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KSP2 Release Notes
Everything posted by AlmostDifferent
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I haven't played KSP in a long while, but I am giddy with excitement at the prospect of starting all over again, with everything new and fresh. At first, I want to build some planes, and put those procedural wings to use. Explore the new Kerbin a bit. Crash into those new bridges.
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New Heat System causes memory leak
AlmostDifferent replied to teraflops's topic in KSP1 Suggestions & Development Discussion
Yeah, I should have done a stationary test case right away, sorry about that. Was too busy trying all the new things at that time, I guess. And too hyped to think straight -
New Heat System causes memory leak
AlmostDifferent replied to teraflops's topic in KSP1 Suggestions & Development Discussion
While I said in an earlier post that a smaller leak seems to exist even with PPFX off, that turned out to be wrong. Memory was increasing slowly, but apparently due to something else. Prompted by your request, I did some more tests with a stationary contraption (craft file) that I left running on infinite fuel, and found no leak with PPFX off. I also found something else: When PPFX are off at the time the flight scene is loaded, and turned on afterward (i.e. during flight), the leak doesn't seem to happen either, despite the craft being all glowy. It only happens when PPFX are on while switching to the flight scene. My specs: AMD FX-6300 (6x3.5 Ghz) GeForce GTS 450 (1 GB VRAM) 16 GB RAM Windows 7 x64 -
New Heat System causes memory leak
AlmostDifferent replied to teraflops's topic in KSP1 Suggestions & Development Discussion
I found this interesting, because this is also used for the glow effect in the temperature gauge overlay, so I re-tested the save from my earlier post with PPFX turned off: memory usage still goes up, but much slower than with PPFX on. So it would take a much longer time to hit the 4 GB crash barrier. With PPFX on, it takes about 6 minutes from loading the save to the crash. EDIT: It seems that, with PPFX off, the memory usage increases due to something else, not the heat gauges. Maybe it's just the PQS rebuilding the terrain mesh during re-entry. Stationary tests show memory only leaking with PPFX on. Sorry for getting that wrong. -
New Heat System causes memory leak
AlmostDifferent replied to teraflops's topic in KSP1 Suggestions & Development Discussion
Here is a save file that should help to reproduce the crash reliably: A space plane on the start of a very shallow reentry that takes long enough to crash the game. Just keep the wings level with occasional roll inputs, and let it glide in on its own. https://www.dropbox.com/s/xaa03wrt2cpeqtg/quicksave.sfs?dl=0 For me, the game crashes once it hits about 3.8 GB. Turning the temperature gauges off prevents the leak, and thus the crash. My specs: AMD FX-6300 (6x3.5 Ghz) GeForce GTS 450 (1 GB VRAM) 16 MB RAM Windows 7 x64 -
Root Part? How does it work?
AlmostDifferent replied to Der Anfang's topic in KSP1 Gameplay Questions and Tutorials
If it requires internal knowledge to use a tool in the editor, I'd say Squad did something wrong. -
Root Part? How does it work?
AlmostDifferent replied to Der Anfang's topic in KSP1 Gameplay Questions and Tutorials
Strange how it's instant crickets wherever I ask that question -
Root Part? How does it work?
AlmostDifferent replied to Der Anfang's topic in KSP1 Gameplay Questions and Tutorials
What is the first click for, anyway? -
In v0.25, the new Structural Wing Type A cannot be attached properly: it clips too deep into the fuselage or other wing part it is attached to, causing z-fighting and misalignment with other wing parts. EDIT: Found a temporary workaround! I talked to Porkjet to make sure he is aware of this, and he hinted at a temporary fix by editing the CFG files of the affected parts. These are located here: GameData/Squad/SPP/Wings Open the respective files in a text editor and change the node_attach line as indicated below: structural1.cfg: node_attach = 0.04, 0.0, 0.0, 1.0, 0.0, 0.0, 1 connector1.cfg: node_attach = 0.006, 0.0, 0.0, 1.0, 0.0, 0.0, 1 structural4.cfg: node_attach = 0.007, 0.0, 0.0, 1.0, 0.0, 0.0, 1 Thanks Kristian for spotting the additional parts.