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KSP2 Release Notes
Everything posted by steve_v
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I'm not much good with Windows logs these days, but crashing in d3d9.dll doesn't sound like a mod issue to me. Do you have anything running that hooks the graphics stack? Overlays, FPS counters, GPU overclocking utilities, shader injectors? Rivatuner is the most common culprit, but anything that mucks about in there can cause the game to crash. If it is a mod causing this, we need output_log.txt. See here for location. CKAN does that a lot. Be very careful using it for 1.2.2, and check that the mods it's trying to install are actually compatible.
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Debian GNU/Linux v9.1 (Stretch). KDE desktop. Previously Debian 6.x, 7.x, 8.x. Smooth reinstall-free upgrades every time, including KDE major versions... Mostly anyway. KDE does tend to ship a few new minor bugs with each release. I'm not sure what all the fuss over auto updates is, my Debian boxes all run scheduled, unattended upgrades. Have for years. No problems whatsoever to report. I like to be around for dist-upgrades of course, but that's a whole other kettle of fish. Then again, most of the complaints seem to be from Windows users, so I wouldn't know. I got tired of the BS M$ likes to pull on it's "customers" a long time ago. Sometime in '99 IIRC.
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The Hot Mess that is Kerbalizer
steve_v replied to klesh's topic in KSP1 Suggestions & Development Discussion
You don't, it's just a way to gouge a reliable revenue stream out of users without doing any actual development. There are perfectly good free software alternatives to the products you mention, and the only reason this 'subscription' shenanigans persists is because most users are too lazy to go get them. Worked well for many years... Then some bright spark realised that most users don't care what happens later, so long as they get what they want right now with minimal effort. Why deal with the hassle of storing installation files, or installation at all, the cloud is the future. And it smells like money. Pretty soon our PCs will just be dumb terminals, completely useless without a big-IT subscription and an always-on internet connection. Dunno 'bout you, but this sounds like a fight to me. This gradual erosion of user rights is why I dig free software. I probably pay more to the FSF in donations than a Microshaft subscription would sting me, but it feels a whole lot better. If I must have a non-free software package or game, it's DRM-free standalone download or nothing. I don't feel I'm missing out on anything here, and I can be reasonably sure my software will still work in 10 years time. And yeah, GOG is a move in the right direction. I have re-purchased many games I own on physical media there, simply as a show-of-hands. -
The Hot Mess that is Kerbalizer
steve_v replied to klesh's topic in KSP1 Suggestions & Development Discussion
Given past history of SQUAD abandoning things as soon as they require any effort to maintain, let me say I'm not at all surprised by this. I'm not surprised the game integration has been abandoned either, there likely wasn't an out-of-the-box Unity addon to do it. We should all know by now that SQUAD can't do anything that isn't a unity feature. $2 'ain't much, but the brazen advertisement of a product that is known to be broken in modern browsers really rubs me the wrong way. Soon enough someone will be along to point out that this is a Unity problem and absolve SQUAD of all responsibility for continuing to sell a broken product. At least that's what usually happens. -
Stock x32 plays but x64 won't
steve_v replied to DeadJoe's topic in KSP1 Technical Support (PC, unmodded installs)
Your log being behind a login-wall is what's preventing me from attempting to provide such help. Suit yourself though. -
Stock x32 plays but x64 won't
steve_v replied to DeadJoe's topic in KSP1 Technical Support (PC, unmodded installs)
Leaving aside the properly bizarre idea of "opening" compiled code (e.g. DLLS) to begin with, screwing up the file association should have nothing to do with anything. Assuming you didn't save it with notepad, that is. All this has been said in your other thread already, what makes you think opening another will get a different result? I'd take a look, but your link demands I log in. Create a google account I most certainly will not. Since I have to guess, I'm going to guess from the 'notepad' reference that you're running Windows. Try killing your antivirus, it's just possible, however strange, that opening the dll as a text file has confused it into thinking it's not supposed to be executable. Posting your log somewhere I can view it without a login would lead to less guessing though... -
#1: Fix GC stutter. #2: Fix DOA console port. #3: Fix janky wet-noodle physics. #4: Reduce memory consumption. #5: Fix janky collision detection. #6: Properly guard physics calculations to eliminate NaN kraken & co. #7: Fix patcher. #8: Wheels that are round and don't behave like catapults. #9: Fix sliding while landed. #10: Update to current Unity version. #11: Fix bugs introduced by #10. #12: Fix horrendous lag during explosions / disassembly. #13: Improve miserable performance of aero effects. #14: Improve miserable performance in general. #15: Career mode that makes sense. #16: Multiplayer, as promised. #17: Clouds. #18: Something to do on planets etc. #19: GP2, as promised. #20: Some end-game goals. .... #237: Update textures. Textures are so far down my list, I might as well say "don't care". So I did.
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Switching to a ship or base I have not visited in a while, wondering if it's going to explode, sink into the ground, or just vanish into the NaN. Possibly deleting a bunch of other vessels in the process. Deploying anything that's mounted near a cargo bay, since it's a 50/50 as to whether it says "cannot deploy while stowed". launching anything with bi/tri/quad couplers, watching carefully for the spaghetti-copter effect. Switching to a vessel that is splashed down, for fear that it will "collide with terrain" and explode. landing with 'chutes, in case the game randomly crashes when I'm 50m above the ground and the 'chutes don't redeploy when I load it again. Loading a large station, waiting for it to start thrashing itself to death. Bugs. The most stressful moment is the bugs.
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Restart it. I'm used to KSP crashing or randomly bugging out. It's "when", not "if". If it crashes too many times in a play session I'll ragequit and stop playing KSP KCP for a week or two. This is why I'm mucking about here, rather than playing.
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User Account Control problem
steve_v replied to Mjp1050's topic in KSP1 Technical Support (PC, unmodded installs)
Use a less annoying operating system. I recommend a UNIX derivative. That message is Windows UAC (User Aggravation Controller) warning you that (shock and horror) KSP is trying to write to the hard disk. Why it sees this rather mundane activity as a problem is a question to ask Microsoft. My guess is that it's getting excited because a) you're running KSP as administrator, or b) KSP is installed in a "system" directory (e.g. Program Files). If KSP is in a system directory, moving it somewhere else might be a good idea. I think the desktop is probably safe, but you never know with this thing. UAC is fickle and easily riled. Alternatively, you can kill UAC popups permanently from the Windows control panel, under "User Accounts". Do so only if you understand the implications. -
The patcher built into the launcher is broken and has been abandoned. As no valid reason for this has been offered, I'm assuming a certain game vendor is simply too lazy to maintain it. Don't use it, it won't work. The current "update" procedure is to download the (entire ~700MB) new version from wherever you got KSP in the first place (e.g. kerbal store, GOG), unpack it somewhere, and copy your saves over. Not sure how well save files from 1.0.5 will work in 1.3 though, they're supposed to be compatible, but YMMV. Probably just the usual game engine screweyness we all know and love. So much so that the phenomenon has a cute name: The Space Kraken. Back up your saves regularly and avoid doing things that freak out the physics calculations, such as trying to land on Kerbol... The game will probably implode sooner or later anyway, so back to point one: Back up your saves. Indeed, but you might as well say "update to 1.3", as it's functionally the same thing. Evidently SQUAD finds distributing patches or fixing the updater far too difficult. Yes, I'm going for equine mince here. The "I'm using the patcher and it doesn't work" question is still appearing, so I guess it's not quite dead yet.
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No log, so speculation it is... * Open the debug window (MOD+F12) and see if anything is logging errors when this performance drop occurs. * Install Memgraph, see if the framedrops line up with garbage collection runs. If they do, it's almost certainly the crappy (and ancient) managed runtime that Unity uses, probably exacerbated by poorly coded mods. That it occurs every 5 seconds and gets worse as your career game progresses (more craft in flight) makes it sound like this is a likely cause. This problem exists in stock installs, is exacerbated by mods, and lies squarely in the 'too hard' basket as far as Squad is concerned. No fix. Only mitigations are to remove mods that create a lot of garbage and/or use Memgraphs 'heap padding' feature. If there's no correlation with either, start removing mods a few at a time until you isolate the culprit. I'd start with math heavy mods (e.g. USI, KER, Trajectories) and graphics mods, if you have any installed. Are you running the same list of mods you were in 1.2.x? Are they all properly 1.3 compatible? Using mods that aren't built for 1.3 will create all manner of problems. As you have not mentioned which OS you are running, I can't really comment on potential external influences. That said, if it's Windoze, check out the usual suspects - background services, antivirus and the like, and use whatever system load monitor it ships with to see if something else is chewing up CPU time / disk IO.
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ModuleManager is required by (and bundled with) heaps of mods, and I'm sure NF is one of them. You have ModuleManager.2.8.0.dll in your GameData directory?
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So reinstall it? Nothing special needed here, just delete averything but your saves/screenshots etc. directories, reinstall KSP, then reinstall your mods. Make sure you also install their dependencies. If you think you have mod issues, just add mods one at a time until you identify the problem. Automatically (or otherwise) 'fixing' a modded install is more trouble to do right than it is to just nuke and rebuild. Using CKANs export / import feature can be a time-saver here. That said, your current list of problems does sound like you're missing some common dependency, you have got ModuleManager and co., right?
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- windows x64
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When talking about RAM clock speed, you also need to look at the rest of the timings - particularly CAS latency. Most workloads care a lot more about latency than raw throughput. A lot of vendors back off the timings to get a bigger MHz number on the box, and when they do, it doesn't translate to faster memory at all. I'd say just get good quality modules at a clock your board supports as standard, ignore 'overclocked' (=overpriced) RAM and non-standard speeds. Memory throughput is only a minor contributor to overall system performance. What you have is probably okay as far as speed goes (though 300MHz doesn't sound at all right) anyway, if you're hurting for RAM just get some more of the same.
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Unix is that 'other' operating system that has been there all along... While DOS and early versions of MacOS were making their way onto small household 'mini' or 'micro' computers, Unix was running on the the big commercial and scientific mainframes. While DOS was built to be easy to program for a single user, Unix was designed to handle many simultanious users and varying workloads. These basic principles have remained through countless variants, forks, and changes of ownership. MacOS X is probably the modern commercial Unix most are familiar with, but there are many others. Linux is a free, open source, Unix-like operating system kernel (the bit that talks directly to the hardware). Most of the time when people say "Linux", they really mean "GNU/Linux" (which is a mouthfull). Linux is the kernel, GNU is the rest of the operating system. GNU stands for GNU is Not Unix, apparently, but it is pretty much a free version of Unix written from scratch, one component at a time. Linux allows it to run on a wide variety of hardware. Richard Stallman would beg to differ The kernel is useless without a userland to run applications and a toolchain to build those applications (including the kernel itself)... all that comes from the GNU project, which predates Linux and contains considerably more code. Linux is what it is today because Linus released it into an environment where a complete Unix system (GNU) already existed... all it needed to become a viable operating system was a kernel. That's one "claim to fame". The real advantage of the Linux kernel is that it is highly customisable, and customisable by the end-user. Not only does it run on smart fridges and smart phones, it also powers a majority of the worlds supercomputers and webservers. It scales from the smallest processors all the way to superclusters. To go back a bit: GNU/Linux can be as light or heavy as you want it to be. And as with any ecosystem, diversity is good, monocultures breed disease. Windows everywhere is a monoculture, and that's why there's so much Windows malware. I run CAD just fine, there are a bunch of applications available, both open-source and commercial. The only problem is the lack of the 2 'industry standard' applications (AutoCAD and SolidWorks), but there's nothing that you can't do without them if you're willing to learn something else. Have you tried BricsCAD or VariCAD? If you only need 2D drawing (90% of the time for me), QCAD/LibreCad is also rather good (and free). As for games, I play lots of games. Don't feel I'm missing out on anything important. There are too many examples to list, if you want some, just look at the selection on Steam. The "Linux doesn't have enough applications" argument is an old one, and it's getting less valid by the day. It's also a chicken-and-egg problem: In a capitalist society, consumer choice dictates production (in theory anyway), so to get more GNU/Linux applications one only needs more demand... You see where this is going of course. The situation is slowly improving, as more users eschew the 'default' Windows environment and ask software vendors for alternatives, more of those vendors see *nix ports as a viable business proposition. There are holdouts, of course, and for those there's complaining... and VirtualBox or Wine. In other news, I binned that power supply. On closer inspection, it appears that one corner of the fan controller / monitoring board actually caught fire . As the board substrate is damaged, it's not really worth my time to fix it. Here's a (lousy phone camera) pic, for anyone curious. And it's an Antec EA-750 Green, if you want to avoid them. The EA series was awesome, not so much the "green" refresh. And don't give me lip about the state of my coffee cup... I've heard it all before.
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Continual Crashing
steve_v replied to Ragingdonut's topic in KSP1 Technical Support (PC, modded installs)
No. If you have a 64bit OS & >= 4GB of RAM you should run the 64bit binary. If you want to install many mods, you will need to. But you still haven't posted your log. If you are running out of RAM this will be obvious from said log, and posting it when Galileo asked for it would have spared this needless guessing game... -
Missing File Permissions?
steve_v replied to Probodobodyne QBE's topic in KSP1 Technical Support (PC, modded installs)
True, though the root of the problem is most likely that KSP is installed in a location that has admin ownership by default, like Program Files. Find your KSP install directory and "own" it as your unprivileged user. I don't use Windows often, but this looks about right. Or you could just put up with the UAC prompt every time you want to modify files there. -
Indeed, this is pretty annoying. @linuxgurugamer, the CKAN metadata includes: "EditorExtensionsRedux": { "module_version": { "3.3.13" ... "ksp_version_max": "1.3.0", "ksp_version_min": "1.2.0", Which indicates it's compatible with any KSP version from 1.2 - 1.3, is this correct? From what I see it's incompatible with 1.2.x, and should be marked as such...
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Looking for interplanetary ship designs
steve_v replied to Abstract_Kerman's topic in KSP1 The Spacecraft Exchange
My "Standard" interplanetary craft, loading crew and fuel for a trip to laythe, with a surface base and light VTOL as payload (everything forward of the 'orca' command module): Cargo spaceplane docked to the rear (fuelling) port, from there on up: NF MPD engines, reactors (4) & radiators (retracted), primary lithium tankage, propulsion/crew module coupling & manoeuvring fuel, auxiliary (life support) reactor, fertiliser tank, external lithium tanks (radial docking ports) x2, greenhouse, crew quarters, command module. As shown it has ~8.5k DV and ~9 years life support / habitation for 3 kerbals. Another departing ike, no ETs required for Duna, or Jool without payload: This sucker is expensive though, launched in 2 parts and totalling ~3.5M IIRC. Most of the cost is the reactors. Mods: NearFuture & MKS. M2X & M3X for the spaceplane. -
Does that actually replace all the system files though? I'm not sure I'd trust such a thing to remove e.g. an entrenched malware infection. I do like my destroyer of disks, for its complete obliteration... Eh? that's odd. This automerge thing is a fickle beast.