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KSP2 Release Notes
Everything posted by SilverWolf
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What's the best practice to remedy this? Setting decals 0.1m above the runway seems to fix the issue, but that's not a very viable solution. Have also adjusted the shaders' render queue to opposite ends of the spectrum, and that doesn't resolve anything. Thanks, friends.
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I've got nothing left, not even patience. This is every log I have in my possession. Just a review for anyone who comes along before this place spaghettifies: PQS keeps NREing and killing the game. Diagnostics completed: Intel Processor Diagnostic Tool (x3.) Windows Memory Diagnostic (x2.) Four hours of OCCT single and combined tests. Corrective actions attempted: Display driver update. Display driver downgrade. Hyperthreading toggle. Threaded optimization toggle. Process affinity configuration. Force of D3D and OpenGL. Verification of xinput1_3. Deletion of all mods (including my work,) and saves. Run as administrator. Run in compatibility for various versions of windows. Verification of all windows updates. BIOS update. Firmware update. Closedown of all background processes and services. Variable power profiles. Good Luck, Future.
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All right, lads. There are literally no more diagnostics we can run. Just to recap, both MSI and Intel have doubled-down that notebook processors are not affected. Intel's diagnostic tool did not uncover any issues with the processor after three runs. I ran OCCT for four hours this morning on multiple tests, including a full-function test pushing everything up to 100%, with no errors or failures. Here is proof of life on the memory. I think the hardware train has reached it's final destination, and it's time to disembark. We're looking for a software problem. This is the only game giving me a ration of fecal matter. Doom, Portal, Rust, FFXIV, GTAV, obscenely-heavily modded Minecraft; this thing is a tree grinder, and it's only 14 months old.
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I'm getting the impression there is a memory leak in PQS. I set terrain quality to Low, and just zerged back and forth between space center and tracking like a coked-up jacked-up red-bulled zergling on bluechew, and an observation: each return to space center scene took just *a little* bit longer than each previous time; up to a couple seconds after maybe twenty cycles, until the overlay finally failed to load. Need moar coffee. Thanks, Kerbin, let me go look at that.
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Just unloaded everything, again, two failed-starts right out of the gate. I think it's time to start defining "scorched earth," in this context, because it may be time to just burn the world down and begin from dust. Edit: My wife is the smart one in the house; she's the software engineer. She's wondering if Microsoft didn't deprecate something in a library update. Do we know what versions of .net this thing required? Edit2: Not sure what scorched earth it supposed to look like, but I know what I did. Deleted absolutely everything related to KSP, including everything in appdata. Even saves (fml.) Edit3: Oooh! A unity crash and a pristine fresh install! Logs and Dump Hmm, I find it curious that xinput1_3 is mentioned, as it's not even in the directory.... Edit4: This happened as I pressed the stage button. Shakes head...
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I have taken the additional steps of disabling hyperthreading in Bios; disabling thread optimization in my Nvidia control panel, and setting the game's processor affinity to cores 0-5 (my performance cores; setting affinity to my efficiency cores resulted in seconds per frame vice frames per second.) Unfortunately, we're still not stable over here. We did, however, get a Unity crash, finally. Here are the logs and crash dump.
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Good Morning, @Lisias, good to hear from you. You and JoeSmash popped up in the google algorithm last night, so I got to read those reports. That was all good information. Looking at this statement here is taking me down a new path of knowledge. I had no idea this kind of processing was a thing; I need to catch up with the times. I'm going to attempt implementing this. I may have pulled generated some enmity by necromancing this thread; the intent was to keep similar information commonplace (and utilize the search function, like we're told to, no?) so if the moderators would like to split this off, that's approved. I'm about to get a little more detailed here: Problem: Complete instability of Kerbal Space Program. Details: By my account, the game ran fine on this machine last October? January? Whenever the last time I ran it was, I did not notice these issues. The game inconsistently exits to desktop and random times during gameplay. Sometimes it hangs before getting to the main menu, and I need to close. Sometimes it hangs when attempting to enter the space center scene. The most consistent instability occurs during a scene change and is somehow related to PQS, but PQS is not the sole culprit any longer. I may even be in orbit, and suddenly the game closes. The only thing I have been able to narrow down is that the game will unexpectedly close at some point during gameplay. It may last five seconds, it may last two hours. One additional thing I have noticed I almost neglected to mention, sometimes toolbar icons (KSPedia, Alarms, etc.) are duplicated during a scene change. This is occurring with and without mods, so as I've currently unloaded all mods from the game, I will be requested support as an unmodded install. Troubleshooting Steps Attempted: Removal of all mods. Verification of up-to-date display drivers. Verification of Windows updates. BIOS update to manufacturer's September 2024 push. Found xinput1_3.dll missing from KSPx64_Data folder; copied from \system32\. Despite having 64GB of RAM, have allocated an additional 64GB to virtual. Per Lisias' input above, am about to learn how to, and attempt setting KSP's affinity to, looks like my efficiency cores? I'll report back on that. Logs: Unity has not seen fit to furnish me with crash dumps, so those are not available. KSP and Player logs are however available here. Most interesting NREs that caused CTD. I'll actively monitor this thread for the next week. Daughter is starting to take an interest in all things space, so it would be benefiical to get this resolved. If we can't, though, c'est la vie. Thank You, everyone. Please ping me with any additional information requests or test scenarios.
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This is my new reality, unfortunately, and it came out of the blue with no changes to my installation. I have not played in quite some time, and now it's unstable. So, I've unloaded all mods, deleted ckan; hell I deleted everthing except the Saves folder and scorched earth. Windows has all of its shots, graphics drivers are up to date, ram's not an issue: I've got 64 tons of it... Yeah, I'm scratching my head here. @verniervonkerman Have you had any issues since having the CPU swapped out? What machine do you have? Was it under warranty when you took it to the micro center?
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Game crashing on scene change.
SilverWolf replied to Dante80's topic in KSP1 Technical Support (PC, modded installs)
I am actually in the exact same boat, at this moment, but it's occurring with a completely stock, fresh installation. No errors or warnings in the log, either. A true head scratcher. -
[KSP 1.8+] Kerbal Konstructs (Continued)
SilverWolf replied to NathanKell's topic in KSP1 Mod Releases
Thank you, @Caerfinon. I'll look in to that feature. Good news: I got something working. Bad news: I do not understand why. At least I've learned that the spawn point needs to be Y-up, Z-forward. Thanks, SW Ahhh, so the spawn point GameObject must be an immediate child to the root GameObject. It can't be buried in the hierarchy. -
[KSP 1.8+] Kerbal Konstructs (Continued)
SilverWolf replied to NathanKell's topic in KSP1 Mod Releases
Thank you, @Caerfinon. Your personal preference would be mine as well, as it were. How would one create a universal spawn instance, to begin? Setting that question aside for a moment, since the runway model is the suspect, what might I need to fiddle with? In the absence of documentation, my spawn point is an empty game object, Y-up Z-rear. Does the spawn point need a collider? Is there a layer it must needs be assigned to? Is it acceptable for it to "rest" on the runway surface, or must it be elevated? Thanks, SW -
[KSP 1.8+] Kerbal Konstructs (Continued)
SilverWolf replied to NathanKell's topic in KSP1 Mod Releases
Thanks for getting back to me, @ColdJ. Yes, this is a custom built model. I've got an empty game object sitting above the runway 12 designator named "spawn." Could it possibly be upset due to an incorrect orientation? Thanks, SW -
[KSP 1.8+] Kerbal Konstructs (Continued)
SilverWolf replied to NathanKell's topic in KSP1 Mod Releases
Please forgive the inquiry; I am not smart enough to resolve this on my own. May I have some help troubleshooting this runway? It refuses to populate in the launchsite menu. Thanks, SW -
I’ll throw my opinion in the hat for giggles. I beta tested for Final Fantasy XIV after Garlemald pulled Dalamud down and meteor fell. 2.0 was in development for about two years, because 1.0 was a train-wreck due to performance and interface. Beta testing occurred in several rounds, where our game progression was volatile. We spent about a week to two stress testing and bug hunting each round as finished systems were sequentially brought online. When we were done, and Naoki was satisfied, then he asked us to renew our subscriptions, and I was happy to do so. From that experience, cross-referenced with videos and forum posts by my fellow Kerbonaughts, I suggest this game is in a very loose alpha. You cannot morally ask consumers to pay finished-product value for an unfinished-product, let alone a product that is still in alpha, or even beta. Early access does not mean an alpha or beta release; it means you think the product is ready to launch. We go through this every time we release an expansion in Final Fantasy; and sure we find some bugs, and a massive hot fix comes out in a week, but at its core it performs well, and is ready to go. I do not agree that we can soundly compare KSP1 to KSP2. Squad was a couple of guys in their garage (initially.) It takes me a long time to do something, even after I decide to throw a whole week at it. Take 2 is major league. The expectations are justifiably different, and when you’re this big, you don’t get any passes, because you’re supposed to know better. I do not have the answer to this question, but I would be curious to know how many manhours went into one game versus the other. That would be a nice datapoint. I think this decision to request an exchange of value for alpha test was a financial one, and folly at that. Here’s what happens next, I think: they’ll get what they have working, call it 1.0, then Interstellar and Colonies will be their own paid DLCs. I hope I’m wrong.