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rasta013

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Posts posted by rasta013

  1. Ok - first test....installed 1.31g and tried hiding the action groups window in flight : memory still leaking away. :(

    I did confirm that in this version the alphanumeric entry still works even with the window hidden, but there was no change to the rate of the leak with the window open or closed. Additionally, I have an output_log file for you. As it's 3.6 Mb, how would you like me to get it to you?

  2. First off - oh man how I do love this mod! This is one of the most useful things I have ever used in game ranking right up there with TCA and MechJeb to help with controlling my various and sundry crafts. Thanks so much for creating and continuing to support this.

    Secondly, I too have been getting hammered by the memory leak and didn't even think to check AGExt until today. I'll get the 1.31g installed shortly and do some quick testing and will also grab you an output_log for perusal. I really want to help you track this down as not having it installed is cruel and unusual punishment. :P

    I'll get back to you as quickly as I can, most likely later today.

  3. Would you by chance be referring to using the Crossfeed Enabler mod? That will turn on crossfeeding for any radial attached tank that has the config added to the part file. Here's a link to the Crossfeed Enabler forum post that explains it a little bit more. There's also code there to add the capability to any part so long as you're running the mod and there's also code there for creation of a MM config for a large group of parts... and FYI Necro - I've added this exact capability to a few of your radial tanks in MRS just to facilitate use - very, very handy little mod. :D

  4. Ok, been testing with this .dll in various setups for a few hours now and I can't replicate the memory leak so it definitely helped. Thanks man! I did get one exception error when I went in with my contract packs enabled the first time (Initial, Station, Tourism) and I've pasted the body of the error message below in case you need it. I also noted there were several contracts I accepted that never showed up for me to complete after accepting them. Specifically, part tests were allowing me to accept the contract, gave me the advance money and unlocked the experimental part but the contract was never in my list to complete. I did not get any throws when that happened but will keep watching in case I do and will relay the info if I get it.

    Thanks again man and keep up the great work. This mod really enhances career mode (my personal favorite). :cool:

    =====Begin Text=====

    Exception occured while loading contract parameter 'HasCrew' in contract 'unknown':

    System.TypeInitializationException: An exception was thrown by the type initializer for ContractConfigurator.ExpressionParser.BaseParser ---> System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.

    at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)

    at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0

    at ContractConfigurator.ContractConfigurator+<GetAllTypes>d__1e`1[ContractConfigurator.ExpressionParser.IExpressionParserRegistrer].MoveNext () [0x00000] in <filename unknown>:0

    at ContractConfigurator.ExpressionParser.BaseParser..cctor () [0x00000] in <filename unknown>:0

    --- End of inner exception stack trace ---

    at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[string] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0

    at ContractConfigurator.ConfigNodeUtil.ParseValue[string] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0

    at ContractConfigurator.ConfigNodeUtil.ParseValue[string] (.ConfigNode configNode, System.String key, System.String defaultValue) [0x00000] in <filename unknown>:0

    at ContractConfigurator.Parameters.ContractConfiguratorParameter.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0

    =====End Text=====

  5. Hey man, just wanted to report a very odd thing. I installed the latest update and once I started playing my memory leaked away like a waterfall. I couldn't even keep the game stable long enough to land a single craft from orbit. No logs, no errors that I could find other than the standard crash from memory. I had installed 2 other updates along with yours - Action Groups Extended and Ship Manifest - I pulled each off in order to test since I had no log files to point me anywhere. Long story short, once I reverted back to 0.7.10 the memory leak immediately stopped. I wish I had more for you to go on but thought I'd mention it just so you'd know it might be a problem. It could also be my setup and the combination of things just kicked it over or possibly another mod going berserk after getting your update - I'm not sure.

  6. First off, before anything and everything else - THANK YOU FOR THIS MOD!!! This is one of the reasons I play KSP and the game is a much dimmer place without this package. Now on to the report/confirm...

    At first, I wasn't sure if it was just my setup or KSP in general but I've also experienced the memory leak with the servo config open. I saw it happening before the rework and still see it happening but haven't had the time to test it independent of all other mods. I do know that I can open the servo editor and watch either GC or the external Memory Usage utility to watch it spool away. I can also confirm that I've watched the memory remain stable without it open, or closing it and watching it stop. That said, I see no information in a log file or, exception monitor or anywhere else that points to a definitive source but thought that I would relay the same thing I've been watching and wondering about for a while. Will be interested to see the results of where it's coming from and would be more than happy to try and help find some time to test it out in varying setups if needs be.

    Again, great job everyone on this mod - hands down my favorite thing to play with in KSP. Keep up all the great work!

  7. I just wanted to thank you for this. I've become an obsessive modder of this game and of course, KSP just simply doesn't want to handle 150+ mods at the same time especially when several of them are parts packs even with ATM and OpenGL. :sticktongue: I've been looking for a simple straightforward tool to manage swapping between installs and this works flawlessly for me. Hopefully anyone else looking for a simple way to manage multiple mod setups will find your tool and use it. I couldn't recommend it highly enough.

    I think the only suggestion I could make would be to find a way (if possible) to allow this to be executed from the desktop. My Windows setup will not allow me to run .jar files with admin rights from the desktop so I have to use the command line to get it running. A very small price to pay for such wonderful functionality and I have no issue with it personally. As I'm not a coder I have no idea if this could even be done but I do think it would make it more accessible to people if they could run it more easily.

    Great job and thanks again!

  8. Great mod man! I love using this and it sure has made monitoring and setting up electrical far easier. I just got the latest version downloaded and the toolbar button is no longer available. Your's was the only mod that got updated and I verified the install twice by ripping and reinstalling just to make sure. I also checked to make sure nothing funky happened on my save game and checked with a new career mode but still no joy. While the manager is definitely on (I can turn on RCS/SAS) and the mod is definitely installed (I can see the reserve batteries and RCS modules) I cannot get the toolbar back up on either the stock or blizzy's bar. Was this function temporarily removed prepping for your KK add-on in the next few days or has something funky happened?

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