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Kowgan

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Everything posted by Kowgan

  1. Yes, here's the thread: https://forum.kerbalspaceprogram.com/index.php?/topic/177761-crashes-upon-reloading-vabsphlaunch-excessively/ What confuses me is that the error seems to be related to lack of available RAM. Although I have 16GB of RAM, KSPx64 only uses about 4GB - including during the time of crash - and I still had about 50% RAM free during the crash reported there. So I have no clue why it says I've ran out of memory. But this is unrelated to this thread, so I'll stop the offtopic here.
  2. KSP: 1.4.5 x64 Problem: KSP crashes when either reloading the VAB/SPH or Launching a vessel repeatedly in a short amount of time. Or just generally reloading those scenes too many times, nor necessarily in a short time. Mods installed: Reproduction steps: Load a save, re-enter VAB/SPH/Launch vessel and Revert to building multiple times. Logs: output_log.txt error.log Notes: I was unable to reproduce the issue on Stock KSP, so I might try to narrow it down to a specific mod. But it might be difficult due to the inconsistency of the issue. Sometimes I am able to crash the game within a couple of reloads - Other times, it takes me several attempts unitl it crashes. After a quick research, I've found that usually 0xc0000005 errors are related to the lack of available RAM. In my case, I have 16GB of RAM, running the 64bit version of KSP and having around 50% memory free at the crash moment. KSP was using around 4GB of RAM at that moment. Any help is much appreciated.
  3. Yeah. Well, unfortunately for me, my crashes didn't stop. I'm trying to reproduce the issue under stock KSP and will create a thread soon™. In any case, thanks for the thread. This issue has been going on for a long time, and I'm sure many other players have experienced it. Hopefully this will help most of them.
  4. That's one long discussion, but I'm glad I arrived before it became necro. First of all, thanks for the workaround, @JoE Smash. I've replaced my KSPx64 plugin with the one from system32 and will check if the crashes stop. Now, what doesn't make sense to me is how this is even fixing the problem. - If KSP is using the dll from system32, how is placing that file in the KSP folder gonna result any differently? - If KSP tries but fail to use the KSP Folder version of the dll, then imports the version from system32, why does the game even crash to begin with (since it's importing the 'good' version')? - Most amazingly, how did your KSP stop crashing when you removed the (good?) dll from system32 and replaced it with the (bad?) dll file from the KSP folder? It just doesn't make sense that replacing either File 1 with File 2, OR File 2 with File 1 simply fixes the issue. Then again, it's Windows, so, go figure...
  5. @lajoswinkler I got atmospheric numbers with the help of MJ predictions, data, various missions with different ships and feedback from the community. In-space numbers were calculated by CuriousMetaphor. Maybe this can help you: and https://www.youtube.com/user/PurpleTargets/videos
  6. @martinborgen The only reason elliptical orbit nodes are there are to save fuel when aiming for a planet's moon, instead of the planet itself. So you don't need to waste the extra fuel coming to a low circular orbit. Therefore, planets without moons don't have these nodes.
  7. @Nicias Sorry for the delay. Regarding the time of flight, they're gathered as explained on the image subtitles. They're done through AlexMoon's Launch Window Planner simulations, using 10 different years of possibilities and taking the average value. Some values will be smaller, others will be longer. In order to cover most of the gameplays and styles for all players, the average number was choosen. For life support players, it's best to have a number that won't kill your Kerbals for being too low. Average Time between Windows is something entirely different from Time of Flight, and it was gathered (and tested) with the help of the Protractor mod and its predictions based on fuel-efficient maneuvers during launch windows. Like time of flight, launch windows will vary depending on the year, and an average time was choosen to be used for the same reasons as mentitoned above. As for RSS and OPM updates, unfortunately I can't update those maps myself as I don't have RSS/OPM; as such, I can't work on those numbers. If anyone is willing to help updating those maps, feel free to contact me via PM.
  8. @swjr-swis Took me some time, but I finally did it, right? And whoops. Thanks for the heads up. It's v2.6 indeed.
  9. Sorry, LostOblivion. I'll let it pass for now. I'm considering it for a future update. But as far as I understand, you want the elliptical orbit 80km X 2.8Mm? In any case. V2.6 released - Updated to KSP 1.3 - Fixed Geosync altitude suffix » From 2863.3 Mm to 2,863.33 Km - Updated Antenna values for all planets (and Kerbin moons) - KSPedia version is now much smoother on your eyes I hope you like it. P.S.: Special thanks to @AlexSheFF for the continuous support with the KSPedia versions. It took me a whole day and 4 Unity Engine versions, but I finally managed to build the KSPedia page from here.
  10. Absolutely, @tetryds. It's your mod, I carry absolutely no rights over this or the file I've uploaded.
  11. Here it is. The zip file contains only the recompiled .dll, not the entire mod.
  12. Given the author's absence, I recompiled the current version for KSP 1.3 for personal use. With tetryds' permission, I'll upload it here.
  13. @Rayquaza Thank you. Regarding the use of the map, the license is at the OP. As long as that's not disrespected, you're free to do whatever you want with it.
  14. @Skalou That's really handy. Thank you for pointing this out, and the author for sharing.
  15. @5thHorseman L1C1 max range is 31.6Mm, while Minmus' orbital altitude is 46.4Mm Therefore, the map is wrong. You would need a Class 2 Antenna over the Level 1 Tracking Station in order to establish direct communication between Minmus and Kerbin. I'll review all these antennae levels for each planet and update the map accordingly. Meanwhile, you can check the KSPedia » CommNet » Ranges page to check the max range for each antenna+tracking station combination, then compare it with the max distance between Kerbin and the target planet/moon. I really miss an in-game label for each antenna (C1, C2, etc.). For what I've seen, you've got to either check the wiki, or check the antenna stats and compare it iwth the KSPedia page to determine that antenna's class.
  16. @JonathanDahlq Aye, it does. The values are mostly the same to go out or come back. Except you probably won't need to use any engines to land on Duna (or maybe a little bit depending on your design, due to its thin atmosphere. The same goes for returning to Kerbin.
  17. @maculator The GitHub version is just the source code. It's the raw file for when someone wants to modify it.
  18. @maculator You should find the .ksp version at AlexSheFF's post. Just throw it in at the KSP GameData folder and launch the game.
  19. Well, at least for me, there's a big "GitHub" link there that leads to my fork: https://github.com/Kowgan/ksp_cheat_sheets ->
  20. I'm sure you can calculate it all from a cozy chair at the Tracking Center when it's about in-vacuum maneuvers. But as we all know, KSP's aerodynamics can really mess one's calculations. So - be amazed - Doing it manually is actually easier in terms of accuracy. At least for me. Also, Hyperedit is a must if you wanna do that. My fork (link at the OP) has the current version. And AlexSheFF's version wasn't ommited; it can be found as the main link on the github page itself.
  21. I've replied the PMs. All source available can be found at the Github page; link's in the OP. As for my methods (given that I only calculated in-atmosphere maneuvers), all I did was executing the dull and tiresome job of flying different ship designs several times at each body, landing and taking off (including Jool, oh boy), then writing the results on a long gone notepad file. :S I don't have any source on the original Misucat OPM map, though. You'd have to ask him for his calculations. IIRC, all that Swashlebucky did was redesigning the map; though I'm not sure which numbers were updated, and how he did it.
  22. @jlcarneiro You're welcome. The current KSPedia version should be reflecting the 1.2.1 version, which is currently the latest release. The link always remains the same. If you want the latest devbuild for 1.2.2, you can find it on github. Although the only thing changed is the altitude suffix for Kerbin's Geosync altitude, as mentioned here. @Voodoo8648 I'll put it into my to-do list. As you know, I'm also waiting for some data to start working on the latest KSS. Thanks for the heads up. Edit: I didn't realize KSS and Kerbal Star System are the same thing.
  23. @Zhetaan I'm glad to be useful. As indicated by the subtitles, the Return Window Cycle is a cycle. The 2y 54d is the average time it takes for a returning home window to open again, once closed. Basically it's the time it takes for Duna and Kerbin to be at the same position relative to each other and Kerbol, again. It's not giving you the exact time you need to wait before launching from Duna back to Kerbin (even though the nominal travel time is 300d, I simply didn't calculate usually how long it takes for a return window to open once we arrive at a planet using optimal window transfers, etc. Mainly because I don't know how long will each player intend to stay at a planet; They might want to stay more than just the time until the next return window). I put this information there basically just for Life Support players, so they'll have a basis on how many supplies they should carry in a mission. But it can be an useful information in general, too. Hope I've answered your question.
  24. Awesome job, @grylliade, and welcome to the forums! That's one outstanding first post. Thank you for the effort put into this contribuition.
  25. Thanks, @Bookz! I recall being in doubt of that particular thing when updating the map, and I guess I went through the wrong path. Will be fixed on the next update.
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