crparris
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Everything posted by crparris
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KSP crashes after a few reverts or launches
crparris replied to luock's topic in KSP1 Technical Support (PC, modded installs)
lol. i use the memory monitor mod and use it to restart the game once it hits the 8-10GB level. i am waiting for 1.1 and very happy Squad is doing the update. and the starving pets was a joke -
KSP crashes after a few reverts or launches
crparris replied to luock's topic in KSP1 Technical Support (PC, modded installs)
i have 24 GB of ram. the game starts at about 3-3.5GB with all my mods (i have 55 mods installed) and from there slowly increased 100MB at a time until I'm at around 10GB (i've gotten it up to 12GB). it can take an hour it can take 2, depends on how many times i switch screens. then i start getting unresponsive mouse clicking issues and the risk of crash goes up a lot. i usually restart at that point, just out of fear of crashing mid flight. The point i'm making is: regardless of how many terabytes of ram you have or plan on buying, you will run out eventually. i can't see how this is intended and i consider it a fault in the product. the game should not have a time limit where it is playable. (although it has probably saved my pets from starving a few times, lol) What concerns me more than anything, is the fact that after countless threads, rage quits, rants, and hypothesis' about the issue that ram is not freed from screen changes, i have not heard anything from Squad acknowledging it, or hearing any hope it will be addressed. -
ill have to try that, because from my experience, i start the game at 2.4GB and within an hour of playing am at the 4GB limit of the 32bit exe. (i have 24Gb RAM). i dual boot ubuntu and the game runs fine on it; the only reason why i dont play the linux version is the game wont limit frames and my video card runs with fans at maximum because im pushing 150fps and cant limit it to 30 or 60.
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The game doesn't release ram at all. that is the only problem. windows, linux... Doesnt matter - its the same for both From initial load, it climbs with every screen change, until it crashes. You are required to restart the game very often. the number of mods only decides how often. there is a serious memory leak in KSP, but i havent seen anything from the devs saying they acknowledge it or have a fix coming. Please, i want to hear something from a developer that isnt a work around or jumping through hoops.
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What is a good amout of RAM to run KSP with so many mods?
crparris replied to Pedro_daher's topic in KSP1 Discussion
since only the 32bit version of KSP exists for windows (they removed the 64 bit version due to Unity stability issues) doesnt matter if you have 4GB or 24GB, the game is limited to about 4GB before it crashes. -
Memory Leak question
crparris replied to LadyAthena's topic in KSP1 Suggestions & Development Discussion
that is the best news i have heard all day. thanks! -
Memory Leak question
crparris replied to LadyAthena's topic in KSP1 Suggestions & Development Discussion
so... the big question since im at work and cant test it myself: is it fixed? -
Is 1.0 an uppdate or a separate purchase?
crparris replied to areutheman's topic in KSP1 Gameplay Questions and Tutorials
it should be automatic. FYI: 1.0 is included in the price you paid for early access. -
i do remember mention of garbage collection in several dev comments as well. i just hope that it was intended as the remedy for the terribad memory leak and not just something they noticed. i have shelved the game until 1.0 because of the memory leak.
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The Linux Thread!
crparris replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
i have found that this mod helps me keep an eye on the memory leak that ksp has so i know when it is time to restart the game: memory manager [removed link to defunct website] -
i have recently started to have issues in my windows 7x64 install where i get low memory popups. this NEVER happened before last week. i installed the memory usage mod to see ram usage in game and noticed that i get about 10-15 reverts back to launch before i have no ram left. this issue also exist on the linux 64 bit version. basically textures aren't unloaded from ram and you get 10-15 screen switches (number of mods affects time of death) no matter whether stock, modded, ATMed or if you have 132Gb of ram, the titanic sinks.
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RAM usage increasing over time.
crparris replied to vladd148's topic in KSP1 Technical Support (PC, modded installs)
these options wont work. the memory leak will eventually crash your game; even in linux - its just a matter of time.. every screen change adds to RAM usage; eventually you WILL run out of ram. -
Not releasing textures and memory with screen changes should be pretty easy to nail down., for example: "take note of ram usage, launch large ship, revert back to space center, rinse, repeat until = BOOM, app crash every time" it is reproduceable to thousands of alpha/beta testers. My message was more a "if you know what's wrong, get it out as 0.90.01. Just please don't wait for 1.0"
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Bump to keep this topic fresh. i switched to Linux 64bit hoping to remedy the mem leak issue i have... it has gotten worse... it is a fact that KSP does NOT unload textures and depending on the number of mods, is always a ticking time bomb. now that i use the memory usage mod, i can restart the game once i get close to dangerous levels, but i should not (nor should anyone) have to do this to enjoy the game. Please devs, if you know of this issue, hot-fix it asap - do NOT wait for 1.0. thank you.
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How Can I see a target from far away?
crparris replied to MerlinsMaster's topic in KSP1 Gameplay Questions and Tutorials
EDITED: the answer above is better than mine -
Small problem changing screen-size?
crparris replied to Emil2205's topic in KSP1 Gameplay Questions and Tutorials
if you are not comfortable changing settings files, you can also right click your process bar and check the auto-hide option so it vanishes btw does just hitting enter apply the settings? -
Rocket tumbling in ascent
crparris replied to jospanner's topic in KSP1 Gameplay Questions and Tutorials
reaction wheels help as well. -
i don't believe it affects speed.
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Sorry you interpret it that way. But, just in case you are new to the world of forums, it is considered poor form (by most) to post topics with ambiguous titles regarding subjects that are readily available for anyone who wants information. Some of the more regular members of the forum feel that multiple threads created on the same topic only contribute to pollute the site and confuse people who search for answers. After a while, some of them will get frustrated that they open topics expecting a legitimate comment or question only to find the same thing, "i won't look at the first 5 topics regarding subject "X", so i am asking people to spoon feed me those answers in this new and redundant thread." Maybe it will get the message across so that the person will search next time. Maybe it will insult the person and they won't post uselessly anymore. - either way, the forum wins. BTW this applies to all forums, not just this one.
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ok, I got this one... in the time it took you to write this thread, you could have found the answer by looking at the first stickied post in the general discussion section. ANSWER ===> http://forum.kerbalspaceprogram.com/threads/95736-The-Grand-0-25-Discussion-Thread
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What would you want in the next update (0.90)?
crparris replied to EvilotionCR2's topic in KSP1 Discussion
my wish list , (in order of preference) -stable x64 version -built-in resource system and economy -built-in life support (not requiring mods) -built-in re-entry heat (not requiring mods) i understand and respect that modders have made awesome mods and many feel that the devs shouldnt waste time developing things can exist with mods, BUT when it is built in - it is supported and maintained... -
Destructible buildings wasn't created to support weapon mods.... it was to add risk to poor launches/designs Your assumptions are wrong, my friend.
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If you look at the overall picture, it is too early to have a poll as to whether or not science and the tech tree are too simple to fill. Until the economy is in - and we know how much it will cost to build rockets vs KSP income design, any opinions are premature. some of us may decide it is too hard once you have bills to pay *edited for typeos