-
Posts
17,670 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by sal_vager
-
Tutorials don't work?
sal_vager replied to malby's topic in KSP1 Technical Support (PC, unmodded installs)
Likely your tutorial issue was due to a bad file in Steam, it happens, and usually a file cache verification will solve most Steam problems. This would explain why your GoG copy worked, it didn't have the corrupted file. Your GoG issue looks like the issue caused by using anti-aliasing with a driver that Unity does not fully support, but your Nvidia card and driver should have been fine, and your log is full of null reference errors I've never seen before. It looks like it just didn't install properly. Just stick to the Steam version for now. -
Id like not to have to step in and restore order in this thread today guys, arguing against each other is a great animosity generator but doesn't produce any progression or results, just heated egos. Lets keep to facts about the topic at hand whenever possible, thank you.
-
"KSP.exe caused an Access Violation"
sal_vager replied to Starwhip's topic in KSP1 Technical Support (PC, modded installs)
WMP is really unlikely to be it, it's most likely the Alt + Tab (two can play that game) as it's a known issue from the past, so I suggest using Alt + Enter first before using Alt + Tab, or playing in windowed mode, you should be able to use -popupwindow to get a fullscreen window that won't be effected by Alt + Tab. -
"KSP.exe caused an Access Violation"
sal_vager replied to Starwhip's topic in KSP1 Technical Support (PC, modded installs)
Stock crashes with this error as well, but this is the first time i have seen this. You have a lot of "d3d: VB or IB is null" lines, thousands, and I think it's a problem with direct3d, are you alt+tabbing out of KSP? It could also be that something is trying to use D3D at the same time, like if you were recording or running another 3D program. The error log does show an out-of-memory error. But none of the loaded processes look suspicious. I'd check my graphics driver, make sure it's up to date, other than that I don't know. -
Tutorials don't work?
sal_vager replied to malby's topic in KSP1 Technical Support (PC, unmodded installs)
Hi malby, please upload your output_log.txt from the KSPData folder to pastebin.com for us, thank you. -
Hi Spacejohn, it looks like your graphics driver is out of date, your dxdiag says it has a released date of 4/9/2014, but I see the latest on the Nvidia site was released on 2015.6.22, so I'm guessing you're using the driver that came with the card? Please try updating your driver, though your crash looks memory related, so I'd try reducing the texture quality in-game as well.
-
You may just have a false alarm, but it pays to be cautious, and even though you tried on a clean Windows install it doesn't rule out your existing files being infected. I suggest you run a thorough scan of your system, preferably with more than one anti-virus tool one after the other, and scan any other hard drives or memory sticks you own as they could also be carrying infected files, then if this continues to happen I suggest you consider using another anti-virus instead, Microsoft security essentials is quite good. All anti-virus software will avoid scanning files that are marked by you as safe during normal operation, but they will still take action when they detect virus activity, even from "safe" files, or during a full scan.
-
Serious answer to the stutter issue.
sal_vager replied to SessoSaidSo's topic in KSP1 Suggestions & Development Discussion
Thankfully the UI is being rewritten, it'll look the same and do the same things but Unity 4 had a couple of different methods, Unity 5 has a unified UI backend. -
Well, I can't see anything obvious but there's definitely an issue here though, I do see one thing that I have not seen before that might explain it. In your first log there's this. I've seen stuff like this cause trouble for KSP in the past, and I'd recommend any software designed to boost gaming is not used with KSP, so please try disabling it and let me know what happens.
-
This sounds like he couldn't figure it out.
-
Okay well you mention you're using a new PC, but the log you linked to was uploaded 6 months ago, and is 22megs for some reason, either way I don't see it being useful. KSP doesn't need to crash to make a log, it makes an output_log.txt file in the KSPData folder every time the game is started, and when your copy of KSP freezes the log should show what KSP was doing just prior to the freeze. Also your old log shows you were using FAR, crossfeed enabler, module manager, distant object enhancement, EVE, mechjeb, rasterprop monitor, KAS and many more addons, so if you're still using addons please try again with a new install and a new savegame and if it freezes please upload the latest log, thank you.
-
Serious answer to the stutter issue.
sal_vager replied to SessoSaidSo's topic in KSP1 Suggestions & Development Discussion
Not in realtime I think, only by stopping the program but not allowing it to clear the RAM, a memory snapshot if you will, there's probably lots of tools do do this and as it's in your RAM it's not decompiling. -
Serious answer to the stutter issue.
sal_vager replied to SessoSaidSo's topic in KSP1 Suggestions & Development Discussion
Something makes the GC think it's time to shine. But if the GC doesn't run with it enabled, and it still pauses even if only a little, then the GC would be a contributing factor rather than a cause and is probably running when it shouldn't. But what I want to know is what is all that stuff in memory? Edit: The GC would be exacerbating the issue by lengthening the pause, not necessarily contributing to the cause of the issue itself. -
Serious answer to the stutter issue.
sal_vager replied to SessoSaidSo's topic in KSP1 Suggestions & Development Discussion
That's why we have a team... It'd be interesting to know what else 'enablethreadedmark' affects than just the garbage collector, and as I said, at these spikes, or just after, there's a nice little lull where the GC can catch up, as far as I know no one has proved it's excess untracked objects yet, I have not seen an explanation of what they might be, and GC activity is usually indicative of a leak. Only Ferram has put forth an actual theory on how to reduce this, by reusing objects and variables you can avoid garbage collection, but this is untested, and could mean KSP uses even more RAM. Some threads I have seen mention that rigidbodies are themselves expensive to create and destroy, but Unity doesn't provide much control over that, with many undocumented features still in the engine it's hard to know if you've overlooked a method to reduce that cost. And Steve, yes, it's very frustrating, nothing I've tried suggesting in all the time this issue has existed has worked. -
Serious answer to the stutter issue.
sal_vager replied to SessoSaidSo's topic in KSP1 Suggestions & Development Discussion
I'm actually going to throw out a new theory here, seeing as this stutter has been reported by people with one part, no addons, on the launchpad (so no terrain PQS to worry about) and lowest settings, it's even been spotted in the VAB. It's not the garbage collector. Also, stutter is reported all over the Unity forums on all platforms, here, here and =1"]here, even in the simplest of scenes, and no one has a fix that works. Garbage collection cannot be the issue when a project with one object displays stutter, there's nothing to collect, that it is occurring at or close to the same time is not enough correlation, but we know KSP is a physics-intensive game, and people have had some luck minimizing their stutter by fiddling with their v-sync, it's likely their physics and their visual updates are occurring much closer together. These are things in the CPU stack (the CPU still needs to send stuff to the GPU) where any delay is going to be noticed, the GC runs in the stack when it has a free moment and just zips through the heap freeing up anything it finds with no references, a free moment it gets when the visual updates are catching up to the physics. Now, as I already said, Squad are updating to Unity 5, which is known to have a better PhysX, will make use of multiple cores and will be faster, how much faster we don't know yet, estimations run from 10% to 50%, and Unity 5 will eventually be able to take in c# code and convert it to c++, giving another speed increase, which will be on top of all the existing optimizations Squad has already implemented in KSP which you guys don't see, from the terrain to vessel loading to textures to improved build times, letting the devs spend less time waiting for KSP to compile and more time developing. Now, a lot of threads get a lot of attention in their first few days, this doesn't mean Squad should publicly acknowledge my little pony or the pronunciation threads we're currently seeing, and as well, many members have posted in this thread to say they don't have an issue, so they count against the 1400 views. But lets say they do answer, what could they say? They could say "Unity stutters and it's not the game", but I don't think that's what you want to hear and it'd take time away from actually developing KSP to say, in essence, "This is an engine issue". They could say "We're moving KSP to Unity 5", which they have said already and would improve performance, but of course this isn't a fix right now. Either way it adds nothing we don't already know, to an issue that is known to be Unity's, that we all know from many previous threads like this one that there's no workaround that is 100% for every player, there's no modding this away, and there's only so many sawtooth GC pictures (thanks sarbian!) you can look at before you say "hold on, what if we're on the wrong track here?". You're not going to like any response you get, other than a "We're dropping everything to make a 1.0.5", but there isn't a fix, Squad cannot make KSP not use fixedUpdate as the physics are a fundamental part of the game, Squad cannot hack Unity to control the GC as that'd breach the Unity license, it's already called in quite periods nor do I believe it would have any effect at all. And Squad cannot hack KSP to make the physics update match up to your visual update any further than providing a delta time slider, frame limiter and v-sync options, which they have done already. The stutter sucks, I've seen it in youtube vids, support threads, and on my own game in the past, though thankfully not recently, Squad knows it happens and has already done all they can in Unity 4, and Squad is already doing more in Unity 5, that's all we can ask of them, not demand, not attack, ask. This thread is going absolutely nowhere, people have already brought this issue up, efforts have already been made to make KSP smoother and those efforts are continuing despite what you may personally believe, there's been no failure by Squad in dealing with this, just a failure in some members patience. If you want to discuss this issue you'll do so constructively, not with the disrespectful tone you've used here. -
Actually you can use other languages in Unity, if c# isn't to your liking. I think you'd enjoy getting involved with the KSP modding scene, so I'll pop this thread over to General Addon Affairs
-
Welcome to the KSP forums Beatz0121 It's a good idea, though you shouldn't be surprised if it's come up before, many times in fact which is why it's part of the "What Not To Suggest" list, simply due to its repetition and that there are no plans as of yet for new planets. The same goes for aliens (we already have aliens, Kerbals!) So thanks for the suggestion, who knows, the devs may do it one day, but for the time being it's best to think of something new
-
Serious answer to the stutter issue.
sal_vager replied to SessoSaidSo's topic in KSP1 Suggestions & Development Discussion
So you're arguing this retroactively, KSP is at 1.0.4 now and 1.1 is on the way, the argument that any specific work should have occurred between 0.90 and 1.0 is moot, the horse is glue and no one gains anything by continuing to beat the glue pot with a stick hoping it'll get up and gallop again. If you really want to see a resolution to this then you can try helping Squad directly, and apply to the Experimental team, where your experiences and system specifications can be made available during the time where Squad is working on game issues. -
Mass Limit stays at 18 tons
sal_vager replied to nukedude's topic in KSP1 Technical Support (PC, unmodded installs)
Hi Nukedude, please upgrade your launchpad Edit: Just going to add a bit more, you show your VAB as upgraded, rather than the pad itself, right click the pad in the KSC view just as you have done with the VAB, and upgrade it as well, the pad controls the mass limit as it needs to bare the weight of your rocket. -
Off-Road Car Design Help
sal_vager replied to BlueCanary's topic in KSP1 Gameplay Questions and Tutorials
Maybe this will interest anyone looking to build an unflippable rover. -
Pan Am Grip Shoes, A Cheap Substitute to Centrifuges?
sal_vager replied to HoloYolo's topic in Science & Spaceflight
Wasn't there a concept for a spinning vessel to go to Mars which would rotate end over end, to get the most from the rotation?