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NateDaBeast

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Posts posted by NateDaBeast

  1. I'm having trouble with the fairings deploying with this mod.

    I have the following mods installed:

    • Filter Extensions
    • ToolBar
    • Advanced SAS For All
    • BahaSP
    • CommunityResourcePack
    • Contract Configurator
    • Felbourn(Believe this is the fairings mod)
    • InterstellarFuelSwitch
    • Launchers Pack (Falcons and Atlas pack)
    • MechJeb
    • Orbital Survey Plus
    • TweakScale
    • Firespitter.dll
    • Module Manager

    Can I get some help ? Thanks.

  2. Game was kind of ruined for me because of 1.1

    The crashes were horrendous so instead of most of my time playing KSP whenever I game, I now play other games. Hopefully they can fix most of the bugs but it looks like they took a break.

    So smart when your game is broken for a lot of players.

  3. 32 minutes ago, 123nick said:

    did u do anything? i still have crashes, with mods. i have the same problem (or atleast, very similiar problem) as everyone else in this topic does, ill try some things and see if i can fix it. 

    I think my computer just got used to the over usage of resources lol

    I took out some mods I don't always use and now keep around 30 mods running. Which is sad because I ran about the same before or more on 1.0.5 and didn't receive any crashes. Was told we should be able to run even more mods. Now I run less than before.

  4. 2 minutes ago, moogoob said:

    All the problems I've had  (constant CTD) from 1.1/1.1.1/1.1.2 turned out to be from mods. Now running nothing but Mechjeb and KSP's been as sturdy as a rock. :)

    Not getting crashes anymore but still freezing up sometimes as of 1.1.1 

    I will be testing 1.1.2 in a bit.

  5. 1 minute ago, Claw said:

     

    This hits the nail on the head pretty squarely. VPP assumes a lot of things, such as 1g. That fact results in things like landers that like to slide uphill on the Mun. PhysX has some intentional limitations. And Unity makes a lot of assumptions as well (that match up with changes to PhysX).

    One thing right off the bat is that the new Unity/PhysX wheel system is actually a step in in terms of individual behavior. The problem is that it assumes a lot of things and isn't particularly flexible "on the fly." VPP adds a lot of functionality, but is also predicated on "make car X, tune car X, live with car X for ever." KSP isn't built that way, so it's rather difficult to get an "across the board" balance, because of how everything interacts.

    Add to that the other issues that have been discovered within Unity, and it becomes a complex web to untangle and work around. 

     

    We've been aggressively attacking memory leaks and working to speed up code everywhere. Unfortunately, we have zero control over how mod makers build their code. So bear in mind that add-ons are also capable of leaking and creating garbage as well.

    Yea I know that tends to happen with other mods, but it's even when you run vanilla when its ridiculous for the memory usage.

  6. 2 hours ago, Jacke said:

    Same as me, except I have 24GB (3-year-old gaming laptop).  Even with a mass of mods (I run over 50, but very few parts, but also EVE+SVE at highest resolution), I'm not getting above 4GB for my KSP process.  From what others have said, you should be good for KSP once whatever particular bug(s) causing the memory leak for you is fixed, as well as cleaning up your install to remove all sources of cruftyness.

    I did a reinstall last night, and my computer is about 3 years old also. Hopefully it is a memory leak bug and they fix it because it's annoying not being able to play KSP modded when I'm not even running a lot of part mods.

  7. 1 minute ago, fourfa said:

    Forum demands multi-threaded code because physics chokes on single core; Squad delivers and forum complains about high CPU utilization and laptop heat. Forum demands 64 bit application to get around memory limitations; Squad delivers and forum complains about cost of RAM. 

    I've got 16gb in my OS X laptop, it's running better than it ever did in 1.0.x. No complaints about performance. 

    Running any mods ? How many if you are ?

  8. 1 minute ago, samstarman5 said:

    Just going to say I do hope most folks here are actually reporting the bugs they are experiencing besides just airing their grievances here. Bear in mind no two PC's are alike(as a rule), so what might be a problem for you might not be an issue for the next guy.  Help Squad to find these.

    I've made bug reports already and have been trying to help, I know it's annoying to see someone just complain without sending the errors to Squad.

  9. I'm still having issues after 1.1.1 makes me mad that I can't play KSP without crashing or building in the VAB and freezing up when removing or placing parts :(

    I run a lot less mods than I did in 1.0.5 and now with 1.1 & 1.1.1 it's become worse. One thing I noticed is that when running KSP my RAM usage goes to 6.7GB/16GB when just in the VAB...

  10. There's been a good amount of report about crashing with mods usually so hopefully when 1.1.1 is released this week sometime it'll fix the issues reported !

    If you're running Vanilla KSP it should run fine I imagine.

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