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ThreeWholePunch

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Everything posted by ThreeWholePunch

  1. Thanks! I forgot to mention but at some point I did install Active Texture Management to try to solve this; the non-aggressive version. So based on your input, I uninstalled the the regular version and installed the aggressive version. I also installed the DDSLoader because I read that might help with performance. These two steps helped reduce crashing but it does still occur. I guess at this point I'll start stripping out mods one at a time. I did add HotRockets and SmokeScreen since I started this thread so those will go first. thanks.
  2. Hmmm.... searching around a bit, I see multiple reports in bugs.kerbalspaceprogram.com with similar stories: http://bugs.kerbalspaceprogram.com/issues/3869 http://bugs.kerbalspaceprogram.com/issues/3853 http://bugs.kerbalspaceprogram.com/issues/1976 I'll throw this thread over there for documentation.
  3. Hey, thanks Master Tao. I figured out the docking port freeze, that was the DockingPortAlignment mod. I'll look into that later but before then I want to figure out what is causing the program to crash when switching to VAB. Actually, it's not just to VAB but any scene change is at a high risk of crashing. I'm at the point where I now expect a crash after every other scene change. I've also noted that the game sometimes freezes at an auto-save point, but for now i'll assume that's a separate issue. About my setup: I'm on a Mac book pro 2012 (last model before retina), latest OS X, 8GB ram, and an SSD (which is new, issues were occurring at the same frequency on my old disk drive). As far as mono: Joels-MacBook-Pro:~ joel$ mono --version Mono JIT compiler version 3.10.0 ((detached/92c4884 Thu Nov 13 23:27:38 EST 2014) Copyright (C) 2002-2014 Novell, Inc, Xamarin Inc and Contributors. www.mono-project.com TLS: normal SIGSEGV: altstack Notification: kqueue Architecture: x86 Disabled: none Misc: softdebug LLVM: yes(3.4svn-mono-(detached/e656cac) GC: sgen Joels-MacBook-Pro:~ joel$ As far as plugins, I've added the ActiveTextureManagement in hopes that would help manage memory but that didn't seem to do the trick (at first it seemed to help a bit). Player.log [HighLogic]: =========================== Scene Change : From SPACECENTER to EDITOR (Async) ===================== (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [SmokeScreen PersistentEmitterManager] : OnDestroy (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 12/22/2014 10:20:14 PM,KerbalAlarmClock,Destroying the KerbalAlarmClock-KACSpaceCenter (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 12/22/2014 10:20:14 PM,KerbalAlarmClock,AppLauncher: Destroying Button-BEFORE NULL CHECK (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 12/22/2014 10:20:14 PM,KerbalAlarmClock,AppLauncher: Destroying Button-AFTER NULL CHECK (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 12/22/2014 10:20:14 PM,KerbalAlarmClock,API Cleaned up (Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) UnloadTime: 8.288692 ms KSP(6262,0xa0efa1d4) malloc: *** mach_vm_map(size=4198400) failed (error code=3) *** error: can't allocate region *** set a breakpoint in malloc_error_break to debug KSP(6262,0xa0efa1d4) malloc: *** mach_vm_map(size=8388608) failed (error code=3) *** error: can't allocate region *** set a breakpoint in malloc_error_break to debug Receiving unhandled NULL exception Obtained 247 stack frames. #0 0x00000090335180 in _platform_bzero$VARIANT$sse42 #1 0x0000000143fb14 in g_ptr_array_set_size #2 0x0000000134dd55 in array_safe_grow #3 0x0000000134e44a in mono_add_process_object #4 0x0000000134e651 in mono_traverse_objects #5 0x0000000134e65e in mono_traverse_objects #6 0x0000000134e65e in mono_traverse_objects #7 0x0000000134e65e in mono_traverse_objects #8 0x0000000134e65e in mono_traverse_objects #9 0x0000000134e65e in mono_traverse_objects #10 0x0000000134e65e in mono_traverse_objects #11 0x0000000134e65e in mono_traverse_objects #12 0x0000000134e65e in mono_traverse_objects #13 0x0000000134e65e in mono_traverse_objects #14 0x0000000134e65e in mono_traverse_objects #15 0x0000000134e65e in mono_traverse_objects #16 0x0000000134e65e in mono_traverse_objects #17 0x0000000134e65e in mono_traverse_objects #18 0x0000000134e65e in mono_traverse_objects #19 0x0000000134e65e in mono_traverse_objects #20 0x0000000134e65e in mono_traverse_objects #21 0x0000000134e65e in mono_traverse_objects #22 0x0000000134e65e in mono_traverse_objects #23 0x0000000134e65e in mono_traverse_objects #24 0x0000000134e65e in mono_traverse_objects #25 0x0000000134e65e in mono_traverse_objects #26 0x0000000134e65e in mono_traverse_objects #27 0x0000000134e65e in mono_traverse_objects #28 0x0000000134e65e in mono_traverse_objects #29 0x0000000134e65e in mono_traverse_objects #30 0x0000000134e65e in mono_traverse_objects #31 0x0000000134e65e in mono_traverse_objects #32 0x0000000134e65e in mono_traverse_objects #33 0x0000000134e65e in mono_traverse_objects #34 0x0000000134e65e in mono_traverse_objects #35 0x0000000134e65e in mono_traverse_objects #36 0x0000000134e65e in mono_traverse_objects #37 0x0000000134e65e in mono_traverse_objects #38 0x0000000134e65e in mono_traverse_objects #39 0x0000000134e65e in mono_traverse_objects #40 0x0000000134e65e in mono_traverse_objects #41 0x0000000134e65e in mono_traverse_objects #42 0x0000000134e65e in mono_traverse_objects #43 0x0000000134e65e in mono_traverse_objects #44 0x0000000134e65e in mono_traverse_objects #45 0x0000000134e65e in mono_traverse_objects #46 0x0000000134e65e in mono_traverse_objects #47 0x0000000134e65e in mono_traverse_objects #48 0x0000000134e65e in mono_traverse_objects #49 0x0000000134e65e in mono_traverse_objects #50 0x0000000134e65e in mono_traverse_objects #51 0x0000000134e65e in mono_traverse_objects #52 0x0000000134e65e in mono_traverse_objects #53 0x0000000134e65e in mono_traverse_objects #54 0x0000000134e65e in mono_traverse_objects #55 0x0000000134e65e in mono_traverse_objects #56 0x0000000134e65e in mono_traverse_objects #57 0x0000000134e65e in mono_traverse_objects #58 0x0000000134e65e in mono_traverse_objects #59 0x0000000134e65e in mono_traverse_objects #60 0x0000000134e65e in mono_traverse_objects #61 0x0000000134e65e in mono_traverse_objects #62 0x0000000134e65e in mono_traverse_objects #63 0x0000000134e65e in mono_traverse_objects #64 0x0000000134e65e in mono_traverse_objects #65 0x0000000134e65e in mono_traverse_objects #66 0x0000000134e65e in mono_traverse_objects #67 0x0000000134e65e in mono_traverse_objects #68 0x0000000134e65e in mono_traverse_objects #69 0x0000000134e65e in mono_traverse_objects #70 0x0000000134e65e in mono_traverse_objects #71 0x0000000134e65e in mono_traverse_objects #72 0x0000000134e65e in mono_traverse_objects #73 0x0000000134e65e in mono_traverse_objects #74 0x0000000134e65e in mono_traverse_objects #75 0x0000000134e65e in mono_traverse_objects #76 0x0000000134e65e in mono_traverse_objects #77 0x0000000134e65e in mono_traverse_objects #78 0x0000000134e65e in mono_traverse_objects #79 0x0000000134e65e in mono_traverse_objects #80 0x0000000134e65e in mono_traverse_objects #81 0x0000000134e65e in mono_traverse_objects #82 0x0000000134e65e in mono_traverse_objects #83 0x0000000134e65e in mono_traverse_objects #84 0x0000000134e65e in mono_traverse_objects #85 0x0000000134e65e in mono_traverse_objects #86 0x0000000134e65e in mono_traverse_objects #87 0x0000000134e65e in mono_traverse_objects #88 0x0000000134e65e in mono_traverse_objects #89 0x0000000134e65e in mono_traverse_objects #90 0x0000000134e65e in mono_traverse_objects #91 0x0000000134e65e in mono_traverse_objects #92 0x0000000134e65e in mono_traverse_objects #93 0x0000000134e65e in mono_traverse_objects #94 0x0000000134e65e in mono_traverse_objects #95 0x0000000134e65e in mono_traverse_objects #96 0x0000000134e65e in mono_traverse_objects #97 0x0000000134e65e in mono_traverse_objects #98 0x0000000134e65e in mono_traverse_objects #99 0x0000000134e65e in mono_traverse_objects #1000x0000000134e65e in mono_traverse_objects #1010x0000000134e65e in mono_traverse_objects #1020x0000000134e65e in mono_traverse_objects #1030x0000000134e65e in mono_traverse_objects #1040x0000000134e65e in mono_traverse_objects #1050x0000000134e65e in mono_traverse_objects #1060x0000000134e65e in mono_traverse_objects #1070x0000000134e65e in mono_traverse_objects #1080x0000000134e65e in mono_traverse_objects #1090x0000000134e65e in mono_traverse_objects #1100x0000000134e65e in mono_traverse_objects #1110x0000000134e65e in mono_traverse_objects #1120x0000000134e65e in mono_traverse_objects #1130x0000000134e65e in mono_traverse_objects #1140x0000000134e65e in mono_traverse_objects #1150x0000000134e65e in mono_traverse_objects #1160x0000000134e65e in mono_traverse_objects #1170x0000000134e65e in mono_traverse_objects #1180x0000000134e65e in mono_traverse_objects #1190x0000000134e65e in mono_traverse_objects #1200x0000000134e65e in mono_traverse_objects #1210x0000000134e65e in mono_traverse_objects #1220x0000000134e65e in mono_traverse_objects #1230x0000000134e65e in mono_traverse_objects #1240x0000000134e65e in mono_traverse_objects #1250x0000000134e65e in mono_traverse_objects #1260x0000000134e65e in mono_traverse_objects #1270x0000000134e65e in mono_traverse_objects #1280x0000000134e65e in mono_traverse_objects #1290x0000000134e65e in mono_traverse_objects #1300x0000000134e65e in mono_traverse_objects #1310x0000000134e65e in mono_traverse_objects #1320x0000000134e65e in mono_traverse_objects #1330x0000000134e65e in mono_traverse_objects #1340x0000000134e65e in mono_traverse_objects #1350x0000000134e65e in mono_traverse_objects #1360x0000000134e65e in mono_traverse_objects #1370x0000000134e65e in mono_traverse_objects #1380x0000000134e65e in mono_traverse_objects #1390x0000000134e65e in mono_traverse_objects #1400x0000000134e65e in mono_traverse_objects #1410x0000000134e65e in mono_traverse_objects #1420x0000000134e65e in mono_traverse_objects #1430x0000000134e65e in mono_traverse_objects #1440x0000000134e65e in mono_traverse_objects #1450x0000000134e65e in mono_traverse_objects #1460x0000000134e65e in mono_traverse_objects #1470x0000000134e65e in mono_traverse_objects #1480x0000000134e65e in mono_traverse_objects #1490x0000000134e65e in mono_traverse_objects #1500x0000000134e65e in mono_traverse_objects #1510x0000000134e65e in mono_traverse_objects #1520x0000000134e65e in mono_traverse_objects #1530x0000000134e65e in mono_traverse_objects #1540x0000000134e65e in mono_traverse_objects #1550x0000000134e65e in mono_traverse_objects #1560x0000000134e65e in mono_traverse_objects #1570x0000000134e65e in mono_traverse_objects #1580x0000000134e65e in mono_traverse_objects #1590x0000000134e65e in mono_traverse_objects #1600x0000000134e65e in mono_traverse_objects #1610x0000000134e65e in mono_traverse_objects #1620x0000000134e65e in mono_traverse_objects #1630x0000000134e65e in mono_traverse_objects #1640x0000000134e65e in mono_traverse_objects #1650x0000000134e65e in mono_traverse_objects #1660x0000000134e65e in mono_traverse_objects #1670x0000000134e65e in mono_traverse_objects #1680x0000000134e65e in mono_traverse_objects #1690x0000000134e65e in mono_traverse_objects #1700x0000000134e65e in mono_traverse_objects #1710x0000000134e65e in mono_traverse_objects #1720x0000000134e65e in mono_traverse_objects #1730x0000000134e65e in mono_traverse_objects #1740x0000000134e65e in mono_traverse_objects #1750x0000000134e65e in mono_traverse_objects #1760x0000000134e65e in mono_traverse_objects #1770x0000000134e65e in mono_traverse_objects #1780x0000000134e65e in mono_traverse_objects #1790x0000000134e65e in mono_traverse_objects #1800x0000000134e65e in mono_traverse_objects #1810x0000000134e65e in mono_traverse_objects #1820x0000000134e65e in mono_traverse_objects #1830x0000000134e65e in mono_traverse_objects #1840x0000000134e65e in mono_traverse_objects #1850x0000000134e65e in mono_traverse_objects #1860x0000000134e65e in mono_traverse_objects #1870x0000000134e65e in mono_traverse_objects #1880x0000000134e65e in mono_traverse_objects #1890x0000000134e65e in mono_traverse_objects #1900x0000000134e65e in mono_traverse_objects #1910x0000000134e65e in mono_traverse_objects #1920x0000000134e65e in mono_traverse_objects #1930x0000000134e65e in mono_traverse_objects #1940x0000000134e65e in mono_traverse_objects #1950x0000000134e65e in mono_traverse_objects #1960x0000000134e65e in mono_traverse_objects #1970x0000000134e65e in mono_traverse_objects #1980x0000000134e65e in mono_traverse_objects #1990x0000000134e65e in mono_traverse_objects #2000x0000000134e65e in mono_traverse_objects #2010x0000000134e65e in mono_traverse_objects #2020x0000000134e65e in mono_traverse_objects #2030x0000000134e65e in mono_traverse_objects #2040x0000000134e65e in mono_traverse_objects #2050x0000000134e65e in mono_traverse_objects #2060x0000000134e65e in mono_traverse_objects #2070x0000000134e65e in mono_traverse_objects #2080x0000000134e65e in mono_traverse_objects #2090x0000000134e65e in mono_traverse_objects #2100x0000000134e65e in mono_traverse_objects #2110x0000000134e65e in mono_traverse_objects #2120x0000000134e65e in mono_traverse_objects #2130x0000000134e65e in mono_traverse_objects #2140x0000000134e65e in mono_traverse_objects #2150x0000000134e65e in mono_traverse_objects #2160x0000000134e65e in mono_traverse_objects #2170x0000000134e65e in mono_traverse_objects #2180x0000000134e65e in mono_traverse_objects #2190x0000000134e65e in mono_traverse_objects #2200x0000000134e65e in mono_traverse_objects #2210x0000000134e0db in mono_unity_liveness_calculation_from_statics #2220x000000002f2fe8 in GarbageCollectSharedAssets(bool) #2230x00000000315222 in CleanupAfterLoad() #2240x000000002f8675 in LevelLoading::LoadLevel(int, std::string const&, AwakeFromLoadQueue&) #2250x000000002f8307 in PlayerLoadLevelFromThread(int, std::string const&, AwakeFromLoadQueue&) #2260x000000002fd441 in PreloadLevelOperation::IntegrateMainThread() #2270x000000002fc49b in PreloadManager::UpdatePreloadingSingleStep(bool) #2280x000000002fcab8 in PreloadManager::WaitForAllAsyncOperationsToComplete() #2290x000000002fa62a in PlayerLoop(bool, bool, IHookEvent*) #2300x00000000661e0c in -[PlayerAppDelegate UpdatePlayer] #2310x00000097ac5d1f in __NSFireTimer #2320x000000962beb06 in __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ #2330x000000962be5b4 in __CFRunLoopDoTimer #2340x00000096339fff in __CFRunLoopDoTimers #2350x00000096277121 in __CFRunLoopRun #2360x00000096276696 in CFRunLoopRunSpecific #2370x000000962764fb in CFRunLoopRunInMode #2380x00000098900178 in RunCurrentEventLoopInMode #2390x000000988ffeb1 in ReceiveNextEventCommon #2400x000000988ffcac in _BlockUntilNextEventMatchingListInModeWithFilter #2410x00000092334d99 in _DPSNextEvent #2420x000000923345e1 in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] #2430x00000092326dac in -[NSApplication run] #2440x00000092310310 in NSApplicationMain #2450x00000000661b5b in PlayerMain(int, char const**) #2460x00000000002fb5 in start Stacktrace: Native stacktrace: 0 libsystem_kernel.dylib 0x95f2769e __pthread_kill + 10 1 libsystem_c.dylib 0x9bc57efe abort + 156 2 KSP 0x0034c042 _Z12HandleSignaliP9__siginfoPv + 34 3 libmono.0.dylib 0x0134c716 mono_chain_signal + 76 4 libmono.0.dylib 0x012975f6 mono_sigsegv_signal_handler + 234 5 libsystem_platform.dylib 0x9033503b _sigtramp + 43 6 ??? 0xffffffff 0x0 + 4294967295 7 libmono.0.dylib 0x0143fb14 g_ptr_array_set_size + 83 8 libmono.0.dylib 0x0134dd55 array_safe_grow + 79 9 libmono.0.dylib 0x0134e44a mono_add_process_object + 100 10 libmono.0.dylib 0x0134e651 mono_traverse_objects + 440 11 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 12 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 13 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 14 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 15 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 16 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 17 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 18 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 19 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 20 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 21 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 22 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 23 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 24 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 25 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 26 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 27 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 28 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 29 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 30 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 31 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 32 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 33 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 34 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 35 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 36 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 37 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 38 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 39 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 40 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 41 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 42 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 43 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 44 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 45 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 46 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 47 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 48 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 49 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 50 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 51 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 52 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 53 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 54 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 55 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 56 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 57 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 58 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 59 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 60 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 61 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 62 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 63 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 64 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 65 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 66 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 67 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 68 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 69 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 70 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 71 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 72 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 73 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 74 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 75 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 76 libmono.0.dylib 0x0134e65e mono_traverse_objects + 453 77 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_Z26GarbageCollectSharedAssetsb + 3128 229 KSP 0x00315222 _Z16CleanupAfterLoadv + 18 230 KSP 0x002f8675 _ZN12LevelLoading9LoadLevelEiRKSsR18AwakeFromLoadQueue + 869 231 KSP 0x002f8307 _Z25PlayerLoadLevelFromThreadiRKSsR18AwakeFromLoadQueue + 39 232 KSP 0x002fd441 _ZN21PreloadLevelOperation19IntegrateMainThreadEv + 65 233 KSP 0x002fc49b _ZN14PreloadManager26UpdatePreloadingSingleStepEb + 299 234 KSP 0x002fcab8 _ZN14PreloadManager35WaitForAllAsyncOperationsToCompleteEv + 136 235 KSP 0x002fa62a _Z10PlayerLoopbbP10IHookEvent + 714 236 KSP 0x00661e0c -[PlayerAppDelegate UpdatePlayer] + 252 237 Foundation 0x97ac5d1f __NSFireTimer + 119 238 CoreFoundation 0x962beb06 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 22 239 CoreFoundation 0x962be5b4 __CFRunLoopDoTimer + 1316 240 CoreFoundation 0x96339fff __CFRunLoopDoTimers + 351 241 CoreFoundation 0x96277121 __CFRunLoopRun + 2081 242 CoreFoundation 0x96276696 CFRunLoopRunSpecific + 390 243 CoreFoundation 0x962764fb CFRunLoopRunInMode + 123 244 HIToolbox 0x98900178 RunCurrentEventLoopInMode + 262 245 HIToolbox 0x988ffeb1 ReceiveNextEventCommon + 494 246 HIToolbox 0x988ffcac _BlockUntilNextEventMatchingListInModeWithFilter + 99 247 AppKit 0x92334d99 _DPSNextEvent + 734 248 AppKit 0x923345e1 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 186 249 AppKit 0x92326dac -[NSApplication run] + 907 250 AppKit 0x92310310 NSApplicationMain + 2082 251 KSP 0x00661b5b _Z10PlayerMainiPPKc + 731 252 KSP 0x00002fb5 start + 53 Debug info from gdb: ================================================================= Got a SIGABRT while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. ================================================================= KSP(6262,0xa0efa1d4) malloc: *** error for object 0xe9080000: Can't deallocate_pages region KSP(6262,0xa0efa1d4) malloc: *** set a breakpoint in malloc_error_break to debug KSP(6262,0xa0efa1d4) malloc: *** error for object 0x151a3000: Can't deallocate_pages region KSP(6262,0xa0efa1d4) malloc: *** set a breakpoint in malloc_error_break to debug
  4. After a few quick tests on my part this issue seems to be specific to my save file. When I create a new game, I can rapidly go from game to/fom van to/from game to/from sph. So that being said: Steps that lead to event that causes the game to crash: 1. Load game, enter VAB/SPH (doesn't matter which) 2. Load vehicle into game (adjusting craft or not) 3. Launch vehicle (or not) 4. Return to VAB/SPH 5. Crash to desktop, 'send to apple' report generated I'd also note that for step 2, if I do make changes to the craft, the things I changed do not persist when I relaunch the game, as if the game didn't bother saving the craft changes (this doesn't happen 100% of the time and I haven't seen a pattern. Could be a feature that I'm just not understanding). I'm wondering if this might have something to do with the crashes, that the game is expecting a part to be on the ship but it isn't there. Steps that lead to event that causes game to freeze (no crash report generated, KSP.log doesn't look odd to me but it's not like I really know, it does say something about not bothering to save debris right before freeze.) 1. Load game, enter VAB/SPH (doesn't matter which) 2. Load vehicle into game (adjusting craft or not) 3. Launch craft 4. Rendezvous another craft in orbit 5. Approach target to dock In this case, again it will just freeze and i'm forced to command-tab to desktop and force quit. One of these two events happens for every flight, every time. Now, as I said, this seems to only affect one particular save file from some quick tests, so it's not game breaking in a literal sense. But, this could be my second persistence file loss since I bought the game (first time was a drive wipe ) so i'd rather try to avoid that. Plugins: 1. BoulderCo CityLights/Clouds 2. Environmental Enhancements 3. MechJeb2 4. ModuleManager 2.5.0 5. NavyFish DockingPortAlignment 6. ProceduralFairings 7. SCANSat 8. TachFuelBalancer 9. TriggerTech Kerbal Alarm Clock. hey thanks!
  5. The goal is highest velocity escape from kerbol. The fastest escape from kerbol that I have achieved was building a small satellite with a nuclear engine, getting it to as close to kerbol as possible for a slingshot, then at peri fire the engine until all fuel was depleted. On a save that I have since lost with no screenshots to prove it I was able to get around ~20k m/s....I think. What say you? Is a tight sligshot around kerbol the best way to achieve a speed record? I went west from kerbol but maybe eastward is a better approach. Or, is using a combination of planets better? Or something else?
  6. Cool, i've actually already build a job to backup the file on a regular basis, but I didn't realize you could pick and choose install paths for a steam app. thanks.
  7. This is specifically a OSX request but I'm sure could also apply just as well to windows and linux. I had the unfortunate thrill of having to reformat my machine recently. It is my user folder that I backup to multiple locations. I don't bother (and I admit this is my fault, but also a limitation of cloud storage backups) with backing up any other location. If my machine goes down, I can just reinstall my apps, no big deal, this machine in particular is not what I use to make my living. Needless to say my kerbal saves, and some screenshots, are now gone . The real catastrophe here is that I left about 20 kerbals stranded on the Mun, 7 on Duna, 3 in orbit around duna, and 3 at eeloo....it was an expensive space program... Anyway some of my games, seams like some steam games, save some data into the user folder. This seems like a good location for things like saves since it is the most user friendly location; heck maybe even mods too. just a thought, -joel
  8. Just curious about two things: -It's been said that KSP is single-threaded. If that's so why is dual core recommended? -What, if any, limitations exist that prevent a game like this to exist on a mobile device like a tablet, iOS or otherwise? I would first assume CPU or graphics constraints but thinking about it more i'm not so sure if that's a valid issue. Unity seems to support them, I know, not that this really means all that much in practice.
  9. Is there a way to accurately read the coordinates of an anomaly? At the moment I am just magnifying in, then hovering over the anomaly, then taking a shot at that coordinate being correct. I am usually always of in my landings. thanks.
  10. Hi everyone, By the way, I'm on a mac book pro here. I don't use too many mods, but sometimes I would like to play with stock-only parts (I have an unhealthy addiction to KW rocketry). Additionally, I would like like to play with stock-only parts but still have some other mods enabled. So what I am imagining is something similar to how Firaxis Civilization V handles mods. When creating a new game, you can pick and choose which mods can be enabled for that particular game instance. This way I could have one saved game with all mods, another with selected mods (maybe I just want mechjeb and procedural fairings), and one with no mods at all, etc. etc. Edit: visually, if I have a part pack like kW rocketry, if the mod is enabled then the parts would show up in the vab, otherwise they would not appear (rather than simply shading the part disabled) The primary benefit here is so that I don't lose half of my active fleet because I want to tear out KW rocketry part add-on for instance, or resort to installing a second copy of the game (not even clear if i can install a second copy via steam). I'm not sure if KSP as an application can handle this (or if it's an existing feature I am not aware of), but it would be a wonderful feature. (and if this is has already been suggested then my apologies, my search skills can be poor at times). Thanks for allowing suggestions and thanks for the great game; I can't stop playing....
  11. Hi, A few questions / comments. 1) Thank you for your continued support for this mod, I don't know how my feeble mind would play this game without the data and controls this mod provides. 2) I was using mechjeb prior to .22, upgraded to .22, noticed mechjeb functions no longer worked on my vessels, so I downloaded the .22 compatible version. I notice now that I need to add the mechjeb parts to my ship. That's unfortunate for my existing ships as the program just worked for them prior to the upgrade. My question here is, did I do something that allowed mechjeb to work without it's parts in the prior build and I just forgot that I did something to make that happen, or was mechjeb changed to require it's parts? 3) I've been trying to make sense of mechjebs auto landing. My goal is to land next to a target, another ship on the mun if you will. I know that mechjeb is so accurate that it crashes right onto the target I set, which is not good for the kerbals directly below. I've been playing around with the coordinates settings post-set target. I am always either too far or not far enough. My question is, is there an ideal coordinate change that would put me just a couple meters away from the target? Let's use the Mun for this example because I assume the answer would be different for each body. Thanks again
  12. I think I see what you are saying; I think my new space station assembly vehicle could work here. Add girders to one side and use a docking port, then have a docking port on the other side for my assembly vehicle to move it into place.
  13. Hello everyone. I started playing just a week ago and already racked up a days worth of hours playing. Compare that to civ V which has just a bit more than that and I've been playing civ v for the better part of the year! So to the Devs, mechjeb Dev, and kerbal engineer Dev, thank you for this new obsession. As a side, I couldn't for the life of me figure out how a rendezvous worked even with all the material on the net about it, mechjeb relieved that frustration. I do have a question. I planned out some really big rockets to bring a platoon out to the far reaches of the solar system. One thing I'm unsure of is how ship assembly in space works. I get docking ports, but I plan to send 7 jumbo tanks to my space station and then I'd like to assemble them together so that 1 is in center and the other 6 wrap around that. Is this possible or should I redesign? I am tackling the challenge of sending it all up at once but that is obviously a problem in its own right. Thoughts?
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