Thus this is also a training facility for your Kerbals. I love these roverlabs, and I made them travel some place around too with a big rocket because they are rock solid. Unfortunately the drag is so high that you cannot go very far. And because of the jet engines to go faster it breaks the wheels. So the development has been canceled in favor of another device I will show you later.
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hi First, thank you for this MOD Second, can you please explain this setting? ### Offload the texture from RAM into Graphics memory. ### this will mean the textures cannot be sampled by ### the scripts, but saves a LOT of memory. MBMs are ### not readable by default. make_not_readable = false WHAT exactly do we not make readable? GPU RAM? Whether I use true or false it goesn't change a thing. My nVidia GTX970 uses only 365MB or RAM, only. Whereas system RAM size grows up to 6GB. How exactly can I force KSP to use GPU RAM instead of system RAM? Third: how can i prevent icons to be resized? I used these parameters of minimum size to be 256 and compress=false to avoid icons to be resized and it just doesn't work: ### Specifies a maximum dimension for both width and height ### of textures, AFTER any scalling. ie. if this is set to ### 256, and you have a 1024X1024 texture and scale set to 2, ### the resulting texture will be 256x256. Use it without ### scalling to only shrink larger textures. max_size = 0 min_size = 256 ### Compression flag. Compress all textures that ### can be. This includes textures in packs that don't ### have config files. Will reduce quality slightly. ### Not recomended for normal maps. compress = false Worse, as you can see some icons are resized and some are not. This is weird. Since as far as I know there is no manual or wiki, can you please specify in your first post the parameters values of ActiveTextureManagerConfig.cfg ? BTW I am curious to know why I am the first to ask for that Quatro: can you please update the first post too explaining when we have to purge the ActiveTextureManagement\textureCache ? Do we have to do it each time we add a plugin or is it dynamic? Do we have to do it each time we modify ActiveTextureManagerConfig.cfg or is it dynamic? I think it is not dynamic. thanks for the help! You mod is so useful and a must have, I wish it becomes stock one day THANK YOU for making the game playable again
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yes TheMoonRover is right, the thread is starting to troll... Whoever is right is not the point. Stock KSP is unstable and suffers from strong memory leakages, we won't go back on that. Each go back and forth from VAB or SPH adds like 50/100MB RAM that will never get freed, this is leakage, whatever you call it. SO, the real deal is: what do you prefer? Really stable game up to 3,600MB then you have to exit, or *almost* stable game but up to 6,000MB RAM? I made my choice, and choose to deal with the unpredictable crashes for the joy not to have to look at the RAM growing stressfully all the time. I play much longer now, as long as I stay careful not to crash my plane in weird ways, which really avoid the 64bit game freezes. Plane crashes are fun that's true, but hopefully this is not the main goal of the game
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
scavenger replied to ferram4's topic in KSP1 Mod Releases
Okay, I take good note of that btw I just uninstalled collisionFX plugin and the game is not freezing anymore when the planes crash (too much FX than the game could handle who knows). FAR again was not the culprit lol From now on, I get a 64bit version which is STABLE with FAR, but I dunno yet if I will keep it since my planes now are unflightables... and I don't find where are the "getting started" threads for FAR... Or where are the "how to properly build wings" threads... thanks guys- 14,073 replies
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Here is the latest version. It still uses the timely fashion to order the saves but there is no relationship with the time anymore. This version does 24 * 6 = 144 rotate saves or more, as you can customize the sleep between savegames. This version also name the saves according to the last player used, and last ship name edited. :: loop saving system every 10 minutes every hours for KSP by ScavengeR(c) :: it generates at most 24 * 6 = 144 rotating savegames :: This batch to be placed in the directory that holds the generated save zip files. @echo off MODE 120,30 rem put your 7z.exe full path bellow if it is not in your %PATH% variable: set SEVENzip=7z.exe rem set extention: 7z compress KSP saves usually like 5 times more than zip set ext=7z rem adapt the full path to your installed game main saves directory: set SAVEDIR=G:\GAMES\KSP_win_1.0.2\saves rem adapt the name of your zip files if you want too: set KSPLoopSave=KSPLoopSave rem set the time in minutes between saves: set minutes=10 ::----------------- set /A seconds=minutes*60 set /A maxMin=60-minutes pushd %~dp0 call :getLastSaveNum %KSPLoopSave% goto :loopsave goto :END :getLastSaveNum for /f "tokens=2 delims=_" %%a in ('dir /b /o-d %1_*.%ext%') do if not defined lastSaveNum set lastSaveNum=%%a goto :EOF :getLastNames set LastPlaceName= set LastShipName= :: get the last modified player name: for /f "delims=" %%L in ('dir /b /od %SAVEDIR%') do set LastPlayer=%%L :: get the last place whre are modified ships for /f "delims=" %%L in ('dir /b /od %SAVEDIR%\%LastPlayer%\Ships') do set LastPlaceName=%%L :: get the last modified ship name for /f "delims=" %%L in ('dir /b /od %SAVEDIR%\%LastPlayer%\Ships\%LastPlaceName% ^| findstr /p /v Auto-Saved') do set LastShipName=%%L goto :EOF :getSaveNum set lastSaveNum=%1 set H=%lastSaveNum:~0,2% rem INFO: To get hours that are less than 10. MSDOS treat numbers that begin by 0 as just 0 rem INFO: We could use "if %H% LSS 10 echo ok" but we don't know if later one day Microsoft will change the "if" behavior if %H:~0,1% == 0 set H=%H:~1,1% set M=%lastSaveNum:~2,2% if %M% GEQ %maxMin% ( set M=00 set /A H+=1 ) ELSE ( set /A M+=minutes ) if %H% GTR 23 set H=0 if %H% LSS 10 set H=0%H% set saveNum=%H%%M% goto :EOF :loopsave call :getLastNames call :getSaveNum %lastSaveNum% echo LastShipName=%LastShipName% echo lastSaveNum=%lastSaveNum% echo saveNum=%saveNum% :: delete same time savegame since the name can be different each time: if EXIST "%~dp0%KSPLoopSave%_%saveNum%_*.%ext%" del /q "%~dp0%KSPLoopSave%_%saveNum%_*.%ext%" echo %TIME% saving "%~dp0%KSPLoopSave%_%saveNum%_%LastPlayer%-%LastPlaceName%-%LastShipName%.%ext%" ... %SEVENzip% a -bd -y "%~dp0%KSPLoopSave%_%saveNum%_%LastPlayer%-%LastPlaceName%-%LastShipName%.%ext%" %SAVEDIR% >NUL echo %TIME% saving "%~dp0%KSPLoopSave%_%saveNum%_%LastPlayer%-%LastPlaceName%-%LastShipName%.%ext%" ...OK set lastSaveNum=%saveNum% sleep %seconds% rem if you want, comment the line bellow, that test if KSP is still running. rem You then will have to close the DOS window manually: pslist KSP >NUL 2>&1 ::--------- if %ERRORLEVEL% EQU 0 goto :loopsave goto :EOF :END exit
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
scavenger replied to ferram4's topic in KSP1 Mod Releases
Thank you ferram4 for your honnest answer. You confirmed I was right to DIM. I made it yesterday, it took me like 3 hours but I am proud of the result. Indeed, one gets game freezes when the plane crash or dismantle because you break some stability barrier, but one just has to press ESC at the right time to revert flight and avoid the freeze. That's all! We are grown up you know, we understand that we get no support for tweaked mods in tweaked KSP builds, and I personally acknowledge not to disturb you with such crap, promise! for those interested, here is the 40 steps method to compile FAR 0.15.3 64bits and unlock it for KSP 64bits. May you authorize me to start a dedicated thread for that, with all the necessary disclamers and all?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
scavenger replied to ferram4's topic in KSP1 Mod Releases
please can somebody provide a version of FerramAerospaceResearch.dll without the && !IsWin64() for me to use it with 64bit please? because to install visual studio 2013 I need 6GB of free space on C: which I do not have... thank you- 14,073 replies
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I tried 4.6.6 it doesn't launch the game, OK I tried 4.6.4 and ... WOW wonderfull thank you so much guys, no crashes anymore after 3,700MB, and at least I can play with DX11!! I went up to 6GB without any lag and played for 2 hours without ANY crash!!! it is as stable as the stock version, the crashes due to maximum memory let alone. and i use all these mods: ActiveTextureManagement BoulderCo CapCom Chatterer CoherentContracts CollisionFX CommunityResourcePack ContractConfigurator ContractPacks ContractsWindow DistantObject EnvironmentalVisualEnhancements Firespitter GCMonitor HaystackContinued KerbalEngineer KerbalFlightData Kopernicus KronalUtils MechJeb2 MechJebAndEngineerForAll ModularFlightIntegrator ModuleManager.2.6.5.dll NavyFish OPM PlanetShine PreciseNode Ravien RcsSounds RealChute scatterer ScienceAlert Squad StageRecovery StockBugFixModules TCShipInfo TemperatureGaugeKiller Trajectories TriggerTech WaypointManager THANK YOU GUYS THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU
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I am pretty sure you need to replace those files too: KSP_Data\Managed\UnityEngine.dll KSP_Data\Resources\unity default resources
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question: how do i download the UnitySetup-4.6.x.exe without having a crash during the decompression? Installer always says the data are corrupt... I'm trying to download it with one thread only with downloadThemAll but it's hell longer forget this one, I just opened the buggy installers with 7zip. Btw, what to think about an engine that has installer that just doesn't even work... question: did anybody tried another verion like 4.6.6? I'm gonna try anyway btw I'm gonna try it since i'm sick of having to exit when I see the fatal 3,500MB system RAM used on screen to avoid crashes... i can only do like 5-6 switches between VAB/SPH and runway. Each switch makes the game lose 110MB. This is what I call a LEAK. thanks
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wrong VRAM size detected
scavenger replied to scavenger's topic in KSP1 Technical Support (PC, modded installs)
wonderful piece of information, Lumaan! Then GCmonitor has also a wrong name, right? :wink: -
hi all i wonder, because maybe it's related to the crashes too, or maybe it's not important at all but, in output_log.txt i noticed KSP reports a wrong VRAM size, here you see 3072MB but GeForce GTX 970 has 4GB. Indeed the game goes up to 3700MB before crashing (I use the GCmonitor mod) so it *seems* to use the 4GB but since the log reports a different size, i wonder... Initialize engine version: 4.6.4f1 (99f88340878d) Forcing GfxDevice: 0 OpenGL: Version: OpenGL 4.5 [4.5.0 NVIDIA 353.06] Renderer: GeForce GTX 970/PCIe/SSE2 Vendor: NVIDIA Corporation VRAM: 3072 MB (via DXGI) Also, there is a huge difference between the VRAM reported by GCmonitor and GPU-Z: on start screen with DirectX GCM shows 2800MB whereas GPU-Z sensor shows 472MB... Should I start a thread in the GCmonitor mod too ? + I am running with OpenGL because with DX the game loads 2800MB at the start screen already (KSP.exe -force-opengl -popupwindow) + OS is Win SEVEN x64 ultimate. + KSP 1.0.2 legit thanks for the help
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hello I installed the temperature gauge killer mod because of this thread. Then I played for some days, looking at the RAM consumption with Graphic memory monitor. Conclusion: honestly, I still have strong memory leakages, and still I am not able to play more than 6-7 launches before going to 3700MB RAM. From this I can say that the temperature gauges are not the main culprits for the memory leaks in the game. I didn't even noticed this gauge memory leakage before reading this thread. but thank you for the info!
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I ensure all my mods are compatibles with KSP 1.0.2 and each others, and up to date with CKAN. Most of them are used by Scott but not all, as I don't use anything else than stock parts. I start at 1600MB and can do between 4 and 6 launches depending on the ship size, until I eventually arrive at 3400MB. After that all I can do is exiting before the crash that occurs around 3700MB. I can confirm that the most RAM eating process is the switch between the launchpad and the VAB. Appart from the RAM mishandle, the game never crash for no reasons.
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thank you, and as I said if that can be of any use to anyone, I am happy to share. bellow is another version that uses current hours too, that makes 24 * 6 = 144 possible rotating saves. I had to do that because of a mission that lasted 3 hours. Going one hour back was not enough. :: loop saving system every 10 minutes every hours for KSP by ScavengeR(c) :: it generates at most 24 * 6 = 144 rotating savegames :: This batch to be placed in the directory that holds the generated save zip files. @echo off rem put your 7z.exe full path bellow if it is not in your %PATH% variable: set SEVENzip=7z.exe rem adapt the full path to your installed game main saves directory: set SAVEDIR=G:\GAMES\KSP_win_1.0.2\saves rem adapt the name of your zip files if you want too: set KSPLoopSave=KSPLoopSave ::----------------- pushd %~dp0 goto :loop goto :END :loop set CURRENTH=%TIME:~0,2% set CURRENTMIN=%TIME:~3,1% set LastShip= :: get the last modified player name: for /f "delims=" %%L in ('dir /b /od %SAVEDIR%') do set LastPlayer=%%L :: get the last modified ship, with underscore in front. for /f "delims=" %%L in ('dir /b /od %SAVEDIR%\%LastPlayer%\Ships\VAB ^| findstr /p /v Auto-Saved') do set LastShip=_%%L :: delete same time savegame since the name can be different each time: if EXIST "%~dp0%KSPLoopSave%_%CURRENTH%%CURRENTMIN%0_*.zip" del /q "%~dp0%KSPLoopSave%_%CURRENTH%%CURRENTMIN%0_*.zip" echo %TIME% saving "%~dp0%KSPLoopSave%_%CURRENTH%%CURRENTMIN%0%LastShip%.zip" ... %SEVENzip% a -bd -y "%~dp0%KSPLoopSave%_%CURRENTH%%CURRENTMIN%0%LastShip%.zip" %SAVEDIR% >NUL echo %TIME% saving "%~dp0%KSPLoopSave%_%CURRENTH%%CURRENTMIN%0%LastShip%.zip" ...OK sleep 600 rem if you want, comment the line bellow, that test if KSP is still running. rem You then will have to close the DOS window manually: pslist KSP >NUL 2>&1 ::--------- if %ERRORLEVEL% EQU 0 goto :loop goto :EOF :END exit edit: i added the last modified ship name to the zip files so you can recognize easily what you were doing at that time
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No Memory Allocated to KSP?
scavenger replied to tottenhamjm's topic in KSP1 Technical Support (PC, modded installs)
this one too lol http://forum.kerbalspaceprogram.com/threads/123474-HOWTO-avoid-moded-memory-crashes-with-openGL-12-steps-for-victory -
What small mistakes did you make that ruined your mission?
scavenger replied to syfyguy64's topic in KSP1 Discussion
i didn't know anything about the new heating rules for the LV-N nuclear reactors. I got two ships that were sent to Plock and Moho, and everything ran fine. Until I heard a strange noise, and realized there was no engines anymore. Yes, I used to triple the LV-N with tri-couplers, and it took me some time to understand that they just exploded... -
hi kerb all I ran into several issues since the 1.0.2 went out, and after having passed a lot of time everywhere, and somewhat having found fair enough working solutions, I guess it's time to post This post follows the thread from Samlow - Memory leak & Memory cap Crash to desktop workarounds - and compile its ideas and the latest tricks I found. PURPOSE: avoid 1.0.2 moded crashes (especially during ascention phase) and frustration PRE-REQUISITES: - having more than 4GB system RAM. These advices are useless otherwise, as the main problem is KSP is a 32 bits application that cannot address more than 3.8GB RAM somewhat - wanting loads of mods - and visual enhancements. - and unlimited debris - and visual light and shadow quality maxed out to 64 - and maybe astronomers pack for those who dare (currently almost not even working in LOW resolution with 1.0.2). SYMPTOMS: sudden crashes anytime and illegible log output generation (and impossible to revert flight (and more frustration)) METHOD: just plug off your brain and follow the 12 steps method bellow. For loads of mods and NO crashes. AT ALL. Anymore. Ever. system: step 0: Windows 32 bits users: enable PAE with elevated command prompt: "BCDEdit /set PAE forceenable" step 0b: Windows 64 bits users may patch KSP.exe with NTCore's 4GB patch step 0c: create your 10mn savegames rotation tool step 1: uninstall ALL your mods (delete all under \GameData\ except "Squad" dir) step 2: install CKAN in some other dir CKAN: step 3: run CKAN and set it up, select KSP dir, then refresh, then "Filter Compatible" button step 4a: If you really go for Astronomer's Visual Pack, tick it at first, before any other mod, as there is an obscure way to install it that only CKAN knows about. And choose LOW settings. step 4b: tick the mods you want. step 5: add these 3 mods: Graphic Memory Monitor , Temperature Gauge Killer , Active Texture Management - aggressive step 6: switch KSP to opengl with Settings --> KSP command-line --> "KSP.exe -force-opengl -popupwindow" step 7: if you choosed Scatterer mod, edit the files under \GameData\scatterer\config\*.txt to disable Anisotropic filtering (forceOFFaniso = True) launch: step 8: launch the savegame rotate batch step 9: launch KSP via CKAN to be in opengl (or create an msdos batch than can include the savegame rotate) in game: step 10: turn off PPFX in settings / nope, useless as it doesn't save any memory step 11: ENJOY Have a look from time to time at the memory value on the left edge of the screen. At load with my 35 mods, I run at 1,8GB. Then it goes up, and up, each time I switch from the VAB to the launchpad to the map to the game back, and so fort. step 12: When you start reading 3,400+MB it is time to stop what you were doing, SAVE, and exit the game. I am deadly serious. Passed the 3,400 MB limit, it will increase to 3,600MB quite rapidly, then crash at 3,800MB. NOTES: If you really do as above, AND strictly stick to the critical step 12, you will never have a crash anymore If you still have a crash, which I doubt if you follow the instructions, the 10mn savegames rotate will save your launch Do not forget to set up anti aliasing with your GC 3D control panel, and Threaded optimization or anything that can improve performance, there are numerouse threads about that. APPENDIX: - I am not sure whether step 0b is still necessary as of version 1.0.2 but better use it than be sad / nope, doesn't change anything, game is still crashing passed the 3,600MB memory usage - PAE explained by Billou: Physical Address Extention - CKAN is better than KSPModAdmin because KSPModAdmin gets sloooooow with just 10 mods added - step 5 can be completed with Critical Temperature Gauge mod - step 7 covers a known bug between Scatterer and OpenGL where strange lines will appear in the sky - step 8 and 9 can done with a batch containing these 2 lines, placed in the KSP_win directory: start <your path here>\loop_saves.bat start KSP.exe -force-opengl -popupwindow - step 0c is critical. If you played for 2 hours then crash a launch that costs you 9/10 of your funds, the savegame you would have done before launching the game would also means loosing all of your 2 hours progression... Bugs and ideas covered: Memory leak & Memory cap Crash to desktop workarounds by Samlow KSP memory management by Warenschultz Less memory usage by using OpenGL New heat system causes memory leaks Critical Temperature gauges memory leak OpenGL mode doesn't work Astronomer's Visual Pack crashes on load Unexpected crashes rotate savegames every 10 mn