Bloodbunny
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Trying the newest devbuild seems to fix the problem.
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- life support
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Love the mod, but recently have seen a problem. https://ibb.co/album/mhNWQa As you can see, this is a basic Mun landing, using the Bluedog parts. Everything goes well, until the point of separating the LEM from the CSM. Almost as soon as the LEM starts its decent, stress on the one Kerbal in the CSM starts to climb FAST, along with radiation. As you can see by the pictures, there are no solar storms going on, and even if there were, radiation poisoning wouldn't climb THAT fast. I also know a Kerbal left by themselves will start to go mad, but not inside of 15 minutes. As I have manned stations in LKO, that aren't experiencing this problem, is this a Bluedog conflict? What in heck is going on.
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Bloodbunny replied to Paul Kingtiger's topic in KSP1 Mod Releases
Haven't tried the other shrouds, but it was definitely with the 1.25m shroud, and happened with any experiment (magnetometer, telescope, solar collector)- 1,553 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Bloodbunny replied to Paul Kingtiger's topic in KSP1 Mod Releases
When I activate the parts, the animations work fine, but they say "shrouded." If they work fine for you, this may be related to Kerbalism. I'm running 1.7.3 if that matters.- 1,553 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Bloodbunny replied to Paul Kingtiger's topic in KSP1 Mod Releases
Amazing mod, but grr, just noticed that the DMagic parts are broken, time to revert my probe.- 1,553 replies
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Community list of mods that work/do not work in 1.1.3
Bloodbunny replied to p1t1o's topic in KSP1 Mods Discussions
Chatterer works without issue, and Blizzy's Toolbar isn't giving me any noticeable issues either. -
Glad to see these back in business.. a lot of my designs depend on having P-Wings. One thing though, maybe I missed it; but how do you change thickness? I know B9 wings have this, but sometimes it becomes tedious to use sliders for it, when it can easily be done with a key+mouse combo. EDIT: Nevermind....figured it out.
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1.1.3 Hype Train: Branch Line Edition
Bloodbunny replied to Whirligig Girl's topic in KSP1 Discussion
Give me a first class ticket. Anything that may make KSP playable for me again is good in my book. -
KSP is currently buggy, and I can't play more than 10 minutes without a VAB CTD, so I've shelved it for now. Minecraft can be fun, but utter lack of physics kill it...(floating trees...) I've been playing From the Depths and Space Engineers, myself... they seem to be a good mashup of the two games. Plenty of room to be creative, but with a nice big learning curve. (More than even KSP, IMO)
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Crashes Post 1.1.X Simple Question for the affected ones
Bloodbunny replied to AlamoVampire's topic in KSP1 Discussion
I always run as Admin by default and have long since switched UAC off, I don't think that makes much difference. -
Crashes Post 1.1.X Simple Question for the affected ones
Bloodbunny replied to AlamoVampire's topic in KSP1 Discussion
Yeah, this is how it was back in the Unity 4 32 bit days.. only you knew exactly how big the balloon could get. With this, the balloon may pop with stock, 2 mods, or 50 mods..you never know. So it is worse now. -
What exactly did you do with the video settings? I tried changing the PhysX setting... no dice, still regular CTDs. What mods are you running?
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Nope, it is not the modder's fault, but maybe not even Squad's fault either. Unity 5 seems to have some kind of memory address bug that is exacerbated by adding mods. Thus, a mod may work perfectly well with stock KSP, and no other mods. But once a player adds in more and more mods, the chances of a CTD increase. The crashes that myself, and others, are experiencing do not seem to be related to any mod in particular. Indeed, some are experiencing the crash with stock KSP, it is just taking a longer time to manifest itself. (ie Stock KSP will crash after an hour, while heavily modded KSP will crash in 5 minutes, etc)
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For me, and some others, the game is currently in an unplayable state, in which it will CTD at random. Krakens, broken landing gear, phantom forces, are all kid stuff... at least you can play the game. Sure, I could play stock, but that sucks all the fun out of the game for me. Mods made for 1.1.2 should NOT be crashing the game, at all.
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Crashes Post 1.1.X Simple Question for the affected ones
Bloodbunny replied to AlamoVampire's topic in KSP1 Discussion
Exactly, I didn't mean Novapunch was causing it specifically, it was just serving as the proverbial straw that breaks the camel's back in @Alamovampire's case. Adding mods reveal a fundamental problem with Unity 5, and I hypothesize that it becomes apparent with fewer mods, based on an individual PC's performance, which is why some people are getting the crash with the stock game. Your PC is comparable to mine, mid range, no offense intended. That is important because if you are getting stock crashes in the VAB then it isn't related to overall PC performance, but rather just a flaw with Unity; it shouldn't be crashing AT ALL. (Indeed it never crashed on me in the VAB prior to 1.1 unless it went over the 32-bit RAM limit, or I was using the 64 bit hack.) With 1,1 and later, I can get a VAB crash in 2 minutes, or 20 minutes. I haven't had one while running stock, BUT I haven't tried running stock for more than 30 minutes at a time. -
Uninstalled, and headed off to play other games until next update.. Random VAB crashes FTFL.....
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Crashes Post 1.1.X Simple Question for the affected ones
Bloodbunny replied to AlamoVampire's topic in KSP1 Discussion
Novapunch is quite a large parts mod, AND not updated for 1.1.2. It's quite possible that it was the primary culprit. -
Crashes Post 1.1.X Simple Question for the affected ones
Bloodbunny replied to AlamoVampire's topic in KSP1 Discussion
Well, I tried the nuclear option, and installed ONLY 1.1.2 mods through CKAN. I then started up KSP and went into the SPH. I started designing a simple plane with modded parts... about 20 minutes in....BAM.. "KSP_x64.exe has stopped working" Back to looking at my wallpaper... The best explanation I can come up with is the same that others have theorized: there is something fundamentally wrong with Unity 5, in the way that it handles calls for memory. When I got to thinking about it, it makes sense, and reminds me of a personal experience. Back in 2009 I built a gaming PC, with an air cooled i7 965. I didn't know it at the time, but it had a cooling problem. You wouldn't know it to look at the case, or even to use it for everyday use/gaming. It idled at 30 degrees, and only got up to around 55 on intense games. However, if you stress tested it, with Prime95, or any similar program, it would heat up like a nuclear inferno, to 100C and then shut down... though it was basically stable, stressing it made it cry uncle and quit. Applying that story to KSP and Unity 5, Squad tested their build running stock.. Stock KSP is not that taxing on the Unity engine, and will run more or less without problems. Once mods are added in, it makes it become more stressful on the engine... the more mods added, the more the stress level.. mods are acting as Prime95 did on my old PC; making Unity cry uncle and quit. That is why when I have 5 small mods added, I won't notice much change, but when 20 mods are added, including big memory hog parts mods, the game may run 5 minutes before quitting. SO.. in summary, we basically have the same system as we did with Unity 4 and 32 bit KSP... mods have to be limited to avoid crashing.. how ironic. I note that some folks are having crash problems with stock, and others are running 20+ mods without issue. I'm willing to bet that the stability is based on PC performance, beefy top end gaming PCs can run a metric ton of mods with few issues, mid range PCs are crashing with mods, and potatoes are crashing with stock. Disproven: The crashes are not related to overall PC performance, and seem to be at near complete random. The only coorelation I find is that the number of mods added, make the likelihood of a CTD more likely with each action performed. -
VERY frequent VAB crashes
Bloodbunny replied to ToukieToucan's topic in KSP1 Technical Support (PC, modded installs)
I uninstalled all mods, uninstalled KSP, and started fresh. If you use CKAN, and ONLY use mods marked as 1.1.2 compatible, you are less likely to have these random crashes. -
Crashes Post 1.1.X Simple Question for the affected ones
Bloodbunny replied to AlamoVampire's topic in KSP1 Discussion
Yep, I did this, and it seems to have slowed the crashes down at least. I haven't had any so far since doing this, but can never say 100% that I won't. I've had to treat ANY mod not explicitly marked for 1.1.2 as outdated, and use CKAN for everything, but the game is playable again. As an aside, EVE is marked as incompatible with 1.1.2, so no surprise about crashes there. -
VERY frequent VAB crashes
Bloodbunny replied to ToukieToucan's topic in KSP1 Technical Support (PC, modded installs)
Hmm, maybe you were running out of memory, but then again, I don't see any mods in that list that would drive up RAM usage by very much (big parts mods like B9, KW, or BlueDog.) Linux is a whole other ball game too. I was running Kerbalism myself, and it does change quite a bit about the game, regarding shielding, food, etc... (stuff that WOULD pop up when selecting them in the VAB) I note that Kerbalism is for 1.1, not 1.1.2 (I've started to treat anything not explicitly for 1.1.2, as just as incompatible as something from 1.0.5, or 0.19, just to be on the safe side regarding crashes) Maybe I'm totally wrong, but Kerbalism is the only mod in there that is both not for 1.1.2, and affects stuff inside the VAB. -
VERY frequent VAB crashes
Bloodbunny replied to ToukieToucan's topic in KSP1 Technical Support (PC, modded installs)
What mods are you running? I have the same problem, maybe we can find a similarity. The game does NOT have the VAB crash problem running stock, so it HAS to be a mod, or combination of mods that cause the instability. Also, are you using CKAN? I know there are some modders who aren't exactly big fans of it, but I'm going to try using ONLY mods that CKAN has updated and explicitly stated are for 1.1.2 and see if the VAB crashes persist.