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Barar

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Everything posted by Barar

  1. If you look at the blacklist config in the folder, it will show you which mods it will ignore. // Parts containing one of these modules (provided by incompatible mods) will be ignored by KRnD: BLACKLISTED_MODULE = FSfuelSwitch BLACKLISTED_MODULE = InterstellarFuelSwitch BLACKLISTED_MODULE = TweakScale BLACKLISTED_MODULE = ProceduralPart BLACKLISTED_MODULE = WingProcedural BLACKLISTED_MODULE = PartSubtypeSwitcherModule BLACKLISTED_MODULE = WingManipulator // The following parts will flat out get ignored by KRnD: BLACKLISTED_PART = kerbalEVA BLACKLISTED_PART = kerbalEVAfemale So if you installed something like TweakScale, you wont see many parts to improve since it affect so many parts.
  2. Ideas for next DLC I would like. Kerbal bonuses would stack, stock game or modded one. ie. One engineer gives 5% bonus to drill, Ten egineers gives 50% bonus. I would like more reasons/benefits to send 20 Kerbals to a planet, instead of just one of eeach. Wouldn't need to even change it in game, just allow mods to make use of it. Stock ability for mods to swap modules in game. A module swapper like the texture swapper. I know RoverDude does something like this for USI. Expanded Solar system, adding in more stock planets. The usual parts pack expansion. Planets could now have caverns, caves, overhangs, or missing entire chunks you could fly through. Magnetic boots for my Kerbal space walk, or maybe just a tether to strap too with the physics. It would be nice to grab hold of most parts to hold onto and not just ladders, provided its possible to grab.
  3. I have 32G on my machine, I have some 160 mods installed and only hit about 10G on load. I have many of the same mods as you and still have several Gigs before I hit 16G I was just wondering how much ram was free for when KSP runs. With KSP not running, and you look at Windows Task Manager under performance. How much ram do you have total, cached, free, available. You can also look in the Processes tab and see what is using all your ram. I am asking since you say you have no options of upgrading
  4. You do have 16G of memory. How much is being used by KSP? You could try closing all other applications,browsers pages, and anything taking up your memory. If you look at windows task manager under processes you can get an idea of whats taking up your ram.
  5. I would guess you are running out of memory for your laptop, you have soo many parts pack mods. I also see many more mods in your file than listed, like KerbalReusabilityExpansion, EVE, FMRS, DarkMultiPlayer, scatterer just to name a few. They may be uninstalled now though. Try making a copy of your modded game on your desktop, and rip some parts mods out to see if it starts working again, that way your main game is untouched. You should look at your memory usage, you might be maxing out at 8G or 16G. It could mean having a bunch of webpages open or some other apps in the background could suddenly make it so you cant load if it did before. Depending on your memory usage. You may need to make ample use of janitors closet and selectively prune some parts permanently if you do not want to reduce your mods. Just hiding them with janitors closet will not help, need to permanently hide them so they will not load. You can save and load configs for when you are changing up mods.
  6. I am happy my 2am modding attempts is helping you find some issues. Thank you for looking at my config and appreciate all the work you are doing.
  7. Hi Shadowmage, I've been working on getting your textures unlimited to work on 1.41. I had it working with no problems on 1.3.1, but running into a problem on the latest version. I read through the instructions and changed all the items mentioned like TEXTURE -> MATERIAL, TEXTURESET -> KSP_TEXTURE_SET. I think I am missing something stupidly obvious because I cannot get it to work. I get the error below in my logs. I currently only have KSP 1.41, Textures Unlimited 1.1.0.9 and ModuleManager.3.0.4 installed. ERROR: KSPTextureSwitch could not locate texture set for name: Metallic I have attached my current config and output log in dropbox here: https://db.tt/B2UYZFqZfk It might be that as quoted below, it is simply not been worked out yet so will need to just wait a few weeks. I appreciate any advice you could spare as the Wiki may not be valid anymore but don't want to take you away from the work you are doing. I can just keep playing 1.3.1 until I learn more about the shaders configs. Thank you again for this mod.
  8. Not sure how many mods you have or your system setup. But you could look into this thread to see if it helps, I haven't tried it in 1.4.1 to see if it works yet. I was reading that unity garbage is also generated by your FPS. So you could try capping it in the system configuration in KSP. With mine uncapped, I can have FPS well into the hundreds but makes it pause every so often. You could also be getting null reference errors and other mod conflicts which can cause issues, but no log provided so can't check. You can see them with Alt-F12 debug in game menu and output to log. In my experience I found some parts from mods can cause this issue to occur more often, but it is hard to pin down since it depends on system config, mods, versions, ship builds and other issues. You can use the above mod to at least see the garbage collection occurring and play around with FPS cap, mods and other items too work on reducing the stutter. No guarantees on a solid fix that I know of though. If you put up a log, people may check it over for issues. The log location has changed, you can find it as shown below on windows. C:\Users\Unsername\AppData\LocalLow\Squad\Kerbal Space Program
  9. So I just re-downloaded the latest version v0.11.1 from curse, Spacedock and CKAN today and ran it on my test install KSP 1.3.1 and looked in the configs. Sorry if I wasn't clear, this is the error log(below) I get when I am running v0.11.1. The parameter is in place, I was asking if it was suppose to be the variable skinMaxTemp or skinTemperature, not the variable skinTemp(doesnt exits as a KSP variable that I can find). As I cannot find any reference to the later in any searches I've done and throws these errors in the log. For me the log is saying that no Variable exists of skinTemp in KSP as it is seaching for that variable from the part.cfg file to apply it. PartLoader: Compiling Part 'ChopShop/Propulsion/SkyCrane/SkyCrane1/ChopShop_SkyCrane1' PartLoader Warning: Variable skinTemp not found in Part PartLoader: Compiling Part 'ChopShop/Propulsion/SkyCrane/SkyCrane2/ChopShop_SkyCrane2' PartLoader Warning: Variable skinTemp not found in Part Was suggesting to change skinTemp to skinMaxTemp or skinTemperature In your latest version v0.11.1 that I downloaded today from curse, Spacedock and CKAN. I get this error on the logs in KSP 1.3.1. PartLoader: Compiling Part 'ChopShop/Structural/Weight/weight/ChopShop_LeadWeight' PartLoader Warning: Variable size not found in Part PartLoader: Compiling Part 'ChopShop/Structural/Mk2/beak/ChopShop_Mk2Beak' PartLoader Warning: Variable size not found in Part Since size does not exists as a Variable under Part, but does under Node. I get these errors, so I opened the beak.cfg and weight.cfg files and edited size = 1 into scale = 1, errors gone. Since scale is not defined in the cfg file anywhere, i was guessing it was just a mistake. I posted the config that I download just a few minutes ago. See items in red. I did not post the entire cfg to reduce post size. beak.cfg PART { name = ChopShop_Mk2Beak module = Part author = Dr. Jet MODEL { model = ChopShop/Structural/Mk2/beak texture = pure_white , Squad/Parts/FuelTank/mk2Adapters/mk2adapters1m } size = 1 *This needs to be scale = 1 rescaleFactor = 1 NODE { name = node1 transform = node1 size = 1 method = FIXED_JOINT } NODE { name = node2 transform = node2 size = 1 method = FIXED_JOINT } NODE { name = node_stack_bottom transform = node_bottom size = 2 method = FIXED_JOINT } stackSymmetry = 1 weight.cfg PART { name = ChopShop_LeadWeight module = Part author = Dr. Jet mesh = model.mu size = 1 *This needs to be scale = 1 rescaleFactor = 1 node_attach = 0, 0, 0, 0, -1, 0, 0 attachRules = 0,1,0,0,0 TechRequired = precisionEngineering entryCost = 4800 I did compare all three different downloaded files from different sources and looked in the cfg files for the parts, they are all like this. Can you try downloading one and opening the cfg file for it and confirm. I am quite familiar with config files and do quite a bit of my own private modding so I am wondering how I am getting different files from what you say I should expect.
  10. Hi Dr. Jet, Great mod, always install it. I did come across a few errors and didn't know where to report them or confirm they are errors. GameData\ChopShop\Propulsion\SkyCrane Error: PartLoader Warning: Variable skinTemp not found in Part SkyCrane1.cfg SkyCrane2.cfg Did some searching, think it is suppose to be, skinMaxTemp = 2000 The "size = 1" above rescaleFactor = 1 , is it supposed to be "scale = 1" ? The log doesn't complain about the ones inside the NODE so not sure. This two parts below are affected. GameData\ChopShop\Structural\Mk2 beak.cfg GameData\ChopShop\Structural\Weight weight.cfg For this part, I could not find impactTolerance, I could find crashTolerance though, so this may be an error. GameData\ChopShop\Utility\DAS-1 das1.cfg impactTolerance = 8 Thanks for the new solar panel, it did conflict with my made up SSP-3, but I tossed that for yours. I did make a 10M scale one with a simple rescale and appropriate stat changes, just to reduce me from having way to many solar panels since I do not use tweakscale. These inline solar panels are my favorite, also the MK2 Parts, the side blisters, opening heatsheilds, and the hubs. If you are open to suggestions, it would be nice to have a 5M, 7.5M, 10M inline parachutes with the rated capacity on the sides. I am horrible with calculating how many parachutes I need on a 100+ ton ship and most forum advice seems to be more is better.
  11. As title says, would the mission builder support unlocking parts only by completing a mission vs science in career mode. So you could get a prestige part or a premium part for doing certain missions, that cannot be unlocked by science. You could expand it further by making a new mode, called Mission mode were all parts are unlocked by missions. Although I would prefer the previously mentioned science/mission unlocking.
  12. I use the mod below, it has parts that get upgraded as you unlock tech nodes. It shouldn't be to hard looking at its file structure, it has an upgrade.cfg file you can look over and follow the parts and see how it is done and apply to other parts. I am not sure, but do you want an upgrade to be applied to a part while it is already deployed part on a ship. I have not seen a mod do this yet, so not sure if possible. Do you also want to have more than one type of fuel on an engine. I think the max is two with multi-mode engines. I don't know of a mod that can swap engine modules in and out of a part in real time. You can delete and add modules during load up with config files though. If you don't mind a bit of imagination or role-play. You could use the rescaleFactor on the part and shrink it down, reduce the weight and then use something like squads stack coupler. Then with a bit of clipping to make a shroud. Then when you unlock the new engine, you could use KIS/KAS to upgrade the deployed ship by placing it on the spare node on the coupler or replacing it completely. If you are worried about having a big flashy thrust FX, since you are editing the engine file you could look at this thread I just happen to have open when I came upon this thread. Or you could google MODEL_MULTI_PARTICLE to find out more. It might help to get jet exhaust effects you want, if re-scaling them diminishes them to much. Not to point you into other directions since I don't know what kind of mods and game style you play. You could take a look at this mod below if you want to upgrade your parts. Just doesn't mix well with tweakscale, part switching, and procedural parts type mods. Since it applies an upgrade to your parts and the old part is no longer available, until a new game, or some editing. If you could elaborate on what your idea of a perfect game is, maybe people could have other suggestions on mods that get you closer.
  13. You could try this mod, it quotes. "But wait! There's more! When decoupling (or explosions) happens, it detects if one of the virtual connections would continue holding the vessel together and magically makes that the real connection point as if no funny business had been happening!" I use this mod but have not tried blowing up my ships to see if it works. I also don't think it works for surface attached parts though, since it needs a node to work.
  14. I would love to help, but looking at your log file, you have over 1,262 NullReferenceException. My mod installation is around 160Mods and I only have 3. Might be missing some dependencies or some mod conflicts. A quick scan shows a lot of CollisionFX NullReferenceException errors.
  15. Look at the log, maybe you have a currupt or incorrect version of Principia loaded? I deleted some lines to make it fit. I don't run Scatter, EVE, RSS, or many other mods you have so I am not familiar if any are critical issues. ERR 21:42:11.490] Failed to load assembly C:\Program Files (x86)\Steam\steamapps\common\Realistic Progresion Zero\GameData\Principia\x64\libglog.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. [LOG 21:42:11.496] Load(Assembly): Principia/x64/libprotobuf [LOG 21:42:11.497] AssemblyLoader: Loading assembly at C:\Program Files (x86)\Steam\steamapps\common\Realistic Progresion Zero\GameData\Principia\x64\libprotobuf.dll [ERR 21:42:11.525] Failed to load assembly C:\Program Files (x86)\Steam\steamapps\common\Realistic Progresion Zero\GameData\Principia\x64\libprotobuf.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. [LOG 21:42:11.531] Load(Assembly): Principia/x64/physics [LOG 21:42:11.532] AssemblyLoader: Loading assembly at C:\Program Files (x86)\Steam\steamapps\common\Realistic Progresion Zero\GameData\Principia\x64\physics.dll [ERR 21:42:11.550] Failed to load assembly C:\Program Files (x86)\Steam\steamapps\common\Realistic Progresion Zero\GameData\Principia\x64\physics.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. [LOG 21:42:11.557] Load(Assembly): Principia/x64/principia [LOG 21:42:11.557] AssemblyLoader: Loading assembly at C:\Program Files (x86)\Steam\steamapps\common\Realistic Progresion Zero\GameData\Principia\x64\principia.dll [ERR 21:42:11.578] Failed to load assembly C:\Program Files (x86)\Steam\steamapps\common\Realistic Progresion Zero\GameData\Principia\x64\principia.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. [LOG 21:42:11.584] Load(Assembly): Principia/x64/serialization [LOG 21:42:11.585] AssemblyLoader: Loading assembly at C:\Program Files (x86)\Steam\steamapps\common\Realistic Progresion Zero\GameData\Principia\x64\serialization.dll [ERR 21:42:11.634] Failed to load assembly C:\Program Files (x86)\Steam\steamapps\common\Realistic Progresion Zero\GameData\Principia\x64\serialization.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. This may be an issue, but it may just not load them. [WRN 21:42:13.307] AssemblyLoader: Assembly 'KerKonConConExt' has not met dependency 'KerbalKonstructs' V0.9 [WRN 21:42:13.308] AssemblyLoader: Assembly 'KerKonConConExt' is missing 1 dependencies [WRN 21:42:13.309] AssemblyLoader: Assembly 'TestFlightRF' has not met dependency 'TestFlightAPI' V1.5 [WRN 21:42:13.310] AssemblyLoader: Assembly 'TestFlightRF' has not met dependency 'TestFlight' V1.5 [WRN 21:42:13.311] AssemblyLoader: Assembly 'TestFlightRF' is missing 2 dependencies There are NullReferenceExceptions for Scatterer just before log ends, but as I mentioned. Your mod installation is so different from mine its hard to know of any conflicts you may have. I can only suggest making sure they are all the latest 1.2.2 version and correct dependencies. Then start removing mods to see if you can find the crash. Or a new install building it up a few mods at a time if you cant find the problems with this install.
  16. Hi, Enjoying your sink em all mod. I make heavy use of Configurable containers mod to reduce parts. So this mod missed most of my parts. So messing about I came up with this configuration that would add liquids for these parts. @PART[*]:HAS[@MODULE[ModuleTankManager]] { RESOURCE { name = Liquids amount = 0.00 maxAmount = 100.0 } } I also made this modification to your existing config. This will allow you to add liquid based on the amount of Liquid fuel in the tank. See below FL-T800 Dry Weight 0.5t Wet 4.5t(LF-360, Ox-440) With the multiplier of 0.1 below, this would add 36 Liquid. Since 2 liquid = 1 ton, The tank would have 18tons of liquid added when filled. This might be helpful in balancing 1.25m tanks up to 10m instead of just 100 Liquid in each part, also for Center of Mass considerations. It basically Copies LiquidFuel, Renames it to Liquids, and adds a multiplier to it. @PART[*]:HAS[@RESOURCE[LiquidFuel],!MODULE[FSfuelSwitch]] { +RESOURCE[LiquidFuel] { @name = Liquids } @RESOURCE[Liquids] { @amount = 0.00 @maxAmount *= 0.1 } } I am trying to find a way to do this with ModuleTankManager but no luck so far. It uses volume inside of a module which I cant rename to do as above. I would probably need to add liquids to his mod and try that way, but it's more effort than I want to go through right now. I also excluded FSfuelSwitch since it seems to finds those parts and adds liquids but does not appear to load them when placing in VAB/MAB. It must be the way it switches out the resources.
  17. Hi SuicidalInsanity, I was playing with your mod and I found the Engines D-ZZY'Banshee"Liftfan and D-ZZY'Banshee"Liftfan (2 Variants) have the ModuleSurfaceFX have the thrustProviderModuleIndex pointing to the wrong index. In the fuselage.cfg file part M2X_FuselageLiftFan. MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 2 This should be 1 fxMax = 0.5 maxDistance = 20 falloff = 2 thrustTransformName = smokePoint } In the stack.cfg file part M2X_LiftFan. MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 1 This should be 2 fxMax = 0.5 maxDistance = 40 falloff = 2 thrustTransformName = smokePoint } This is a great mod with plenty of nice parts, thank you for that.
  18. Hi TiktaalikDreaming, I was using this mod and was encountering some issues with the mk3to4ScienceLab, it has the title = Science Lab Size 2 to 3 . Which is the same title as the mk2to3ScienceLab. I think it is suppose the be "Science Lab Size 3 to 4". Also ran into a issue when I select and place the lab I get a null reference exception. When the module is also selected, several more errors appear, I see no flag, the antenna will not deploy and the texture seems to be missing. Also the two pods are identical in stats, I took a screen shot and have my output_log for the error put into a dropbox. I am running Modpod version 1.0.10 with KSP 1.31 Dropbox Link. https://db.tt/v9f8ZR4dHI I really enjoy the Heatshields with AeroPlug engines and Service Module size 3 to size 4.
  19. The new Titanium Grid Fins are awesome. I don't know if you take suggestions or ideas. Would it be possible to have a grid fin with a deploy-able fairing over it, or a retractable shroud/cover for reusability. Just like lowering the wind resistance of my rockets and giving a aerodynamic look and feel. Or If anyone knows of a mod that has fairings that can be mounted on the side of rockets that I could stuff this into, that would be great too.
  20. Not sure how many mods you have, which screen this is occurring in, or you system setup. But you could look into this thread to see if it helps. I read that unity garbage is also generated by your FPS. So you could try capping it in the system configuration in KSP. With mine uncapped, I can have FPS well into the hundreds but makes it pause every so often. Could be that if you are getting null reference errors and other mod conflicts which can cause issues, but no log. You can see them with Alt-F12 debug in game menu. In my experience I found some parts from mods can cause this issue to occur more often, but it is hard to pin down since it depends on system config, mod order, ship builds and other issues. You can use the above mod to at least see the garbage collection occurring and play around with FPS cap, mods and other items too work on reducing the stutter. No guarantees on a solid fix that I know of though.
  21. A telescopic bay would be nice add on, and those rovers are looking superb. Next thing you know you'll be putting cargo bays into the side of the ship with retractable covers for people to put their experiments in for a nice clean look. Oh I just wanted to mention, I did have to make a water landing with the DAVD-1, strong winds, lack of fuel and Jeb's Navigation skill seemed to be a factor, totally not my fault. After splash down, the ship tipped to one side and when I went horizontal the impact destroyed the DADV cockpit killing all Kerbals on board. Just thinking the cockpit might need a bit more crash tolerance as it was destroyed just tipping over into water. It looked awesome tipping over though.
  22. Hi silentvelcro, I love the DADV-1 ship. I did run across an issue with your DADV Science lab and airlock module. I have alt-F12 debugging with show all log errors on the screen. I have not seen anyone else comment on it and not sure where to report any issues to you. When I pick the part to put into my VAB/MAB it throws the error -[ModuleScienceLab]: No Container Module found at index 0, When you right click on the part is will spam: NullReferenceException: Object reference not set to an instance of an object. I posted the relevant part of the MADVlab.cfg file below. If you look at the Module with ModuleScienceContainer, it is actually the second module listed at index 1. In the ModuleScienceLab the containerModuleIndex = 0. So it is looking at Module index 0 location which is currently ModuleLiftingSurface. It goes ModuleIndex 0 , ModuleIndex 1, ModuleIndex 2, etc.. So if you change containerModuleIndex = 0 to a 1, it will fix the issue. Alternatively you could move the ModuleLiftingSurface to the bottom of the config. I did test your other labs StationModulesSC.cfg, MBCLAB.cfg and they function properly even though they have the module - name = LifeSupportModule. It must be something with module manager where only certain modules will count for the Index #, only experimenting will find it. CrewCapacity = 3 INTERNAL { name = MADV_LAB_INTERIOR } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 1.6 dragAtMaxAoA = 0.6 dragAtMinAoA = 0.1 } RESOURCE { name = ElectricCharge amount = 600 maxAmount = 600 } MODULE { name = ModuleScienceContainer reviewActionName = Review Data storeActionName = Store Experiments collectActionName = Take Data evaOnlyStorage = True storageRange = 2 allowRepeatedSubjects = True } MODULE { name = ModuleScienceLab containerModuleIndex = 0 Needs to be changed to containerModuleIndex = 1 dataStorage = 750 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ModuleScienceConverter dataProcessingMultiplier = 0.5 scientistBonus = 0.25 researchTime = 6 scienceMultiplier = 5 scienceCap = 500 powerRequirement = 1.25 ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } MODULE { name = ModuleKerbNetAccess MinimumFoV = 17 MaximumFoV = 63 AnomalyDetection = 0 DISPLAY_MODES { Mode = Terrain,#autoLOC_438839 //#autoLOC_438839 = Terrain Mode = Biome,#autoLOC_438890 //#autoLOC_438890 = Biome } REQUIRED_EFFECTS { Effect = ScienceSkill } } Cheers
  23. I got to thinking when you talked about memory but we did not define where I am getting that information. I am currently using GCmonitor. Other sources I am now including. GCMonitor 10626MB (VSZ) 6538MB RSS 10661MB Peak 798MB GPU 60 FPS -Capped to reduce garbage collection. In KSP alt-F12 debug menu. Allocated 2812.38mb Reserved 3144.54mb Unused Reserve 322.20mb Under Windows Task manager Processes KSP_x64.exe 6373MB Under Windows Resource Monitor KSP_x64.exe Commit 10366345KB Working Set 6933394KB These were taken all on the same game load. To note, I was not removing any installed mods in my game. The only change I made was move a few config files that applied the TextureUnlimited to about 100 more parts. So did some testing today. Made an @PART[*] mod to apply it to everything. Original Setup 3 shader switches Brightness 0-100 Metal 0-100 Smoothness 0-100 Possible combinations - 3x101x101x101= 3,090,903 x 1600 parts = 4,945,444,800 - Seemingly stable. Possible combinations - 3x101x101x101= 3,090,903 x 1700 parts = 5,254,535,100 - Crashing. Difference of 309,090,300 between when I was crashing and not crashing. But my modified setup is not even a 1/10 of the difference between those first two setups. Modified setup 2 shaders Brightness 0-30, 51-100 Metal 0,25,50,70,75,80-100 Smoothness 0,25,50,70,75,80-100 Possible Combinations 2x81x26x26=109,512 x 2131 parts = 23,370,072 This modified setup looks to be working for me just fine, no crashes so far. I am not a programmer but I think it might be hitting a max integer or something somewhere in Unity. I put a new download link with the altered files if anyone wants to experiment. Also don't know how this will affect any mod that is using TexturesUnlimited already. Will need to DL one and try sometime. Download for Thingsmadeshiny below. https://db.tt/ZGv7tGTaPt Also Shadowmage, thanks for the replies. I just wanted to say I love the Anti-Grav Repulsors. Splashing down in a Jet and then needing to take off again, very useful. Also is it possible to mod them to have a 10m, 20m+ height to them, so I could build some roaming bases construction tools, with maybe a faux land carrier not hugging the ground. Maybe some sleek heat resistant/ablative ones too that don't burn up on my SSTO's re-entry, But I can always mod the maxTemp on the part myself, this is probably not the correct forum to discuss it, so I digress.
  24. I have 32G of ram, M2 ssd drives, the game is fully playable and does not crash for me. When I first load in game, I sit at about 10.5G. Every time I switch between VAB,MAB, launch and vessels, I get about 200-300mb added to my memory. Only when the memory leaks bring me up to 22+G that it may crash, but that is after many screen changes and I usually finish playing before getting to that memory usage. I did just run the crash scenario, I added about 100 parts in the config and can make it crash consistently. I generated a new ksp.log with the crash since I was playing. It is also not generating a crash log(would look like a folder labelled 2018-02-12_XXXXXX). When it does crash, the screen will be blank and give a "KSP_x64.exe has stopped working" error and you can only select close program. Then it closes KSP. https://db.tt/Nbiwxs17mS I could go through all the configs and try to find the number of parts is needs to start crashing, I just used * and several mods like this, SYadapter*,SYplate*,SYserviceBay* so would need to tally it all up. But not sure if it would help. When I was first playing with this I was using @PART[*] with just one config. This worked on my test KSP game, but would crash on my main modded KSP game. That is when I broke it all out into separate configurations for each specific mod. I was thinking it was applying it to some part in a mod that it was conflicting with and crashing. But it would become unstable and crash when I seem to hit a part threshold. Just to note, I have tried swapping out different configuration files and mixing it up with different high part count mods, Also removed other mods that had this shader like SSTU and Lonesome robot mods just in case. Thanks for taking the time to look at this issue.
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