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Posts posted by waterlubber
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I am experiencing some profoundly absurd memory usage from my KSP install. After setting it up, the game would refuse to load since the oom-killer would get it, although I got it playable by adding 16GB of swap. During gameplay, virtual memory usage is ~24GB or so, but the game is swapping enormous amounts of data to disk every time I change scenes. I'm guessing there's some sort of mysterious memory leak, but I'm not sure to troubleshoot it and I'm not sure if it's an issue with the game or Arch Linux. Normally, I would chalk such an enormously high usage up to this particular combination of mods; however, my roommates (three of them) are running an identical install on Windows and use approximately 4-6GB of memory. Something is uniquely wrong about my install, and I'd like to work out what it is since at the rate the game swaps out when changing scenes my SSD will be dead within the month.
Here's some information:
Distro: Arch Linux, Ryzen 2600 on 16GB RAM
KSP: 1.12.2, 64-bit.
Player.log: https://mega.nz/file/LYB2kToL#USYiVe0_3Hsjmf_CkpvtF6PcJyrRVNudIei6K7ScvDc
(not entirely sure why it ends with a crash, but I did actually exit the game...)
Mod list: https://pastebin.com/3i4QyDR0I'm guessing that this issue is most likely caused by some unhealthy interaction between two mods, but that's just speculation. Anyone here have any ideas, or have experienced anything similar? I've got no idea what's going on but would like to play the game without waiting two (2) minutes at every scene transition for my computer to swap 8GB to disk and back.
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55 minutes ago, Nertea said:
Hmm. The exception you posted is pretty clearly a GC alloc/memory thing which are always painful to discover (and usually my things don't reach into the internals enough to touch that). I will trawl your logs later today, but my general suspicion, based on the other issue reported, is that something is messing with some of my modules somewhere, which has the end result of introducing an undiscovered failure mode into DBS, which can cause a stack of exceptions and errors, killing the game.
If we can track down the interaction then I can at least investigate.
I do have Memgraph installed, but I wasn't using any of its active (memory-poking) features at the time. It could be an issue with mono or some other weird low-level thing though, as I am playing on Linux.
Thanks for the help. In the meantime I'll just spam RTGs for power.
Edit: It appears to apply to all reactors, as my open cycle Safety Ray™ refuses to fire up without crashing the game. -
43 minutes ago, Nertea said:
This looks like it's the same problem that was identified here. It will be fine when KSPI fixes their incorrect use of ModuleCryoTank, which will happen soon. Alternately, release of newer CT and DBS (also soon) should resolve it.
I'm at work at the moment and can't load things from most file storage locations, but I would absolutely have seen this while playing recently (as would anyone using a reactor based on that description), so we need to clarify a few things in the last, more reproducible situation so I can run some tests on that case.
- You're using an MX-0 reactor (vs UX, just need to make sure it's not been touched by some other mod)
- No other mods are installed besides NFE and and DBS
- This occurs regardless of whether DBS is installed or not
Can you confirm those?
1. UX-0 thing was Community Parts Titles. My bad, didn't realize it also did the Near Future Parts.
2. I tested with an install with just the NF mods and DBS. The issue did not occur. I was also unable to replicate it with Heat Control radiators. It appears to be caused by a really weird interaction on that particular installation.
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I'm experiencing some weird issues with DBS and NFE. My game crashes when I fire up the small .65m reactor, but the logs hint at DBS being the culprit. Unfortunately, the craft that this issue is 249 parts, and it takes about 10 seconds to add or remove one on my computer. Notably, when designing it in the VAB the thermal UI eventually stopped recognizing the radiators - for whatever reason, it didn't process the new radiators that I added to the thing.
I'm playing on Linux AMD64. DBS is version 2.0.5.0, NFE is 1.0.2, installed via CKAN. All other mods are latest CKAN versions as of Aug 20, 2019. TweakScale is installed and a few parts on the craft are tweakscaled -- no radiators or reactors, though. There's an Emancipator engine as well.
My modlist (CKAN export):Spoiler- [x] Science! Continued (xScienceContinued 5.22)
- AirlockPlus (AirlockPlus v0.0.11)
- Airplane Plus (AirplanePlus 26.1)
- Alternate Resource Panel (AlternateResourcePanel v2.9.3.0)
- Astronomer's Visual Pack (AstronomersVisualPack 2:3.8.3.0)
- Astronomer's Visual Pack-4k Textures (AVP-4kTextures v1.9)
- AT Utils (AT-Utils v1.8.1)
- AtmosphereAutopilot (Fly-By-Wire) (AtmosphereAutopilot v1.5.15)
- B9 Aerospace Procedural Wings - Fork (B9-PWings-Fork 1:0.91)
- B9 Part Switch (B9PartSwitch v2.10.0)
- BahamutoD Animation Modules (BDAnimationModules 1:v0.6.5.7)
- Basic Procedural Textures (BasicProceduralTextures v1.2)
- BetterBurnTime (BetterBurnTime 1.9.1)
- BetterTimeWarpContinued (BetterTimeWarpCont 2.3.11.4)
- blackheart612's Procedural Part Textures (ProceduralParts-Textures-SCCKSCS 1)
- Camera Tools (CameraTools v1.12.0)
- CapCom - Mission Control On The Go (CapCom 2.10)
- Chatterer (Chatterer 0.9.96)
- ClickThrough Blocker (ClickThroughBlocker 0.1.7.2)
- CommNet Antennas Extension (CommNetAntennasExtension 2.0.1)
- CommNet Antennas Info (CommNetAntennasInfo 2.1.0)
- Community Category Kit (CommunityCategoryKit 4.3.0.0)
- Community Parts Titles (CommunityPartsTitles 0.4.6)
- Community Resource Pack (CommunityResourcePack 1.2.0.0)
- Community Tech Tree (CommunityTechTree 1:3.3.7)
- Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.4)
- Community Trait Icons (CommunityTraitIcons v1.1.1)
- Configurable Containers Core (ConfigurableContainers-Core 2.4.6.0.1)
- Contract Configurator (ContractConfigurator 1.27.1)
- Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.1.5)
- Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4)
- Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.1)
- Contract Pack: Giving Aircraft a Purpose (GAP) (GAP 1.6.1)
- Contract Pack: Kerbal Academy (ContractConfigurator-KerbalAcademy 1.1.10)
- Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2)
- Contract Parser (ContractParser 8.0)
- CorrectCoL (CorrectCoL 1.6.4.4)
- Craft Manager (CraftManager 1.1.5)
- Crowd Sourced Flags (CrowdSourcedFlags 1.55.5)
- Crowd Sourced Science (CrowdSourcedScience v5.3)
- Cryo Tanks (CryoTanks 1.2.3)
- Cryo Tanks Core (CryoTanks-Core 1.2.3)
- Cryogenic Engines (CryoEngines 1:1.0.2)
- Cryogenic Engines - Near Future Aeronautics (CryoEngines-NFAero 1.0.2)
- Custom Barn Kit (CustomBarnKit 1.1.19.0)
- Decoupler Shroud (DecouplerShroud 0.7.1)
- Deployable Engines Plugin (DeployableEngines 1.1.0)
- DF Skybox: SN 1006 Nebula - Unedited (SN1006-Unedited-Skybox 1.3)
- Distant Object Enhancement (DistantObject v1.9.1.1)
- Distant Object Enhancement default config (DistantObject-default v1.9.1.1)
- DMagic Orbital Science (DMagicOrbitalScience 1.4.2)
- Docking Cam (DockingCamKURS 1.3.6.1)
- Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.8.3)
- Docking Port Sound FX (DockingPortSoundFX v2.1.12)
- Dynamic Battery Storage (DynamicBatteryStorage 2:2.0.5.0)
- Easy Vessel Switch (EVS) (EasyVesselSwitch 1.11)
- Environmental Visual Enhancements (EnvironmentalVisualEnhancements 2:EVE-1.4.2-2)
- Ferram Aerospace Research Continued (FerramAerospaceResearchContinued 3:0.15.11.1)
- Filter Extensions - Default Configuration (FilterExtensionsDefaultConfig 3.2.3.2)
- Filter Extensions - Plugin (FilterExtensions 3.2.3.2)
- Firespitter Core (FirespitterCore v7.12.0)
- Firespitter Resources config (FirespitterResourcesConfig v7.12.0)
- Freedom Textures (FreedomTex 1:v1.5.1.0)
- Fuel Tanks Plus (FuelTanksPlus 2.0.2)
- Global Construction (GroundConstruction 2.4.1.0.1)
- Global Construction Core (GroundConstruction-Core 2.4.1.0.1)
- Hangar Extender (HangerExtenderExtended 3.5.5)
- Heat Control (HeatControl 0.4.12)
- Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.1.1)
- HyperEdit (HyperEdit 1.5.8.0)
- Infernal Robotics - Next (InfernalRoboticsNext v3.0.0)
- Inline Ballutes (InlineBallutes 1.2.9.8)
- InnerLock (InnerLock 0.1.1_1.7.3)
- Interstellar Fuel Switch (InterstellarFuelSwitch 3.8.8.4)
- Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 3.8.8.4)
- JX2Antenna (JX2Antenna 2.0.5)
- Karbonite (Karbonite 1:1.2.0.0)
- Kerbal Aircraft Expansion (KerbalAircraftExpansion 4:2.8.0.1)
- Kerbal Alarm Clock (KerbalAlarmClock v3.10.0.0)
- Kerbal Atomics (KerbalAtomics 1:1.0.4)
- Kerbal Atomics - NFE Integration (KerbalAtomics-NFECompatibility 1.0.4)
- Kerbal Atomics - Other Mod Support (KerbalAtomics-NTRModSupport 1.0.4)
- Kerbal Attachment System (KAS 1.4)
- Kerbal Engineer Redux (KerbalEngineerRedux 1.1.6.0)
- Kerbal Improved Save System (KerbalImprovedSaveSystem v2.4.0)
- Kerbal Inventory System (KIS 1.22)
- Kerbal Joint Reinforcement - Next (KerbalJointReinforcementNext v4.0.13)
- Kerbal NRAP - Procedural Test Weights (KerbalNRAP 1.5.14)
- Kerbal Planetary Base Systems (KerbalPlanetaryBaseSystems v1.6.9)
- Konstruction (Konstruction 1.2.0.0)
- kOS for All! (kOSforAll 0.0.5)
- kOS: Scriptable Autopilot System (kOS 1:1.1.9.0)
- KS3P (KS3P V6.1)
- KSP AVC (KSP-AVC 1.3.1)
- KSP ExtendedAntennaProgression (ExtendedAntennaProgression v0.1.2)
- KSP Rescue Pod Fix (KSPRescuePodFix 1.6.4.14)
- KXAPI (KXAPI 1.1.0)
- LaserDist (LaserDist v1.2.0)
- MagiCore (MagiCore 1.3.1.6)
- Malemute Rover (MalemuteRover 1.2.0.0)
- MechJeb 2 (MechJeb2 2.8.4.0)
- MemGraph (MemGraph 1:1.1.3)
- Mk2 Stockalike Expansion (Mk2Expansion 2:1.8.4.1)
- Mk3 Stockalike Expansion (Mk3Expansion 1.4.8)
- Moar Filter Extension Configs (MoarFEConfigs 1.0.4.1)
- Modular Fuel Tanks (ModularFuelTanks 5.12.3)
- Modular Rocket Systems LITE (ModularRocketSystemsLITE 1.13.2)
- ModularFlightIntegrator (ModularFlightIntegrator 1.2.6.0)
- Module Manager (ModuleManager 4.0.3)
- Navball Docking Alignment Indicator CE-2 (NavballDockAlignIndCE 1.0.5)
- NavHud (NavHudRenewed 1.3.7)
- Near Future Construction (NearFutureConstruction 1.1.2)
- Near Future Electrical (NearFutureElectrical 1.0.2)
- Near Future Electrical Core (NearFutureElectrical-Core 1.0.2)
- Near Future IVA Props (NearFutureProps 1:0.5.1)
- Near Future Launch Vehicles (NearFutureLaunchVehicles 1.2.1)
- Near Future Propulsion (NearFuturePropulsion 1.1.1)
- Near Future Solar (NearFutureSolar 1.0.3)
- Near Future Solar Core (NearFutureSolar-Core 1.0.3)
- Near Future Spacecraft (NearFutureSpacecraft 1.2.4)
- Outer Planets Mod (OuterPlanetsMod 2:2.2.5)
- Patch Manager (PatchManager 0.0.16.4)
- Precise Node (PreciseNode 1.2.10.3)
- Procedural Fairings (ProceduralFairings 1:v1.6.1)
- Procedural Fairings - For Everything! (ProceduralFairings-ForEverything v0.3.0)
- Procedural Parts (ProceduralParts v1.3.18)
- Procedural Parts - Hazard Tanks Textures (HazardTanksTextures 1.0)
- Procedural Parts - MainSailor's Procedural Textures - Complete Texture Pack (MainSailorTextures-Complete 2.0.0.0.1)
- Procedural Parts - MainSailor's Procedural Textures - Essential Textures and Flag (MainSailorTextures-Essentials 2.0.0.0.1)
- Procedural Parts - Saturn / Nova Texture Pack (ProceduralParts-Textures-SaturnNova 1.2)
- Procedural Parts - Ven's Revamp Style Textures (VensStylePPTextures 1.1)
- Progress Parser (ProgressParser 10.0)
- 'Project Orion' Nuclear Pulse Engine (USI-NuclearRockets 1.2.0.0)
- QuizTech Aero Pack (QuizTechAeroPackContinued 1.3.14.3)
- RasterPropMonitor (RasterPropMonitor 1:v0.30.6)
- RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.30.6)
- RCS Build Aid Continued (RCSBuildAidCont 1:0.9.8)
- RemoteTech Redev Antennas (RemoteTechRedevAntennas 0.1.1)
- ReStock (ReStock 0.1.4)
- ReStock+ (ReStockPlus 0.1.4)
- SCANsat (SCANsat v18.11)
- scatterer (Scatterer 2:v0.0540)
- scatterer - default config (Scatterer-config 2:v0.0540)
- scatterer - sunflare (Scatterer-sunflare 2:v0.0540)
- Sounding Rockets! (SoundingRockets 1.2.0.0)
- SpaceY Expanded (SpaceY-Expanded 1.4)
- SpaceY Heavy Lifters (SpaceY-Lifters 1.17.2)
- Speed Unit Annex (SpeedUnitAnnex 1.3.5)
- StageRecovery (StageRecovery 1.9.1.2)
- Station Keeping (StationKeeping 1:0.2.1.1)
- Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 1.2.1)
- Strategia (Strategia 1.7.3)
- Surface Experiment Pack (SurfaceExperimentPack v2.7.1)
- Tarsier Space Technology with Galaxies Continued... (TarsierSpaceTechnologyWithGalaxies 1:7.7)
- TextureReplacer (TextureReplacer v3.7)
- The Janitor's Closet (JanitorsCloset 0.3.6)
- Toolbar (Toolbar 1:1.7.22.1)
- Toolbar Controller (ToolbarController 1:0.1.8.2)
- Trajectories (Trajectories v2.2.3)
- Transfer Window Planner (TransferWindowPlanner v1.6.3.0)
- TriggerAu Flags (TriggerAu-Flags v2.9.3.0)
- TweakScale - Rescale Everything! (TweakScale v2.4.3.3)
- Universal Storage II (UniversalStorage2 1.7.0.10)
- USI Core (USI-Core 1.2.0.0)
- USI Exploration Pack (USI-EXP 1.2.0.0)
- USI Freight Transport Technologies (USI-FTT 1.2.0.0)
- USI Tools (USITools 1.2.0.0)
- Vessel Viewer Continued (VesselView 2:0.8.7.2)
- VesselView-UI-RasterPropMonitor (VesselView-UI-RasterPropMonitor 1:0.8.7.2)
- Waypoint Manager (WaypointManager 2.7.5)
- Zero MiniAVC (ZeroMiniAVC 1:1.0.6)
Craft File, player.log, persistent.sfs, loadmeta
The tail end of the Player.log suggests that it's DynamicBatteryStorage, it's almost certainly some kind of weird interaction though.
EDIT: I was able to reproduce the issue with just a probe core, a NFE fission reactor, and an expanding heat radiator. It took MUCH longer after starting the reactor for the issue to manifest (about a minute). The tail end of the Player.log, which was the only thing of interest, is as follows:SpoilerReceiving unhandled NULL exception #0 0x007fff613fd780 in funlockfile #1 0x007fff613fdd40 in g_free #2 0x007fff613fde40 in GC_push_all_stack #3 0x007fff613fde70 in g_free #4 0x007fff613fdeb0 in g_free #5 0x007fff613fdee0 in g_free #6 0x007fff613fdf10 in g_free #7 0x007fff613fdf50 in g_free #8 0x007fff613fdfa0 in g_free #9 0x007fff613fdff0 in GC_push_all_stack #10 0x007fff613fe020 in mono_monitor_exit #11 0x007fff613fe030 in (Unknown)
Finally, here's Player.log with debug on. Unfortunately, there doesn't seem to be any additional information. This appears to be a rather low-level bug.
Steps to reproduce: Either load the existing save with crafts and try to start the UX-0 reactor, or just launch a craft with a probe core, UX-0 reactor, and sufficient expanding NFE heat radiators. Star the reactor and wait several minutes, eventually the game will crash. The former method should make the crash happen faster. -
40 minutes ago, Poodmund said:
If you're happy navigating GitHub, I made a quick compatibility commit last month as you can see in the recent commits: https://github.com/Galileo88/Galileos-Planet-Pack/commits/master
Odd. I cloned the repo and just copied over the entire GPP_Scatterer folder, but I'm still getting black cloud errors.
Spoiler -
Speaking of things I love, GPP is working fine on 1.6 except for the aforementioned scatterer black clouds. Are there any workarounds at the moment? I'd be willing to turn off clouds or use a 2d style or something like that.
I'm also excited for whatever that "labor of love" is
Here's my black clouds player.log, not sure if this is under scatterer's jurisdiction or yours. I'll go over there if need be. https://mega.nz/#!DUJwUYjI!DTm3srLuv_0tO8T8RmopnQn0ZsjWUgD0RKWh3qqYLnU -
Yeah, no FAR, version 1.4.3. I placed them without symmetry so the flaps would deploy properly, they're attached to some big procedural wings towards the very back of the plane. I also have a set of canards up front. Pitch is working fine, but roll is inverted (which means I can't just set the actuation to -100 and invert them.)
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Since you might be busy, what can I do to try to resolve the roll/inversion issue? Right now they seem to be fine for pitch/yaw but roll is inverted.
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On 10/30/2017 at 10:25 PM, Voodoo8648 said:
Cool thanks... I have 32gb of RAM.. What should I change the value to?
I have no idea. Experiment. It's a compromise between memory usage and lag spikes.
I think mine is ~2048 or so
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8 hours ago, Voodoo8648 said:
While John007's dll helped me, the mmemgraph did not help with the garbage collection very well I followed instructions and it only brought my stuttering from every 40 seconds to 60 seconds... Well you please tell me exactly what you did to get yours down to every two minutes??
Depending on your total amount of ram (and operating system: Linux handles OOM far better than Windows) you can edit the "padhead.cfg" file inside MemGraph's folder. Just increase the max value (I think I use 2048 or 4096, I can't remember) and then hit Mod + End to allocate more RAM to KSP, and allow it to do GC's less often.
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I'm playing with Galileo's Planet Pack. Unfortunately, when I tried to do the investor mission, the poor guys spawned out in the middle of the ocean. Is there a way, or place, for me to edit my saves so the prerequisites for the casino are fulfilled?
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10 hours ago, John007qwe said:
Try memgraph, it helps me a lot with that.
I did, before I got this message, while researching KSC garbage collectors.
For anyone reading this, "a lot" is an understatement. It brought down the lag spikes from once every ten seconds to once every two minutes.
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On 10/13/2017 at 5:49 AM, John007qwe said:
All he needs to do is just make it only scan the current biome whenever you only have the "here and now" window open. What's the point of being able to see what science is available on 5 other planets if you're just interested in your current position? Doing that will reduce the cpu time required and remove 99% of the stutter. It should only scan everything when you're looking at the big list, which you can just close whenever you don't need it. And his solution of "getting a faster box" doesn't really work out when you already have a top tier cpu or close to, and still have issues.
This was the prospect of the ScienceAlert mod...you can see where "Here and Now" is inspired from
I'm using the modified .dll. Performance has noticeably improved, but I still get big lag spikes. They increase in frequency and duration as the game goes on, which makes me think it's a memory leak and the garbage collector is struggling.
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On 10/3/2017 at 7:19 AM, CGiuffre164 said:
I have the same issue, how did you fix it? I have a manual install and I have been reading this thread vigorously and reading and re-reading the instructions over and over again and I'd like to get this to work, for it is a beautiful visual enhancement.
I feel like I am missing something but I don't know if I am, or if I am just too inexperienced to know what it is that I am doing wrong. I have a whole lot of part mods installed as well and I don't know if anything is conflicting with anything? But I doubt that.
Just to clarify for someone else, I cannot see the clouds for any planet, and the Aurora have disappeared within me looking at Duna for something of like 3 seconds.
My install is completely manual, and no CKAN is used.
I am getting quite frustrated with this install, but I have endured the headaches and rants so far, thanks!
I think I gave up and used SVT instead. This was a while ago; I'm playing with GPP now. Sorry for the late reply.
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I think SVT is actually compatible with this mod. I dropped it in the GameData folder and it APPEARS to be working -- ironically, KSPRC doesn't.
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Mk III planes. I could never really get high enough TWR.
Interplanetary gravity assists. I can kick around in Jool's moons or even Kerbin but using Eve as a slingshot is very hard for me.
Rovers. They always end up with ridiculous part count.
2.5m landers and capsules, I don't have problems with them but I can't use them because of how heavy they are. My brain won't let me, they're too inefficient.
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I don't know how, sorry, I first learned about it from a dev post.
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1 hour ago, Chayvre said:
Hi!
First of all i'd like to say that your work is amazing take you for that.
I'm getting the same issue as this guy (can take other screenshots if needed), I have a fresh installation, got the mod through ckan and playing on 64-Bits, any fix found for this?
Thanks a lot!
This has to do with how KSP uses two cameras: One aimed at the craft with a short range and one aimed behind it with a wide field of view. The close-in camera shows up the grass as bright green.
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7 minutes ago, themaster401 said:
Yeah, that definitely should not occur upon modifying cloud configs. Assuming now that it might be some difference in the Linux version of KSP, the OS itself, or some unknown incompatiblity. I'll look into it further when I get home.
In the meantime, it would be a good idea to confirm if the problem is AVP or just EVE itself. Try using the default EVE configs, or another set of visuals.
I tested with the stock EVE configs installed via CKAN and there are clouds. However, Duna is still missing...I don't know what that config file did, but I like Duna and would like it back
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2 minutes ago, themaster401 said:
I'm so confused. The EVE error report in the log displays the entry for Duna's aurorae backwards, which is likely the syntax issue. Of course, I've confirmed that the syntax issue is not apparent in the latest update.
Since I am away from home right now, try this:
Go to <KSP>/GameData/AstronomersVisualPack/EVE/aurora.cfg and replace the second OBJECT{...} with:
OBJECT
{
name = Duna-Aurora
body = Duna
altitude = 7200
killBodyRotation = True
detailSpeed = 100,3000,0
speed = 0,150,0
settings
{
_DetailScale = 6
_DetailDist = 4E-07
_UVNoiseTex = AstronomersVisualPack/EVE/Textures/uvnoise1
_UVNoiseScale = 0.5
_UVNoiseStrength = 0.05
_UVNoiseAnimation = 0.05,0.02
_MainTex
{
value = AstronomersVisualPack/EVE/Textures/aurora1
}
_DetailTex
{
value = AstronomersVisualPack/EVE/Textures/detailAurora
}
}
layer2D
{
macroCloudMaterial
{
}
}
}I changed it out, it didn't seem to work. I have Scatterer set to integrate with EVE, but I don't remember it working set to draw on top, either...
Also, now Duna doesn't exist.
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13 minutes ago, themaster401 said:
Odd, the first fact that comes to mind is that aurora.cfg is the first of the cloud configuration files, which means there may be a syntax error or problem that doesn't allow the rest of the configs to load. In this case, the KSP.log would be quite helpful.
I'm loading the game with KSPRC reinstalled as I typed this (I removed it while I was playing so I could witness the clouds) and I'd also like to mention that the CKAN installation does not do scatterer automatically, I had to manually install it from CKAN. Not sure if bug or feature.
Even on an SSD, the game takes some time to load because I have a lot of mods and a mediocre, low energy, sad CPU.
KSP.log: https://mega.nz/#!iAIQxKCB!1dRxa5VOTNR0c6yY5Hd5yVD1bXRYAhQiItlQ20gZmG8
Player.log, compressed from 7MB to a few hundred kB: https://mega.nz/#!vUI2UR5J!wRSg47SR1g1paTWj49RM32CHE723j2PtfkKPXdeF2VY -
1 minute ago, themaster401 said:
Firstly, thank you for all the data you immediately sent with the reply. It's quite convenient and useful for me
I don't exactly understand the issue here. Is it that your other mods are incompatible with AVP? Or does KSPRC break compatibility? I've never tried AVP on Linux myself, let alone KSP, so I'm mostly oblivious to how it performs on the platform.
I've looked through all given text links, there's no issue that I'm aware of among them. Perhaps an example of the issue with a screenshot would help?
Sorry, I was so focused on provided debug materials that I forgot to clarify on the issue: EVE doesn't work, it only shows auroras. Clouds and stuff don't render at all.
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I'm having trouble getting this mod to work with KSPRC. I am on Linux 64-Bit and installing Astronmer's via CKAN. I also have other mods (mainly part mods) and Pood's skybox installed, but none of them interface with these mods.
When I install from CKAN, the mod works fine and I see clouds on the Main Menu and in game. All functions seem to work as expected (there is some odd coloring of the grass at the KSC if you look at it from a low angle, I'm assuming this is because of KSP's dual camera implementation). When I install KSPRC as instructed to in the Github (dragging the KSPRC folder into GameData, and none of the others, and then removing the proper folders ("Atmosphere" and "Citylights".
The KSPRC I installed is downloaded from the forums/curse/spacedock, as it is not available on CKAN. I am using 1.3.
Github in question: https://github.com/themaster402/AstronomersVisualPack
List of mods in my GameData: https://hastebin.com/anifaveyec
File Tree of GameData: https://hastebin.com/qevanilise.css
CKAN File, text form: https://hastebin.com/kigogudaxi.jsonI would also provide the player.log but it's big enough that it bugs out my clipboard when copied as text, so I can't put it on pastebin. I can put it on Dropbox or something on request, however.
Any help would be appreciated, I really want to get this working.
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I think the term "Reality Warper" fits the Bills extremely well.
is 'Mr. Blocko" secretely a Scranton Reality Anchor?
Absurd memory usage (24GB) on Linux with JNSQ and others
in KSP1 Technical Support (PC, modded installs)
Posted
This is exactly what I expected, and would be my normal course of action, had I not had two identical (or nearly identical) installs on my roommate's machines that did not experience nearly as high a memory usage. The problem is unique to this install, for some reason.
I was actually able to greatly reduce startup memory by (I think?) removing DarkMultiPlayer -- perhaps it was causing problems. However, there's still a massive memory leak remaining as usage increases over the course of a few hours of gameplay. I'm not sure what tools exist to identify leaks (by mod would be amazing) except perhaps MemGraph.
Even with this many mods, the game is still allocating 2-3x its size on disk in memory. Even accounting for the incredible waste of garbage collected languages that's still crazy amounts of usage.
Maybe it is just the number and scope of the mods, but I've got a feeling that its something using far more than its fair share that I'd like to specifically eliminate.