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KSP2 Release Notes
Everything posted by steve_v
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
steve_v replied to ferram4's topic in KSP1 Mod Releases
Yes, remove the check and recompile the dll.No spoon-feeding policy applies.- 2,647 replies
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- kerbal joint reinforcement
- kjr
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Crash while trying to load up
steve_v replied to Grimm Spector's topic in KSP1 Technical Support (PC, modded installs)
DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory! -
MAJOR Heating Bug
steve_v replied to davidy12's topic in KSP1 Technical Support (PC, modded installs)
For reference, the mods I don't have (and I don't have that issue): CHAKA ASET Fustek I'm guessing it's a mod interaction at work here. As YANFRET suggests, if both Fustek and CHAKA are installing the Fustek dll (and presumably different versions) that's where I'd start. -
Serious answer to the stutter issue.
steve_v replied to SessoSaidSo's topic in KSP1 Suggestions & Development Discussion
Good news indeed. Honestly, the more I learn about how Unity works the more horrified I am. -
Agreed, though I have had much fun with dingy + 2.5HP Seagull outboard too.
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VAB broken after installment of mods
steve_v replied to nikokespprfan's topic in KSP1 Technical Support (PC, modded installs)
Not without more information, no. If it remains broken after "deleting the mod" (which one?) then I suspect something is corrupting the save file. But without logs, that's just a guess. - - - Updated - - - If you want help with this, I'd suggest better reproduction steps too - exact mods involved, with versions etc. "install some mods" is about as vague as it gets. What's happening here, most likely, is that your "steps" - deleting parts / adding and removing random mods, repeat - are just about guaranteed to cause problems. -
"KSP.exe caused an Access Violation"
steve_v replied to Starwhip's topic in KSP1 Technical Support (PC, modded installs)
"Read from location 00000138 caused an access violation." I've seen that address before somewhere... The only answer I see is "reinstall / verify game integrity", might be worth a shot. OTOH, you do appear to have OOM issues, which may well be causing this too. -
I think this game should have been written in Java with OpenGL
steve_v replied to Xyphos's topic in KSP1 Discussion
No, you are not the only one I do sometimes miss those dark old days. I had to dredge the memory fairly deep not too long ago, for more serious matters: Working with '80s automation gear and 8-bit ISA interfaces. It was a 'game' alright. Much shagging about and reading of manuals (fluent binary required) to get things to work, but bare metal assembler or real-mode DOS sure was runtime efficient. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
steve_v replied to Claw's topic in KSP1 Mod Releases
Gets my vote too, it's been a minor annoyance for a while. -
Having broken pretty much every rule posted above at some point or other, I can confidently say: Excellent advice, take heed. I'll add a couple though. Beware fuel in a boat. Be extremely careful when refueling and have a fire extinguisher on board, a fire on a boat is no joke. Have emergency methods both for keeping the water out, and for removing it if it gets in. A small tarpaulin and some rope can save your arse if you get holed. One or more manual bailing devices are a must, even if you have a bilge pump. To quote the Boating Bible: "The best bilge pump ever invented is two frightened sailors with a bucket." A bucket and a length of rope will also make a serviceable sea-anchor, should you find yourself without power and drifting into trouble. It's been said, but I'll say it again: Always have alternative means of propulsion. A paddle will suffice if you're not too far from shore, two is better. Also, and something that annoys me on a regular basis: Please read up on the international rules of the sea - there's nothing more annoying than pleasure boaties who think that the give-way rules etc. for the road apply on the water. They do not. Much fun can be had 'mucking about in boats', stay safe and enjoy.
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
steve_v replied to Claw's topic in KSP1 Mod Releases
Oh yes, thank you. About time that was sorted, Claw to the rescue again. -
Serious answer to the stutter issue.
steve_v replied to SessoSaidSo's topic in KSP1 Suggestions & Development Discussion
Rats. I guess I'll stick to hoping for more efficiency, but consider my optimism shaken. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
steve_v replied to ferram4's topic in KSP1 Mod Releases
While I completely understand Ferrams stance on CKAN, after a bit of wrangling with it there's only one major issue I can see: CKAN doesn't clean up old files or directories properly (specifically when files are created after install), which can confuse ModuleManager horribly. So make sure you completely remove mod directories on uninstall/reinstall - manually. If you're having issues with a CKAN installed FAR, wander over to the appropriate thread. I'm seeing far less than the expected traffic volumes over there. Also, be aware that you may still experience issues even with a manual FAR install - if you have other mods that were installed/uninstalled via CKAN. Your best bet for getting in on the support racket here is to reproduce your issues in a simple stock+FAR install, no CKAN in sight.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Serious answer to the stutter issue.
steve_v replied to SessoSaidSo's topic in KSP1 Suggestions & Development Discussion
This meshes with what I've seen regarding the impact of certain mods - having a UI onscreen has an unexpectedly large impact on the frequency of GC runs, even when said UI isn't actually doing anything. One does wonder why Unitys UI system is so horribly inefficient - surely a static element doesn't need to be repainted every frame - but it sure looks like this is what's happening. Hopefully the U5 update fixes this, along with the necessarily ugliness of the UI in general... I haven't touched it myself, but from what I've heard it's not exactly nice to work with either. -
Serious answer to the stutter issue.
steve_v replied to SessoSaidSo's topic in KSP1 Suggestions & Development Discussion
Hmm, sounds... time consuming. I can certainly do this with native code, but without debugging symbols etc. it might be a little difficult to see what's going on - assuming a memory dump of monos process will actually resemble the contents of it's internal heap that is. I have my doubts. Surely Unity must provide a way to do this, but I don't have Winblows, so I don't have Unity... Argh. I might find a chance to play with this, but I suspect I'd be wasting my time. -
Serious answer to the stutter issue.
steve_v replied to SessoSaidSo's topic in KSP1 Suggestions & Development Discussion
You and me both, but my lack of access to the source and general lack of experience with Unity (or managed environments in general) really leaves me at a dead end here I've done plenty of playing about with open source projects - mostly native C, but apart from KSP I've had nothing to do with .NET/mono/C# etc. So I'm not entirely sure where to start with finding out what "all that stuff in memory" actually is... Is there even a way to examine the heap in realtime? -
Serious answer to the stutter issue.
steve_v replied to SessoSaidSo's topic in KSP1 Suggestions & Development Discussion
If I'm reading it right, that option enables an (experimental) multithreaded version of the "mark objects as collectable/unused" pass. It's commented (presumably by Unity, as it works fine in stock mono) as "causes crashes", which indeed it does... because the GC never runs when it's enabled. If one ignores the expected fire-hose like memory leak, this does significantly reduce the length of the pauses. Unity has made many changes to the GC code in the fork, and I haven't been able to get to the bottom of why it's broken here, let alone test with the even more experimental sgen GC code - which again works fine in stock mono. I've mucked with pretty much everything I can get at, and it's the only thing that makes a difference... But it doesn't eliminate the stutter completely, so it may well be as you say - the GC is just taking advantage of idle time while something else holds up the pipeline. -
Serious answer to the stutter issue.
steve_v replied to SessoSaidSo's topic in KSP1 Suggestions & Development Discussion
Locked, then unlocked again minutes later? How peculiar. Nevermind. That's an interesting alternative theory, and the first I have heard of it. My focus on the GC stems from two things: The frame delay/stutter matches the spikes generate by GCMon perfectly... your comment on "free time" would explain this perhaps.. Breaking the garbage collector, by recompiling Unitys mono fork with 'enablethreadedmark' vastly improves the problem. It's also possible that this is in fact more than one issue, no? - - - Updated - - - Apologies if I offended you. This is extremely frustrating, particularly as it seems there's nothing I can do about it. -
I sometimes do... remote desktop etc. But I didn't say that, did I?
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Do people actually install garbage like this? the mind boggles. Check out all the other scams this "developer" has released. Please, for the love of Jeb, pay attention to what you're downloading folks.
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Oops, missed that big gap there it seems.
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I think this game should have been written in Java with OpenGL
steve_v replied to Xyphos's topic in KSP1 Discussion
...which is why both Java and Python perform significantly worse than native code in just about any benchmark you could name. I too find the added layer rather ludicrous, and extremely inefficient. Still not seeing the advantage of these newfangled languages at all - what, exactly, is wrong with C? Also, 666th post. I guess I'm playing devils advocate today -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
steve_v replied to RoverDude's topic in KSP1 Mod Releases
The patch I linked is missing some underscores in the part names, but otherwise appears to work OK. Yours is probably better though, as I'm really just ripping off someone else's work -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
steve_v replied to RoverDude's topic in KSP1 Mod Releases
Champion Have some rep. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
steve_v replied to RoverDude's topic in KSP1 Mod Releases
Aha, thought someone would have been here before... try this MM patch. Dunno if the values are anywhere near correct, but I'll fly some stuff and see what happens