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Lisias

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  • About me
    Boldly crashing what no Kerbal has crashed before!
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    Universe ! Virgo ! Milkway ! OrionArm ! SolarSystem ! Earth ! America ! SouthAmerica ! Brazil ! SãoPaulo ! Capital ! Home ! LivingRoom ! MyChair
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    I felt a great disturbance in the Force, as if millions of lines of code cried out in Null Reference Exceptions and were suddenly flooding the KSP.log...

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  1. I can help on that, the file is still in the storage: http://kerbal-forum-uploads.s3.us-west-2.amazonaws.com/monthly_2019_08/1228518151_forumBanner(2).png.b410c330a049c24666ba9f6b09085a90.png And since we are here, I don't have records from the previous ones, but fortunately Internet Archive does: March 2019 to Aug 2019 The image appears to still exist, but can' t be publicly accessed anymore: https://s3.us-west-2.amazonaws.com/kerbal-forum-uploads/monthly_2019_02/Banner-Foro.png.a9eb35e3805259baf51cb90fee3099b3.png From June 2018 to February 2019 https://web.archive.org/web/20181119224522im_/https://s3.us-west-2.amazonaws.com/kerbal-forum-uploads/monthly_2018_08/jobsbanner.gif.efefddac0668c3a35cb4e1d7f1c0637e.gif This one is still available, it's from Aug 2016 to May 2018: https://forum.kerbalspaceprogram.com/uploads/banner2.png And there's also this one, from Aug 2016 to Feb 2018 (the size change in 2017 more or less, but it's the same image) https://web.archive.org/web/20160818051825im_/http://forum.kerbalspaceprogram.com/banner.png In July 2016 yet another one was there, with the link http://i.imgur.com/QtY0xzg.png , but this image was lost in time. I had completely forgot about the banners previous to the KSP2 one!
  2. Fellow kerbonaut Elite_937 is having problems to fire up the game that started when it installed KerbinSide. Initial debugging strongly suggest is a problem completely unrelated to KerbinSide, so I decided to move the support to a new thread to stop derailing the original one! ====== Just reinstalling the game not always will solve the problem, because sometimes the corrupted file is one generated by KSP itself, and Steam don't touches files it didn't created itself. I would rename the current KSP installation, then reinstall from scratch, and see what happens. If things are still screwed, chances are you have a problem related to Windows or GPU drivers - and, so, you don't waste your savegames for nothing. If everything works fine this time, you can copy the "saves" directory from the older installation into the new, and salvage your gaming. Check this link about how to locate your game from Steam: https://4ddig.tenorshare.com/windows-recovery-solutions/where-are-steam-games-stored.html
  3. Gee!! We are derailing this thread by now! Moved the discussion to a new one:
  4. If you feel adventurrous, you can install both and then manually delete what you don't want. Put a vessel with command module nearnl the structures, select external view and hit CTRL-K. Other than having statics overlaping each other (I remember clearly the Approach Lightining System and the Hangars - annoying and even deal breaker on the taxiways), nothing really bad should happen
  5. Moving from another thread, to avoid derailing that one (I wish I would remember doing it more times... ) I don't think they will be the KSP's successor, in the same sense Terrahawks wasn't the successor of Thunderbirds, It's very interesting to read about Gerry Anderson and what the thought about his legacy, in special Thenderbirds. The game mechanics could be the same, but the characters and lore will not (as Terrahawks and Thunderbirds), and this can be a problem: I think they will reach only a fraction of the audience that KSP¹ had. You see, I don't see engineers and other STEM professionals spending their time with cute little kittens, IMHO the expected audience (for the most part) for KSA will be kids and teenagers and young people still trying to figure out what to do with their lives. Without STEM professionals playing the game, you will not have high skilled people inspiring youngsters and luring them into the career - and so we will have essentially a purely Entertaining Product where good looks and easiness to play will drive the development (like KSP2, I think). This does not means that KSA will fail (au contraire) neither that it will be a "bad game" (encore plus le contraire). It just means that people expecting a KSP¹ successor will frustrate themselves - KSA will not drive the same people that KSP¹ managed to drive, so the community will be different, and so the game itself. A game is just.... a "game". It's the people around it that elevates it into a form of art, or even a cultural phenomena. And I really doubt that kittens will draw the same audience as Kerbals. Part of them? For sure. All of them? Not by a mile. At least the ones that could reproduce - at least partially - that thriving community that KSP¹ enjoyed until the 1.3.x era? Debatable, and my opinion is "no". And so RW will need to pay influencers to do that job, what will increase the costs and pressure the profitability of a game that it's already on a niche, where profits are... a challenge (and I will not even touch the development costs (and risks) of pulling a whole new game engine from the hat). I have some weird ideas about that, but they would be pure speculation at this time. From the technical point of view, yes. Now allow me to give my 2 cents from the social/human/customer point of view: The crashtastic mess of KSP¹ didn't prevented people from liking and investing on the game. KSP2 were created with solid foundations from the software development point of view, and it failed. Besides, being totally custom, they will have a huge inertia while attracting new talents to develop new content: people that had modded other games will resent the new engine; professionals that would be interested on the Scene will be less inclined on investing their time, or will charge more; STEM professionals looking into a hobby will think twice, as any knowledge they would acquire will not be useful anywhere else. So, in the end, RW willl have to fund everything in a way or another, including modding - adding still more strain into the profitability of the game. There's a serious movement on part of the industry advocating exactly the opposite: simpler graphics are better. Easier to mod; more people will be modding the game. Will run well on cheaper hardware - and I really need to talk about what the future reserves to us in the Economy? Easier to maintain. tl;dr: simpler (but still atractive) graphics have more chances to lure a larger audience. On that, I couldn't agree more! IMHO, no. The number 1 is only technically (and financially) challenging. What's really, really, really hard is to build a large and long stand fan base (or Community) around it. If it could be so easy, Gerry Anderson would had managed to score a Thunderbirds sucessor. He didn't, and he was somewhat bitter about it: he enjoyed the thing, but he wanted to do more than that and besides having some interesting works in the portfolio, he never really managed to score a Thunderbirds sucessor - and he was the dude that created the whole thing. We don't really know neither understand how things became a cultural phenomena - all we can do is to mimic what manages to get there in order to maxminize some profits for some time, see what the Music Industry is doing nowadays: they are investing on collecting IP from the great musicians of the past now, it's cheaper and more effective that trying to fund copycats that most of the time (save some honorable exceptions) just can't linger enough. I'm considering exactly the opposite: what whatever future KSP may still have, may be related exactly to what RW is doing now - where KSA would be a important sidekick on the screenplay...
  6. Remove KerbinSide Core, do not install KerbinSide-Complete (this one) with any other KerbinSide variant (or subpackage). The dependency is on Kerbal Konstructs, not exactly KSP - just install the Kerbal Konstructs suitable for your KSP version and then this one, and you should be fine. Be aware that the graphics style of these constructions fits KSP 1.3 and 1.4 era. The Remastered have more modern aesthetics, but (AFAIK) it's focused on airports, with less places available then "Complete".
  7. Redownload this file. There's a way bigger than zero chance that it would be the root cause of the problem. So, yeah, you bypassed the Steam Launcher. Just for the sake of completude, do it again and post the Player.log again. I think I know how the log will look, but I want to be sure. I want, in special, to check if any of the mentioned address changes. SSD/NVME/whatever are a "new" kind of hard disk that uses flash memory (more or less the same one used on thumb sticks, but more advanced) to store data instead of spinning metal disks. These things are prone to corrupt data pretty easily if anything wrong happens while writing data. On HDs, usually you lose a 512 bytes sector, that not rarely can be error corrected. On these flash memories, you lose a macrocell with 64KB size or even bigger, and the damage is not rarely way worse. It's the reason you should not ignore that failed verification file above. It may be the root cause of your problem.
  8. At least is deterministic. In all 3 logs, the problem happened on KK's Awake: 0x0000028241AB1D8A (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Object:Internal_CloneSingle (UnityEngine.Object) 0x0000028241AB1BB3 (Mono JIT Code) UnityEngine.Object:Instantiate<T_REF> (T_REF) 0x00000281CAA1659B (Mono JIT Code) KerbalKonstructs.Destructable:CreateCollapsables (KerbalKonstructs.Core.StaticInstance,UnityEngine.Transform,System.Collections.Gene 0x00000281CAA15A93 (Mono JIT Code) KerbalKonstructs.Destructable:MakeDestructable (KerbalKonstructs.Core.StaticInstance) 0x00000281CAA1237B (Mono JIT Code) KerbalKonstructs.Core.StaticInstance:Spawn () 0x00000281CAA11703 (Mono JIT Code) KerbalKonstructs.Core.StaticInstance:TrySpawn () 0x00000281CAA1130B (Mono JIT Code) KerbalKonstructs.Core.StaticInstance:Activate () 0x00000281CAA017DB (Mono JIT Code) KerbalKonstructs.Core.StaticInstance:get_mesh () 0x00000281CAA01153 (Mono JIT Code) KerbalKonstructs.Core.LaunchSiteManager:RegisterLaunchSite (KerbalKonstructs.Core.KKLaunchSite) 0x00000281CAA0FDB3 (Mono JIT Code) KerbalKonstructs.Core.LaunchSiteManager:CreateLaunchSite (KerbalKonstructs.Core.StaticInstance,ConfigNode) 0x00000281CAA0FC9B (Mono JIT Code) KerbalKonstructs.Core.LaunchSiteManager:AttachLaunchSite (KerbalKonstructs.Core.StaticInstance,ConfigNode) 0x00000281CAA0D1B3 (Mono JIT Code) KerbalKonstructs.KerbalKonstructs:LoadInstances (UrlDir/UrlConfig,KerbalKonstructs.Core.StaticModel) 0x00000281CAA0C89B (Mono JIT Code) KerbalKonstructs.KerbalKonstructs:LoadModelInstances () 0x00000281CA9E2113 (Mono JIT Code) KerbalKonstructs.KerbalKonstructs:Awake () 0x0000028244DFDBB0 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) Well, from this point, it's a guess game. I looked into the loaded libraries during the crash looking for anything I could remotely link to anything that could be screwing you right now, and found: C:\ProgramData\Microsoft\Windows Defender\Platform\4.18.24090.11-0\MpOav.dll:MpOav.dll (00007FFE58C60000), size: 536576 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 4.18.24090.11 <yada yada yada> C:\WINDOWS\SYSTEM32\xinput1_3.dll:xinput1_3.dll (0000000000400000), size: 122880 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 9.18.944.0 <yada yada yada> D:\Steam\gameoverlayrenderer64.dll:gameoverlayrenderer64.dll (00007FFE26930000), size: 1675264 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 9.47.67.56 D:\Steam\tier0_s64.dll:tier0_s64.dll (00007FFDF3080000), size: 1683456 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 9.47.67.56 D:\Steam\vstdlib_s64.dll:vstdlib_s64.dll (00007FFE048E0000), size: 774144 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 9.47.67.56 Try to run KSP directly, outside Steam Client. This should remove the gameoverlay from the equation. I'm also guessing that perhaps Windows Defender could have a role on the mess, perhaps denying something it considered "dangerous" that the JIT never considered it could be denied, leading to mistbehaviour due a unhandled fault. There's a way to deactivate the Windows Defender for a single binary? The xinput is almost surely not involved this time, but I marked it here so we could cross-reference it in the future. Hummm.... One of that posts make me remind of something that I shoult had asked before: are you using an SSD/NVME/something-that-uses-flash-memory ? There's a chance that you have some corruption on a critical file. Do a Steam Instegrity Check and see if any file gets refreshed....
  9. Well, it's embarrassing that I had left this go unchecked, but.. Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 CustomPreLaunchChecks v1.0.0.0 / v1.8.1.0 KerbalKonstructs v2.0.0.0 / v1.8.4.0 MiniAVC v1.0.3.2 <---- HERE!!!! Stock assembly: KSPSteamCtrlr v0.0.1.35 and Load(Assembly): KerbinSideRemastered/MiniAVC (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Delete the file D:\Steam\steamapps\common\Kerbal Space Program\GameData\KerbinSideRemastered\MiniAVC.dll . I think this should improve your status quo significantly. I never really understood why MiniAVC triggered a so nasty crapfest on Unity, but recently I got into trouble myself on a completely different situation, and I think I finally understand the underlying trigger. Of course, it's Mono. Anyway, delete this file and let us know if it worked for you.
  10. By some reason, this just came to my timeline somewhere in the Internet. Well, now it will be here for the rest of the Forum's life: https://kerbalx.com/herrmue/Harvester
  11. (cri cri... cri cri.. cri cri...) Perhaps @Fizzlebop Smith?
  12. Good question. I don't know, and there's a chance that someone would look on all of this in a (near?) future and think "nah, much ado about nothing" and pull the server's plug. As a matter of fact, it's unavoidable that some day this will happen, as nothing lasts forever (even cold November rain). It may happen in 20 years, it happen in 20 days. All I'm saying is that, even if this thing drops dead in 20 days, it's still way more time than we thought we could get a few months ago. We would be still at profit - besides a bittersweet one. It's the reason I say "count our blessings". Let's enjoy it while we can, let's pretend this will not ever end in the mean time, and let's be grateful where gratitude is due. They are paying the bills, after all. At least this we should credit them. Yes. Forum is causing some commotion, and yet they are doing something to keep us afloat instead of just pulling the plug and going on with their lives. The License expiring not means Forum will die in the next day, it only means that Invision will not issue updates neither provide support for it, so we will be fine on the short run. But it will be, undoubtedly, a less than promising outcome. However, Licenses have this annoying habit to be renewed only on expiration dates. And, still, they have about a year to come back and renew the License without paying a full price again, so... Even if it expires, it's not a definitive sign of death. We need to wait and see. There's absolutely no other option (and, believe me, I looked for it). Indeed, in their list of priorities, communicating with us is pretty down there in the backlog, in the "don't bother looking on it yet" chapter. Someone there wants to keep secret of what they are doing. Don't know why, don't know until when. All I can infer (because I don't have how to know) is that keeping such secrecy is way more important to them than handling our anxiety. We will have to learn to live with it. Again, counting our blessings is the best thing we can do - and rest assured that, even if the worst happens, there're people (and more than one) looking into salvage what needs to be salvaged in order to reboot a smaller, indie and non official community (as a matter of fact, I suspect at least half a dozen will spawn...). Count our blessings. It's the best (and probably only) advice I can give.
  13. Oh, God... And now people will try to override it again on Steam, and all that nightmare on launching KSP from the wrong directory will happen again... --- POST EDIT --- Oukey, I fell for it. Just checked the original News timestamp and came back to edit this thing when I found the post below this one.
  14. How much memory do you rig have? Apparently, you are running out of memory. The one "saying uncle" on your log is the JIT!!!! 0x0000023C50212F79 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.GameObject:Internal_AddComponentWithType (UnityEngine.GameObject,System.Type) 0x0000023C50212EB3 (Mono JIT Code) UnityEngine.GameObject:AddComponent (System.Type) 0x0000023C56F19C13 (Mono JIT Code) AddonLoader:StartAddon (AssemblyLoader/LoadedAssembly,System.Type,KSPAddon,KSPAddon/Startup) 0x0000023C52377E53 (Mono JIT Code) AddonLoader:StartAddons (KSPAddon/Startup) 0x0000023C52377813 (Mono JIT Code) AddonLoader:OnLevelLoaded (GameScenes) 0x0000023C523777A3 (Mono JIT Code) AddonLoader:OnSceneLoaded (UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.LoadSceneMode) 0x0000023C523757F1 (Mono JIT Code) (wrapper delegate-invoke) UnityEngine.Events.UnityAction`2<UnityEngine.SceneManagement.Scene, UnityEngine.SceneManagement.LoadSceneMod e>:invoke_void_T0_T1 (UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.LoadSceneMode) 0x0000023C523755D3 (Mono JIT Code) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded (UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.LoadScene Mode) 0x0000023C52375679 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_Scene_int (object,intptr,intptr,intptr) 0x00007FFE133FD6D0 (mono-2.0-bdwgc) mono_get_runtime_build_info 0x00007FFE13382932 (mono-2.0-bdwgc) mono_perfcounters_init 0x00007FFE1338B98F (mono-2.0-bdwgc) mono_runtime_invoke 0x00007FFDDB019A6D (UnityPlayer) UnityMain <yada yada yada> 0x00007FFDDAEDD5BC (UnityPlayer) UnityMain ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFDDAC9272E) 0x00007FFDDAC9272E (UnityPlayer) (function-name not available) This apparently happened after entering the Main Menu (or slightly before it being shown), I'm right? [HighLogic]: =========================== Scene Change : From LOADING to MAINMENU ===================== Well... I have two workaronds for you, assuming of course that this is the problem (lack of useable memory): 1: Use the MONO_THREADS_PER_CPU=1 stunt, described here. 2: Uninstall the DLCs, or at least the Making History that is memory hungry. If you still want to use the parts, delete/rename the file "<KSP>/GameData/SquadExpansion/MakingHistory/makinghistory.kspexpansion" The first will allow the Garbage Collector to run more times (and, at the moment of this writing, no collateral effects on a Vanilla KSP installment. And this stunt is known to work on Linux, Windows and MacOS - including Steam Deck - in many different Unity Games. But, as usual, backup everything before trying it, just in case. The second will, well, remove all the MH functionalities from the game. Very few people really use them, unfortunately... But it may save about 2GB of RAM. Of course, there's also the Elephant in the Room. It may be a faulty memory stick in your rig - it's very, very rare, but it happens. Check your memory using memtest86 or similar tool. Also, do a Installation Check if you are using Steam and the game is on a SSD/NVME/whatever-using-flash-memory - these storage technology is known to corrupt files pretty easily. --- POST EDIT --- A fellow Kebonaut just found another post of mine with the steps needed to set a Environement Variable on Windows! mine
  15. The Hammerhead Space Shuttle. Something to be tried on KSP for sure
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