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Everything posted by Fraktal
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Anyway to disable all Kerbin ground relays?
Fraktal replied to Evernow's topic in KSP1 Gameplay Questions and Tutorials
In that case, how do you launch highly un-aerodynamic payloads too large to fit into a fairing? -
Anyway to disable all Kerbin ground relays?
Fraktal replied to Evernow's topic in KSP1 Gameplay Questions and Tutorials
It's a bit of of an overkill to use RA-2 relays for the lower Kerbin ring. I found that a ring of quad HG-5 satellites at 500 km altitude is enough for low-orbit communications. -
How is the MEM meant to be used, exactly?
Fraktal replied to PTNLemay's topic in Making History Discussion
Weird. It always worked fine for me. -
How is the MEM meant to be used, exactly?
Fraktal replied to PTNLemay's topic in Making History Discussion
Those are also handy as worker pods for rearranging station modules. -
Does it? Last time I checked before I uninstalled it a few weeks ago, toggling PS on and off produced no difference in ambient light whatsoever, no matter how much I fiddled with the settings.
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Found these in the Player.log file, both of them several times: NullReferenceException: Object reference not set to an instance of an object at Part.FindModulesImplementing[T] () [0x00031] in <3e135473f56a45478d738eb041ebd6cb>:0 at AntennaHelper.AHShipList.GetPartList () [0x00022] in <40d5f50e553d4ef7987fc6b0c2f33aa3>:0 at AntennaHelper.AHShipList.DoStart () [0x00023] in <40d5f50e553d4ef7987fc6b0c2f33aa3>:0 at AntennaHelper.AHShipList.UpdateLoadedGame () [0x0000a] in <40d5f50e553d4ef7987fc6b0c2f33aa3>:0 at AntennaHelper.AHShipListListener.Start () [0x00000] in <40d5f50e553d4ef7987fc6b0c2f33aa3>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at AntennaHelper.AHFlight.SetActiveConnect () [0x001b0] in <40d5f50e553d4ef7987fc6b0c2f33aa3>:0 at AntennaHelper.AHFlight+<StartSecond>c__Iterator0.MoveNext () [0x00132] in <40d5f50e553d4ef7987fc6b0c2f33aa3>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <5aeafee3fea24f37abd1315553f2cfa6>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) The first might be connected to a bug I've had with this mod for a long time, where Antenna Helper stops detecting antennas being removed in the VAB and still including no-longer-present antennas in the range calculations until I load a different vessel. Just yesterday I was fiddling with this particular relay satellite design I'm having trouble with, consisting of 4 HG-5 antennas in quadruple radial symmetry on an OKTO core. When I removed the four antennas and put on only one, Antenna Helper correctly stated that the craft has 2 antennas of which 1 is combinable. But when I removed this sole antenna, it still stated the same configuration and when I restored the quadruple symmetry, it now said I had 6 antennas with 5 combinable, refusing to remove the missing one until I dumped the current vessel and reloaded the design from a subassembly. I've also seen several times when it just flat-out stops updating the detected antenna configuration until I exit and reenter the VAB.
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Fraktal replied to DMagic's topic in KSP1 Mod Releases
I had the same issue: sent a big pile of data from the Mun, Minmus, Gilly and Eve to my space station in high Kerbin orbit. I only noticed months later that all the data was collecting dust in the Mk1 cockpit of the station's short-range shuttle, rather than the station's lab. -
Question. What controls whether Antenna Helper's UI button is displayed on the in-flight toolbar or not? I'm having an issue where I have three relay satellites, all using the same antenna configuration and all orbiting Kerbin at a 500x500 altitude, spaced out at roughly 122° relative to each other. Two of them see and talk to each other just fine, but the third refuses to talk to either of the other two, only to the KSC and the other relays in Kerbin's SOI. The two working satellites both display the Antenna Helper icon on the toolbar, the misbehaving one doesn't. It's not a signal strength issue either because all three Kerbin relays briefly connect to the Mun relays during closest approach and the latter are slightly less powerful. And when I'm having the Tracking Station display signal radius for all three relays, the misbehaving one ignores the other two as relays. I dug through the persistent.sfs file and ran a diff between the misbehaving relay and other other ones, but there doesn't seem to be anything missing. Just a couple of different values.
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Eliminating station docking port lag
Fraktal replied to Fraktal's topic in KSP1 Gameplay Questions and Tutorials
My point exactly, as I wrote it above. Approaching a docking port is a slow enough process to allow significant timing leeway for the checks before we start hitting edge cases where the ports are close enough to magnetize but neither realized it yet. -
Eliminating station docking port lag
Fraktal replied to Fraktal's topic in KSP1 Gameplay Questions and Tutorials
I agree that it's more efficient to just cache all docking ports in physics range and work from that, checking if they're still in physics range every... say... 20-30 physics updates and removing them from the cache if not. That would result in minor, periodic lag spikes rather than constant lag. I mean, how many hundreds of physics updates go by while you maneuver into docking position anyway? We've got plenty of room to work with before edge cases become an issue. However, if I were to write the relevant code, I'd also make it so that the cache also includes which docking port is on which vessel and have docking ports not distance-check other ports on the same vessel by default, unless explicitly set otherwise via a tweakable. -
Eliminating station docking port lag
Fraktal replied to Fraktal's topic in KSP1 Gameplay Questions and Tutorials
Alright, let's do this by the numbers. Laptop hardware: CPU: Celeron N3450, 1.1 GHz quad-core RAM: 12 GB VGA: GeForce 920MX Not very good, I know, but not everyone has the cash for a supercomputer. KSP is the newest Steam version plus Making History. Mods installed (omitting some that are not relevant): [x] Science! 6 Crew Science Lab 6 Seat Mk3 Cockpit AECS Motion Suppressor Alternate Resource Panel Antenna Helper Attitude Adjuster Auto Actions Chatterer Click Through Blocker Correct CoL Crew Light Distant Object Enhancement Dock Rotate Docking Port Alignment Indicator Editor Extensions Engine Lighting KAC KER KISS Maneuver Node Evolved Modular Flight Integrator Quick Revert ReCoupler Science Relay unBlur The station in question: Total part count is 214. Three Junior and four regular-sized docking ports are currently unused. Steam overlay says I'm running at 11 FPS. Stuff I'm using to plug the open ports: Cheating it up to the station, I'm getting 14 FPS at the start of the approach, drops to 13 FPS within 20 meters. Once all ports are plugged in and the stack separators cleaned up in the Tracking Station, I'm still getting 11 FPS with occasional spikes to 12 FPS. So the conclusion seems to be that unless you have an absurd number of docking ports, the difference in performance is negligible. In fact, I seem to lose more FPS from the station's self-shadow than from the docking ports being open. -
Eliminating station docking port lag
Fraktal replied to Fraktal's topic in KSP1 Gameplay Questions and Tutorials
@Padishar posted this back in 2016: Each additional port in physics range increases the number of checks per physics update exponentially. -
Eliminating station docking port lag
Fraktal posted a topic in KSP1 Gameplay Questions and Tutorials
I've heard that a major part of why my space station lags is due to every single exposed docking port polling the distance of every other docking port within physics range on every physics tick. Considering that my station currently has around 7 exposed ports (it's currently in the middle of a refit from junior ports to standard ports), that's about 42 checks per tick. If I were to plug in the unused ports with a matching-size docking ring and a nosecone, can I expect any noticeable decrease in lag? Or is the average station's part count too high to notice the difference? -
adapters from all sizes to all sizes
Fraktal replied to zeilden's topic in KSP1 Suggestions & Development Discussion
I'm not sure if it's possible to change radial size using variants. -
Missing parachute tab?
Fraktal replied to Cloakedwand72's topic in KSP1 Technical Support (PC, unmodded installs)
...do you mean the Utility tab? It's right there for me. -
Solar panel broken when closed
Fraktal replied to Space Nerd's topic in KSP1 Gameplay Questions and Tutorials
Don't know if it's the same, but retracted parts aren't immune to collision damage. Back in... 1.7.1, I think?... I had a decoupled nosecone lightly bump against a DTS-M1 antenna and break it off despite the fact that the antenna wasn't extended at the time. I had to scrap my first mission to Duna because of it. -
Extra tech tree difficulty option
Fraktal replied to Noud's topic in KSP1 Suggestions & Development Discussion
Regarding the stock tech tree rushing at the start, I too have noticed that. When I started sketching down how I would revamp the tech tree from zero rather than merely tweaking the existing one, I too noticed that implementing some of the things I thought of would have many points where even if you buy X part, you can't actually use it without Y part. For example, how am I going to use the first Making History command pod before unlocking the first reaction wheel? Or the Stayputnik without batteries or solar panels? Or If I try to structure the engines with a "power before control" kerbal philosophy, what good is having the Reliant before the Swivel if the player doesn't have steerable winglets yet? And if I withhold all of the Wing Connector parts until the same tier as the first Mk2 parts but on a different node in order to force the early planes to be small and efficient, won't that make it too hard for the player to take off with more than 2 Mk1 fuel tanks due to the lack of sufficient wing surface? -
Extra tech tree difficulty option
Fraktal replied to Noud's topic in KSP1 Suggestions & Development Discussion
I'm fully aware that changing anything in the tech tree would break all existing career saves, which kinda puts a damper on SQUAD's willingness to take that leap. I have no idea what's different in the CTT. All the description said last time I read it is that it makes the tech tree easier to expand with mods. -
Extra tech tree difficulty option
Fraktal replied to Noud's topic in KSP1 Suggestions & Development Discussion
I generally agree with this, although I think the "land without a parachute" requirement is a bit too much. How are you supposed to pull that off without wings or even landing wheels? And I feel this doesn't quite solve the issues I have with the stock tech tree, which is too few nodes, too many parts per node and lots of mismatched parts under the same nodes. -
Commnet range issues
Fraktal replied to The Aziz's topic in KSP1 Technical Support (PC, modded installs)
I have three relay satellites with two HG-5s each, spaced roughly equidistantly in geosynchronous orbit around the Mun, and they have barely enough signal power to reach an antenna-less command pod sitting on the dark side of the Mun. The DSN is way the hell more powerful than the early antennas; you need several to make your relay sats able to talk to each other. Plus since HG-5s are exclusively radial-attached, mounting more than one will cancel out the torque you get for the asymmetric weight distribution. Consider grabbing the Antenna Helper mod. It'll do the number crunching for you and can visually illustrate your relays' ranges relative to each other's antenna power. -
My mod list: Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 ModuleManager v4.1.3.0 unBlur v0.5.0.0 MiniAVC v1.4.1.1 ClickThroughBlocker v0.1.9.5 / v1.0.0.0 MiniAVC v1.4.1.1 aaa_Toolbar v1.8.0.5 MiniAVC v1.4.1.1 ToolbarControl v0.1.9.4 / v1.0.0.0 MiniAVC v1.4.1.1 ControlSurfaceToggle v1.3.2.3 / v1.0.0.0 MiniAVC v1.4.1.1 AntennaHelper v1.0.7.1 AttitudeAdjuster v1.0.0.0 AutoAction v1.11.0.0 BetterCrewAssignment v0.0.0.0 Chatterer v0.9.98.2686 MiniAVC v1.4.1.1 CommunityTraitIcons v1.1.1.0 MiniAVC v1.4.1.1 CorrectCoL v1.6.5.3 / v1.4.4.0 KXAPI v1.0.0.0 CraftManager v1.0.7240.23210 KatLib v1.0.7240.21438 MiniAVC v1.4.1.1 CrewLight v1.20.0.0 DistantObject v1.9.1.29406 DockRotate v1.8.1.41 MiniAVC v1.4.1.1 EditorExtensionsRedux v3.4.0.3 EditorTime v1.0.6.0 MiniAVC v1.4.1.1 EngineLightRelit v1.6.2.2 / v1.0.0.0 MiniAVC v1.4.1.1 ShipSections v0.1.3.2 ExtensiveEngineerReport v0.1.3.3 MiniAVC v1.4.1.1 KEI v1.2.10.1 KerbalEngineer v1.1.7.1 KerbalEngineer.Unity v1.0.0.0 KerbalImprovedSaveSystem v2.4.0.41086 KSP-AVC v1.4.1.4 KatLib v1.0.7240.21438 BetterManeuvering v1.0.5.0 / v5.0 BetterManeuvering.Unity v1.0.5.0 ModularFlightIntegrator v1.0.0.0 / v1.2.7.0 DockingPortAlignmentIndicator v6.8.5.0 DPAI_RPM v1.0.0.1 ModuleDockingNodeNamed v1.0.0.1 ScienceSituationInfo v1.2.1.1 MiniAVC v1.4.1.1 PartAngleDisplay v0.4.0.0 / v0.3.2.4 MiniAVC v1.4.1.1 PatchManager v0.0.17.1 / v1.0.0.0 PlanetShine v0.2.6.1 QuickRevert v3.2.0.6 MiniAVC v1.4.1.1 RCSBuildAid v0.10.0.0 ReCoupler v1.0.0.0 ReentryParticleEffect v1.3.0.0 ScienceRelay v1.0.6.0 / vv6.0 CLSInterfaces v1.2.0.0 ShipManifest v5.2.1.0 Stock assembly: KSPSteamCtrlr v0.0.1.35 KerbalAlarmClock v3.12.0.0 KSPAlternateResourcePanel v2.9.3.0 VABReorienter v1.0.0.0 MiniAVC v1.4.1.1 [x] Science! v5.23.7243.34909 Folders and files in GameData: 000_ClickThroughBlocker 000_Toolbar 001_ToolbarControl AECS_Motion_Suppressor AntennaHelper AttitudeAdjuster AutoAction BetterCrewAssignment Chatterer ClickThroughBlocker CommunityResourcePack CommunityTraitIcons CorrectCOL CraftManager CrewLight DistantObject DockRotate EditorExtensionsRedux EditorTime EngineLightRelit ExtensiveEngineerReport FerramAerospaceResearch KEI KerbalEngineer KerbalImprovedSaveSystem KermangeddonIndustries KSC KSP-AVC KXAPI ManeuverNodeEvolved MK1CabinHatch ModularFlightIntegrator NavyFish OLDD PartAngleDisplay PatchManager PlanetShine QuickMods RCSBuildAid ReCoupler ReentryParticleEffect ScienceRelay ShipManifest Stock folder: Squad Stock folder: SquadExpansion TriggerTech VABReorienter XyphosAerospace [x] Science! ModuleManager.4.1.3.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree toolbar-settings.dat unBlur.0.5.0.dll AVC says some are outdated, but only because they have no newer version available on CKAN. The majority are up-to-date. Did another test just now, closed everything else to make sure it wasn't them (I usually run KSC with Chrome on my other monitor). Still crashed (took about 8 or so VAB->Flight scene changes and a few reverts to launch), stack trace still the same.
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Can't be memory leak. I crashed again today after only two reverts when I was going from VAB to flight on the third time. Log says I was at 83% RAM usage with nearly two gigs of physical RAM to go. I looked at your Player.log, but the crashlog is missing from the end. Can you go to your AppData\Local\Temp\Squad\Kerbal Space Program\Crashes\ folder and check the error.log there? Here's mine, compare it to yours to see if we've got the same problem. Kerbal Space Program by Squad [version: Unity 2019.2.2f1_ab112815d860] UnityPlayer.dll caused an Access Violation (0xc0000005) in module UnityPlayer.dll at 0033:18de85e6. Error occurred at 2020-01-28_221206. C:\Steam\steamapps\common\Kerbal Space Program\KSP_x64.exe, run by Fraktal. 83% physical memory in use. 12120 MB physical memory [2001 MB free]. 6453 MB process peak paging file [6149 MB used]. 4508 MB process peak working set [4284 MB used]. System Commit Total/Limit/Peak: 12894MB/24920MB/17441MB System Physical Total/Available: 12120MB/2001MB System Process Count: 183 System Thread Count: 1809 System Handle Count: 1124493 Disk space data for 'C:\Users\Fraktal\AppData\Local\Temp\Squad\Kerbal Space Program\Crashes\Crash_2020-01-28_211121487\': 686020198400 bytes free of 999012167680 total. Read from location 0000027394932B67 caused an access violation. Context: RDI: 0x0000000000000000 RSI: 0x0000027378ce6810 RAX: 0x0000000000000000 RBX: 0x0000000000000001 RCX: 0x0000027394932b10 RDX: 0x0000000000000000 RIP: 0x00007ffc18de85e6 RBP: 0x000000ab7eb9e310 SegCs: 0x0000000000000033 EFlags: 0x0000000000010202 RSP: 0x000000ab7eb9e2b0 SegSs: 0x000000000000002b R8: 0x00007ffc30da0000 R9: 0xfffffffffffffff0 R10: 0x0000000000039640 R11: 0x000000ab7eb9e270 R12: 0x0000000000000000 R13: 0x0000000000000001 R14: 0x0000000000001519 R15: 0x0000027267bd5090 Bytes at CS:EIP: 0f b6 41 57 48 8b d9 3c ff 0f 85 96 00 00 00 80 Mono DLL loaded successfully at 'C:\Steam\steamapps\common\Kerbal Space Program\MonoBleedingEdge\EmbedRuntime\mono-2.0-bdwgc.dll'. Stack Trace of Crashed Thread 13552: 0x00007FFC18DE85E6 (UnityPlayer) UnityMain 0x00007FFC190E7809 (UnityPlayer) PAL_Thread_YieldExecution 0x00007FFC19148A24 (UnityPlayer) PAL_Thread_YieldExecution 0x000002724D0E761A (UnityEngine.CoreModule) UnityEngine.Object.FindObjectsOfType() 0x00000272E1F6F193 (Assembly-CSharp) CameraManager.ICameras_DeactivateAll() 0x00000272E1F6ECD3 (Assembly-CSharp) CameraManager.SetCameraFlight() 0x00000272E1F6EB43 (Assembly-CSharp) CameraManager.Start() 0x000002726700DB70 (mscorlib) System.Object.runtime_invoke_void__this__() 0x00007FFC30ECBC80 (mono-2.0-bdwgc) mono_get_runtime_build_info 0x00007FFC30E51D92 (mono-2.0-bdwgc) mono_perfcounters_init 0x00007FFC30E5AD8F (mono-2.0-bdwgc) mono_runtime_invoke 0x00007FFC190EB19D (UnityPlayer) PAL_Thread_YieldExecution 0x00007FFC190E871A (UnityPlayer) PAL_Thread_YieldExecution 0x00007FFC190D2166 (UnityPlayer) PAL_Thread_YieldExecution 0x00007FFC190D21FE (UnityPlayer) PAL_Thread_YieldExecution 0x00007FFC190CF4E9 (UnityPlayer) PAL_Thread_YieldExecution 0x00007FFC18E8CFEC (UnityPlayer) UnityMain 0x00007FFC18FC69A7 (UnityPlayer) UnityMain 0x00007FFC18FC6A49 (UnityPlayer) UnityMain 0x00007FFC18FC8A42 (UnityPlayer) UnityMain 0x00007FFC18D91AC5 (UnityPlayer) PAL_Thread_SupportsThreads 0x00007FFC18D906AA (UnityPlayer) PAL_Thread_SupportsThreads 0x00007FFC18D94746 (UnityPlayer) PAL_Thread_SupportsThreads 0x00007FFC18D980AB (UnityPlayer) UnityMain ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6F33511F2) 0x00007FF6F33511F2 (KSP_x64) (function-name not available) 0x00007FFC67BC7BD4 (KERNEL32) BaseThreadInitThunk 0x00007FFC696ECED1 (ntdll) RtlUserThreadStart Every single one of my crashes have the exact same stack trace only the memory addresses change. I crashed many times in earlier versions due to RAM shortage, but not this quickly or this often and I've added 8 gigs of RAM since then. This is new. Did some googling, UnityPlayer.dll crashes seem to be graphics-related. Stated causes for other Unity games I've found are another program displaying overlays with the same GPU, old version of MSI Afterburner and having Citrix remote desktop running. As an aside, I also have another access violation in my error logs which seems to be Mono trying to obtain a network socket address with a wildcard and failing with an access violation, but the failing address is not the same as the one displayed on the top of the log.
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I'm having VAB CTDs as well, either when reverting or when launching. Just now I had the game crash twice in a row in less than 20 minutes, both after about 6-7 VAB scene changes, both with nearly identical stack trace (the only difference was the Mono JIT addresses) and the exact same memory address.