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KSP2 Release Notes
Everything posted by Anth
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Do you play KSP only or are you into lots of games?
Anth replied to Klapaucius's topic in KSP1 Discussion
KSP gets in the road of me playing other games. does that answer this old thread? -
How many people have an account on the bug tracker for upvoting/downvoting?
Anth replied to Anth's topic in Kerbal Network
Well my last one is kind of to the point, but I had to add and remove some things after I posted it due to my graphs not having x and y axes. -
How many people have an account on the bug tracker for upvoting/downvoting?
Anth replied to Anth's topic in Kerbal Network
@Superfluous J People dont have to vote on anything if they dont want to. Squad keep pointing us to the voting system within the bug tracker like its important. That if people are concerned enough that if they upvote then Squad will do something. I might take a look at the current highest upvoted bugs and see what squad have done about them We dont know many people can vote if they wanted to... -
@OHara Yeah that's what the graph means. I will make some changes. (kind of a newbie when it comes to graphs) I have said in the bug report what the problem is: There's a memory leak that is directly linked to the game save size. The problem with the bug report is its really complicated. I had to simplify it. A complicated bug report is just as bad as one that is unclear. Thanks for the help @OHara
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ksp uses WAY TOO MUCH RAM
Anth replied to tonimark's topic in KSP1 Technical Support (PC, modded installs)
Should start off with stock. Then watch the memory usage over an hour or so. 8GB is inadequate for KSP currently. KSP will start getting weird when its fighting with Windows 10 for ram -
@swjr-swis A Twitch streamer called @I2ocketGuy is maxing out his 16GB of ram within hours. His load times get longer and longer. KSP starts having performance issues when Windows 10 cant give him any more ram than it is currently using. (Haven't seen the garbage collection stuttering the game...maybe that's fixed) First time I saw this was @EJ_SA whose on twitch in the 1.2 prerelease with a save that he used for hours and hours which had a good number of crafts. He hasn't used that save for a while so I haven't seen it happen to him recently https://bugs.kerbalspaceprogram.com/issues/21234 I reported the above bug that related to the amount of objects within KSP which I thought Squad had fixed (because I tested it) and I had set it to resolved only to see i2ocketguy's issues which weren't exactly the same but similar. The bug report has 216 accurate times from 1.4.5, 1.5.1, 1.6.1 (log files) to show that if the tracking station icons were on for 1.6.1 that the load time was 4 minutes 48 seconds if there were 500 (small in this case) objects which only added up to 3258kb. The testing showed curves on a graph that ranged from 0 to 500 parts to show the problem. Then this problem shows up for i2ocketguy and I think...damn. Maybe the bug is still happening and I didn't test it properly before resolving it, but I remember the improvements in the testing. The bug was definitely resolved. Over 4 minutes down to 11 seconds if I remember it right. Current Bug Testing It takes me a while to formulate the right way to report a bug. Weeks if not months depending on the complexity of the bug. This bug ended up being that I needed to do basic actions using a big game save, and a small game save and a medium game save. Versions tested 1.1.3, 1.2.2, 1.9.1, 1.9.1 DLCs, 1.9.1 DLCs with minor mods, 1.9.1 tested on older computer (i7 4770K using cpus graphics at lowest settings) Group of tests recorded 24. I would do a scene change/save/action and record the current ram usage for KSP after it settles on what the ram wants to be...I do this by hand from the task manager on the other monitor I currently have recorded 1248 ram usage numbers and entered them into an excel sheet. There are 54 or 55 actions that involve actions, tracking station, KSC, VAB, SPH Loading crafts I have 2 crafts for the testing that are 8 parts and 21 parts. Each test takes 45 minutes to 1 hour to do. If I fail to do a test correctly most of the time I have to restart from scratch. Elimination of outside causes: Test uses 1 game save and uses the same crafts. Each game save/crafts are upgraded to the version they are to be tested on first (KSP converting game saves also causes memory issues the first time) Used Crafts are small 8 parts + 21 parts to eliminate large crafts being the issue. No creation of crafts to eliminate that being the cause Minimal amount of crafts in the editor (VAB/SPH) to eliminate the amount of crafts in the load screen being the cause. Questions? I'm open to input if you think in this case I haven't nailed down 1 root cause for the memory issues, or I missing something important.
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I am close to finished on a bug report that is related to game save files. Larger Game Saves are causing memory leaks and longer and longer load times. But if most peoples game saves are small, then the bug report probably isn't worth it. So I am asking for honest answers to the sizes of game saves.
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Never heard of that happening but I have the following suggestions: Verifying KSP through steam might help Do a quicksave and completely delete the persistent file. then load the quicksave Copy the entire KSP folder to another location on your computer (separate to steam) Backup your saves and then uninstall KSP then completely delete the KSP folder if theres anything left and do a clean install. On each update I do this. Are you the administrator of the computer you are using? (thats a real stretch)
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Tracking target out of Map view?
Anth replied to RockBenn's topic in KSP1 Technical Support (PC, unmodded installs)
Weird. I just tried the docking training mission. no issues -
Is anyone having this torque bug?
Anth replied to Neon7's topic in KSP1 Technical Support (PC, unmodded installs)
pretty sure that trim doesnt work in space? -
Is anyone having this torque bug?
Anth replied to Neon7's topic in KSP1 Technical Support (PC, unmodded installs)
That might be as simple as a design issue with your craft. Care to share? -
Minmus base rotating on the ground - why?
Anth replied to Shmauck's topic in KSP1 Technical Support (PC, unmodded installs)
I was just trying to add what I had experienced to the discussion. The crafts that have done a little spin aren't bases that need the solar panels to be facing a certain way. They are land mine... lift off -
Minmus base rotating on the ground - why?
Anth replied to Shmauck's topic in KSP1 Technical Support (PC, unmodded installs)
I have had Landers with landing legs spin slightly on loading a quicksave/loading a scene. I think that is whats going on here? -
Squad: a very VERY important (no its not....) question about the Mun
Anth replied to Anth's topic in KSP1 Discussion
I am from New Zealand If you think he speaks in a strange dialect, mine is a little weird too ;p -
Squad: a very VERY important (no its not....) question about the Mun
Anth replied to Anth's topic in KSP1 Discussion
For some reason my brain got fixated on what I thought was conflicting information from what Nate recently said in comparison to what I thought Scott Manley said at some point. However looking at early Scott Manley videos he was calling it the moon, which makes me think I got it around the wrong way and he was corrected to Mun as well. Thanks for the clarification. Mun (like fun) is always what I thought of it. -
Game crash when explosions occur
Anth replied to Torih's topic in KSP1 Technical Support (PC, unmodded installs)
Agreed. You are using mods according to that log file. If you are truly using a clean install, next time you go and get the player.log, look at the time stamp to make sure it happened at the time you crashed. It might have been an older log file...maybe -
Not a mod issue. The water disappears in certain situations since 1.9.0 was released. I dont use visual mods. And the problem happens without any mods at all