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    Curious George
  1. Hi Creat. I have done some more testing and I actually managed to get a working connection. It would seem that the problem has nothing to do with the actual ship and everything to do with the relay I'm using. As the connection is only needed to transfer experiments I only created a couple of rovers with dishes and parked them off the runway close to the KSC. (Dropping the connection due to Kerbin rotating is fine.) The rovers are close enough to the KSC not to need antennas (less than 3km) but they are also parked close to each other. When I instead used a rover with an antenna and parked it more than 3km from anything else and used that for the connection everything worked as intended. I will do some more testing and probably try to mock up a save with less ships to reproduce the problem but in my mind it has something to do with either the proximity of the KSC to the relay stations or the fact that I had two of them parked close to each other. As for mods and 32 vs 64 bit I do have a bunch of mods installed and I have tried both 32 and 64 bit. Only difference is how much memory is used before the game eventually crash or I get bored of waiting. 32 bit usually crashes at 3.5GB to 3.7GB memory usage so close to the magical 2^32 limit. Using 64 bit I have had it a lot higher but then I simply kill the process as it has frozen completely. I have reproduced the problem in a stripped version of KSP. (Only RT is installed). https://www.dropbox.com/s/tbptaaxjg2ava07/RT%20Relay%20error.zip To trigger the problem simply switch to the vessel orbiting Laythe and direct one of the dishes to "KSC Relay". The game freezes after a few seconds.
  2. Hello fellow RT users. I have a question regarding docked ships and RT. I have build a couple of ships to do interplanetary stuff in KSP. The ships have been put together in orbit using multiple launches and then sent off to places like Eve and Duna. The problem I'm having is that when I set up a connection back to a relay station a few km off KSC the application freezes and slowly starts allocating more and more memory. This happened in 0.23.5 and updating to 0.24.2 has not changed anything. Today I got this in the log. OutOfMemoryException: Out of memory at (wrapper managed-to-native) object:__icall_wrapper_mono_array_new_specific (intptr,int) at System.Array.Resize[Node`1] (.Node`1[]& array, Int32 length, Int32 newSize) [0x00000] in <filename unknown>:0 at System.Array.Resize[Node`1] (.Node`1[]& array, Int32 newSize) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[RemoteTech.NetworkPathfinder+Node`1[RemoteTech.NetworkLink`1[RemoteTech.ISatellite]]].set_Capacity (Int32 value) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[RemoteTech.NetworkPathfinder+Node`1[RemoteTech.NetworkLink`1[RemoteTech.ISatellite]]].GrowIfNeeded (Int32 newCount) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[RemoteTech.NetworkPathfinder+Node`1[RemoteTech.NetworkLink`1[RemoteTech.ISatellite]]].Add (RemoteTech.Node`1 item) [0x00000] in <filename unknown>:0 at RemoteTech.BinaryHeap`1[RemoteTech.NetworkPathfinder+Node`1[RemoteTech.NetworkLink`1[RemoteTech.ISatellite]]].Add (RemoteTech.Node`1 item) [0x00000] in <filename unknown>:0 at RemoteTech.PriorityQueue`1[RemoteTech.NetworkPathfinder+Node`1[RemoteTech.NetworkLink`1[RemoteTech.ISatellite]]].Enqueue (RemoteTech.Node`1 item) [0x00000] in <filename unknown>:0 at RemoteTech.NetworkPathfinder.Solve[ISatellite] (ISatellite start, ISatellite goal, System.Func`2 neighborsFunction, System.Func`3 costFunction, System.Func`3 heuristicFunction) [0x00000] in <filename unknown>:0 at RemoteTech.NetworkManager.FindPath (ISatellite start, IEnumerable`1 commandStations) [0x00000] in <filename unknown>:0 at RemoteTech.NetworkManager.OnPhysicsUpdate () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) System.Action:invoke_void__this__ () at RemoteTech.RTCore.FixedUpdate () [0x00000] in <filename unknown>:0 I suspect though that the issue has something to do with how my ship is put together, but I cant be sure so might as well ask... The thing is that the dishes I'm using (CommTech-1) are docked to the ship in orbit and do not contain a probe body of any kind. The root part is a docking port that is docked to the ship but the control part gets detached using a decoupler and is then crashed into Kerbin. So my question is as follows. If I have a vessel consisting of two docked vessels A and B with all the communication equipment on the B vessel does that vessel require a probe body of some kind, Stayputnik or whatever or should it still work if vessel A has one, but not B?
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