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Everything posted by Djohaal
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Help troubleshooting hard CTDs.
Djohaal replied to Djohaal's topic in KSP1 Technical Support (PC, modded installs)
I've done that before (in other mod compilations), what I need first is to figure out first is a vessel or a series of procedures that reliably triggers the crash. If I happen to find anything I'll post here for sure. I have a list of "suspect" mods that are mods that add functionalities via library plugins, while purely content based mods that add parts are considered low suspicion so far -
Help troubleshooting hard CTDs.
Djohaal replied to Djohaal's topic in KSP1 Technical Support (PC, modded installs)
Any help is appreciated. I guess I'll try removing and placing stuff back, this is gonna be slow. -
Help troubleshooting hard CTDs.
Djohaal replied to Djohaal's topic in KSP1 Technical Support (PC, modded installs)
Of course. I assume something else is generating instability, but I'm not sure how to start debugging it. I don't have a single vessel or a procedure that is 100% crash prone so I could divide my mods and go adding stuff slowly. -
Help troubleshooting hard CTDs.
Djohaal replied to Djohaal's topic in KSP1 Technical Support (PC, modded installs)
Sadly I've added another 8GB of memory (for a grand total of 24GB), ran some tests and its adequate and stable, however KSP still crashes. Memory usage is just a little over 10GB. -
Help troubleshooting hard CTDs.
Djohaal replied to Djohaal's topic in KSP1 Technical Support (PC, modded installs)
Yeah I am aware of the OS minimum usage, plus chrome and all the shebang. In my specific case having more physical memory help? I still got some empty slots on this computer. -
Help troubleshooting hard CTDs.
Djohaal replied to Djohaal's topic in KSP1 Technical Support (PC, modded installs)
I am not up to date on the memory limits for x64 KSP. Is 14GB the current hard limit? or you mentioned the value due to my system physical memory being 16GB. -
So while I'm rather experienced in setting up gargantuan modpacks (been doing this way back when only KSP x64 for linux was available) I'm encountering a recurring hard crash in my game which I've not been able to nail on the cause. The crash always happens upon scene change, usually from flight to KSC or tracking station, and seems to happen more often on long flights or with particularly complex vessels. Fortunately it also seems to trigger only after the autosave is made. I've not been able to find anything suspicious on the log file, although predictably its quite large and messy from the amount of mods i'm running. I'm on windows 7, x64, KSP is also x64, obviously. I have 16GB of physical memory, and my GPU is a GTX 970 4GB. Attached, screenshot of mods folder, a KSP log that starts just before the scene change, and a crash log from one of the crashes. Usually though KSP doesn't even drop a crash log so I'm not sure if its related to the same crash. Crash log KSP log I suspect the issue might be due to excessive memory usage since I have only so much video memory, and unlike my other massive builds that didn't crash so often, I'm using three planet packs composed via galactic neighborhood, so that's a whole lot of extra memory being used.
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I've managed to run GN fine with graphics mods so far. Scatterer conveniently includes a illumination source flag in its configs, which can be toggled individually for each planet. In other news, gotta love emergent bugs interactions between mods.
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https://www.dropbox.com/s/ctwukdmf7wwryzm/Erroandlogs.rar?dl=0 Included in it a save file solely with the offending station (actually a new one) and the KSP log which is enormous given the ammount of mods I'm running. The log runs to the point just before I saved the file, and I tried clicking on the crew button a few times before saving to trigger the error messages. It seems the bug doesn't trigger on station welding with konstruction alone, this second vessel was deployed as a single piece and ship manifest broke soon as my first crew orbiter docked.
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I'm running a heavily modified campaign too, here's my bug list so far. Not all might be attributable to GN though: 1: Weird eclipse on the mun, perhaps some emerging issue with scatterer, even if I disable it. 2: Career - Early missions sometimes point you to bodies outside the solar system since some mods rework the missions list. 3: Some orbit path wobbliness that -might- be due to precision issues, but so far no space krakens or orbits getting messed up. 4: Some other mods that specifically require the vanilla sun as part of hardcoded behavior think the sun is the galactic core and not the Kerbin sun (called internally stocksun) - some of these errors are manually patchable if you know your way around cfg files. 5: A couple dozen minor incompatibilities I had to manually smooth out by removing or editing patch and cfg files. I set this mod combo a month ago though, so I don't remember them all.
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Consegui fazer o scatterer, eve e SVI funcionarem juntos, mas foi uma macumba tão exótica que eu não sei como replicá-la.... Estação espacial grande. A coisa laranja do lado é um reboque que monta os módulos. Acesso e suprimentos são providos por veículos tipo-soyuz.
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Cacteye and James Webb (from tarsier) confirmed work with no bugs on GN. I'm having issues with other mods that specifically require orbiting the sun (solar science), and apparently the vanilla SENTINEL telescope also doesn't recognize the stocksun as the proper sun. I patched my custom asteroids file to spawn asteroids around stocksun instead of sun (which I assume is the internal name for the galactic core) but so far haven't had luck of finding any. Another thing I didn't check if the files if it was patched is deep space resource deposits (the karborundrum ring around the sun) from community resource pack.
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I sometimes experience errors where ship manifest seems to have problems with the root or docked parts of a vessel. Usually on a large station that has been assembling using konstruction ports. Here's the log of the current error that triggers when I click on the crew button, if you want I can post the save too. [LOG 22:32:22.807] [ShipManifest] - Error: Error in GetSelectedVesselParts(). Error: System.InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.SingleOrDefault[Part] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at ShipManifest.SMVessel.GetDockedVesselParts (.ModuleDockingNode dockingNode) [0x00000] in <filename unknown>:0 [LOG 22:32:22.808] [ShipManifest] - Error: in WindowManifest.ResourceButtonToggled. Error: Operation is not valid due to the current state of the object at System.Linq.Enumerable.SingleOrDefault[Part] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at ShipManifest.Modules.ModDockedVessel.get_Rootpart () [0x00000] in <filename unknown>:0 at ShipManifest.Modules.ModDockedVessel.get_LaunchId () [0x00000] in <filename unknown>:0 at ShipManifest.SMVessel.BuildDockedVesselList () [0x00000] in <filename unknown>:0 at ShipManifest.SMVessel.UpdateDockedVessels () [0x00000] in <filename unknown>:0 at ShipManifest.SMVessel.RefreshLists () [0x00000] in <filename unknown>:0 at ShipManifest.Windows.WindowManifest.ResourceButtonToggled (System.String resourceName) [0x00000] in <filename unknown>:0 [LOG 22:32:22.811] [ShipManifest] - Error: Error in GetSelectedVesselParts(). Error: System.InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.SingleOrDefault[Part] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at ShipManifest.SMVessel.GetDockedVesselParts (.ModuleDockingNode dockingNode) [0x00000] in <filename unknown>:0 [LOG 22:32:22.988] [ShipManifest] - Error: Error in GetSelectedVesselParts(). Error: System.InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.SingleOrDefault[Part] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at ShipManifest.SMVessel.GetDockedVesselParts (.ModuleDockingNode dockingNode) [0x00000] in <filename unknown>:0 [LOG 22:32:22.989] [ShipManifest] - Error: in WindowManifest.ResourceButtonToggled. Error: Operation is not valid due to the current state of the object at System.Linq.Enumerable.SingleOrDefault[Part] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at ShipManifest.Modules.ModDockedVessel.get_Rootpart () [0x00000] in <filename unknown>:0 at ShipManifest.Modules.ModDockedVessel.get_LaunchId () [0x00000] in <filename unknown>:0 at ShipManifest.SMVessel.BuildDockedVesselList () [0x00000] in <filename unknown>:0 at ShipManifest.SMVessel.UpdateDockedVessels () [0x00000] in <filename unknown>:0 at ShipManifest.SMVessel.RefreshLists () [0x00000] in <filename unknown>:0 at ShipManifest.Windows.WindowManifest.ResourceButtonToggled (System.String resourceName) [0x00000] in <filename unknown>:0
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Composição acidentalmente bonita.
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Here's the offending list, i've not managed to find a configuration to offset this list, but might be stupidity on my part. Nevermind, is stupidity on my part, there's a button option for lists, although its navigability is far from ideal on a QoL standpoint. Also I'm noticing some orbit line and communication line wobblyness, I assume some precision bugs are to be expected? No kraken attacks thanfully. My mun inexplicably undergoes an eclipse where it turns pitch black when its in front of kerbin. I did a comb trough scatterer settings to remove any potential eclipsing bodies but it still occours randomly, anyone experienced that too?
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Some cross-compatilibty with mechjeb is necessary. If you load enough addon planets the gravity delta-V reference body (and I imagine other buttons) selector runs out of screen space. I understand you are not the mechjeb developer, just posting this as a report.
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KSP Interstellar Extended Support Thread
Djohaal replied to FreeThinker's topic in KSP1 Mods Discussions
Oh also, scaling bug report on the deployable microwave phased array. Bigger scales have negative mass. -
KSP Interstellar Extended Support Thread
Djohaal replied to FreeThinker's topic in KSP1 Mods Discussions
As my save progresses into the fusion age I'm left with a question, which is the best method for ISRU production of deuterium? I made a huge solar wind collector to test the feasibility of solar farming, but the rate of deuterium accumulation is quite low. -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Djohaal replied to FreeThinker's topic in KSP1 Mod Releases
Getting this with radial fuel tanks: https://pastebin.com/ABzrBCYu Steps to re-create: 1) place fuel tank, pick fuel 2) Alt-click to duplicate said fuel tank and place it elsewhere 3) try to change the contents of second tank. UI crashes with endless lines of lqd deuterium, endless NREs, can't right click any other part until the broken part gets removed from the scene. Dragging a fresh radial tank from the parts menu doesn't trigger the exception.- 1,187 replies
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- 1
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- fuel switching
- mesh switching
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(and 2 more)
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KSP Interstellar Extended Continued Development Thread
Djohaal replied to FreeThinker's topic in KSP1 Mod Development
I think the open cycle gas core reactor throttling based on electrical power demand (not thruster) seems to be broken. Mine always sits at 0.10% even in orbit with no acceleration. Unless I missed a patch note and its not supposed to produce electricity anymore. Even with the capacitor bank or ISRUs running on modes that require megajoules it doesn't seem to wake up. Also what is the advantage of the stellarator compared to a tokamak? Its mass is immense (and scales terribly) so what's the advantages? -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Djohaal replied to RoverDude's topic in KSP1 Mod Releases
Yep, parts can be tweaked on the during games. Some oddity may happen with parts that already exist (but often it just works), but new parts are clean. To be on the safe side be sure to backup your persist safe, obviously. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Djohaal replied to RoverDude's topic in KSP1 Mod Releases
I believe that jade's changes are solely cfgs. If that's true then you can just swap your cfgs and enjoy the new engines. On the exosferic resource front, haven't managed to get K+ even after copying the resource and save seeds from a new save that did have the resource. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Djohaal replied to RoverDude's topic in KSP1 Mod Releases
I am also experiencing problems with finding K+'s band around kerbol. Already tested and sounded several different combinations of values for the resources without luck. I'm afraid of changing my game's seed and messing my planetary operations. -
Is it possible to resize the transfer windows to ease with dealing with vessels with lots of parts? (I have a base with > 80 parts that can hold kerbals, transfers are a pain). I tried fiddling with the sizes on the cfgs but all I was left with was sadness and messed windows that required a mod reset.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Djohaal replied to RoverDude's topic in KSP1 Mod Releases
The new logistics system seems to be a blessing. I have a minor quality of life suggestion though, would it be possible for the inflatable storage units (tundra and ranger) to be repaintable when you are controlling their host vessel instead of the kerbal? Maybe allow it only when a qualified kerbal is nearby. I always forget what the descriptions mean in terms of which resources are stored. The method used for changing the bays on the converters is excellent and intuitive.