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cpw

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Everything posted by cpw

  1. I was using the active texture reduction system - it didn't help, even with the "aggressive" setting.
  2. This plugin is fundamentally broken on Linux. It only runs when it is installed alone, and even then, barely. It appears that mono is crashing with OutOfMemory errors whenever this mod is installed with almost any other mod at all. I remove this mod, and I can run about 20-30 mods, install this mod, and I can run *maybe* one. Using 64bit vs 32bit unity (BOTH of which work well on linux) doesn't seem to make a difference. I think, based on some googling, there is something in this mod that is causing the mono garbagecollector to freak out, and crash with OOM. Very disappointed
  3. Thanks to help from velusip on the RemoteTech post I was referred to here: http://forum.kerbalspaceprogram.com/showthread.php/33232-Linux-version-does-not-start-unless-some-files-are-removed This seems to be a bug in the png lib shipped in the linux build (it's embedded so I can't change it), so randomly the game shifts outside the "safe" 2GB zone where this buggy code will 'work'. The fix works well, and KSP now loads with both your and remotetech's mods running.. I suspect other linux users who might have similar problems with 'larger' mod packs such as B9 and remotetech will also hit this bug randomly, and will therefore benefit from this fix. Hope it helps!
  4. Thank you! That worked like a charm to fix it... Stupid PNG embedded libs...
  5. Hi there, I am hoping to play with this pack, I love the SABRE engine (I was a big fan of the original HOTOL project that started a lot of that research work) but sadly, as I have been debating over on the RemoteTech thread, it seems there's a Linux related incompatibility between B9 and RemoteTech that means I cannot have both loaded into the game- the game crashes with a segmentation fault error if both B9 and RemoteTech are present together, during the loading of the internal cockpit spaces. I know both you and RemoteTech seem to be programmatically adjusting the interior spaces, so I suspect that there's a conflict that causes a linux crash, and I'm hoping you are interested in researching why. Also, yes, I know the combination runs fine on Windows, however on Linux it's a 100% crash rate. Both mods load fine if they're not installed together, so it's definitely a direct interaction between the mods.
  6. YES. I have 0.20.2, BECAUSE it's the ONLY working LINUX version. The other versions were derped for input, and you couldn't play the game AT ALL, on LINUX. NOTE HERE: http://forum.kerbalspaceprogram.com/content.php/182-0-20-2-Patch-Released The game is unplayable on Linux for 0.20.x except 0.20.2 because of that input issue. Seriously, I TRIED IT. Therefore I am running 0.20.2. speccy is a WINDOWS ONLY PROGRAM. Here's some linux data for you: $ free -h total used free shared buffers cached Mem: 31G 16G 14G 0B 1.3G 9G -/+ buffers/cache: 5.5G 25G Swap: 7.5G 0B 7.5G That means I have 32 gigs of RAM + 8 Gigs of swap space. For a total of 40 gigabytes of available memory. $ lscpu Architecture: x86_64 CPU op-mode(s): 32-bit, 64-bit Byte Order: Little Endian CPU(s): 8 On-line CPU(s) list: 0-7 Thread(s) per core: 2 Core(s) per socket: 4 Socket(s): 1 NUMA node(s): 1 Vendor ID: GenuineIntel CPU family: 6 Model: 58 Stepping: 9 CPU MHz: 3501.000 BogoMIPS: 7020.16 Virtualization: VT-x L1d cache: 32K L1i cache: 32K L2 cache: 256K L3 cache: 8192K NUMA node0 CPU(s): 0-7 This means I have 8 'cores' available, each with 64 bit architecture. $ uname -a Linux smartie 3.9-1-amd64 #1 SMP Debian 3.9.4-1 x86_64 GNU/Linux This means I am running a 64 bit OS (amd64/x86_64) I suspect that the failure is probably related to something that you and B9 are assuming that is only true on windows, and not on Linux, though I don't know what that is. It is clearly failing for me here (From the Player.log file): -- SNIP -- Load(Texture): Squad/Spaces/mk1CockpitInternal/model008 (Filename: /BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/LinuxStandalonePlayer/UnityEngineDebug.cpp Line: 54) Load(Texture): Squad/Spaces/mk1CockpitInternal/model008 OUT OF DATE (Filename: /BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/LinuxStandalonePlayer/UnityEngineDebug.cpp Line: 54) Load(Texture): Squad/Spaces/mk1CockpitInternal/model008 (Filename: /BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/LinuxStandalonePlayer/UnityEngineDebug.cpp Line: 54) Load(Texture): Squad/Spaces/mk1CockpitInternal/model009 (Filename: /BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/LinuxStandalonePlayer/UnityEngineDebug.cpp Line: 54) This is the last entry- it has crashed here. Note that I don't see this "OUT OF DATE" stuff anywhere else in the log file. I suspect that either your or B9's internal view overriding is NOT working properly on Linux, and that when you're both loaded together, that causes a derp (since I can load either mod fine, it's JUST the combo that's broken).
  7. Heh. I'm using 0.20.2 (it's the only one that works well with Linux), and I have 32 gigs of RAM, running the x86_64 (64 bit) version of the game. I doubt memory is the issue. *just* B9 (the latest available today from space port) and RemoteTech (same) crash, always at the same place. No other mods need to be installed to trigger the crash, and it's a segmentation fault crash.
  8. Hi, This mod seems to be incompatible with the B9 parts. If I have both installed, the game crashes during loading (specifically when it's loading the mk1Cockpit command pod space). Perhaps there's an incompatibility between the two mods' modifications to internal spaces? Very frustrating, as I was hoping to build remote space planes.
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