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xtoro

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Everything posted by xtoro

  1. There are other memory management issues other than the temp gauge memory leak. For example, here's my usage (number in megabytes of RAM KSP is using): 1-Load the game : 1463 2-Load my save : 1630 3-Return to main menu : 1575 (why not the same as #1?) 4-Load save, go to SPH, load 95 part ship : 1795 5-Launch, revert to SPH, clear SPH (press new button), return to Space Center : 1838 6-Back to SPH, load same ship : 1880 (Why not same as #4?) 7-Launch, revert to SPH, clear SPH (press new button), return to Space Center : 1918 (Why not same as #5?) 8-Return to main menu : 1850 (Even more than #1 and #3, why?) As you can see, the memory space is not being cleaned up. #1,3 and 8 should be much closer to the same memory usage. As well, 4 and 6 should be the same, and 5 and 7 should be the same. This may seem like small increments but they keep going up and up every time. Same goes with switching ships back and forth; the RAM usage keeps going up, so things aren't being cleaned up properly. Another issue that I mentioned before is something as simple as Active Texture Management. It's a mod that compresses the textures used by the game. ATM has been around for a while and does a great job of reducing RAM usage simply by compressing the images. Why hasn't this been implemented yet into the stock game? There's still lots of very basic memory management and optimization methods that have yet to be implemented that would make the game more stable.
  2. For the record, I'm not bashing KSP for having bugs, I'm saying it wasn't ready to be out of Beta yet. A memory leak is a huge problem that's easy to detect and should definitely be sought out in a program that already has "out of memory" crashes several versions back.
  3. I strongly disagree with you, but partially agree. I agree that people shouldn't whine about features like the new aero, it's just game advancement. However, as a programmer myself, I think 1.0 was released too early. And as paying customers, it's expected that an out-of-beta 1.0 release be generally bug-free. A memory leak is a huge problem that should have been found during a testing period. And while on the subject of memory issues; A 32-bit program that is limited by its own memory limitation should have much better memory management, especially since it's so easy to build huge ships that can bloat the address space available using only the stock game. Unloading unused objects out of memory, compression, loading on demand and disk caching methods should all be heavily used in order to avoid this problem. I personally use the 64-bit Linux version, but I've been trying to use the Windows version because I expected it to be much more stable. Throwing workarounds at the game, and disabling things should not be a solution for a full release. Just like forcing someone to install Linux in order to play crash-free is also not a solution as some people just aren't that computer savvy, or they don't have the disk space, or whatever. I have suggested that people install Linux in the past, but again, that's not a solution, it's a workaround. Like I said before, paying customers have every right to complain about an out-of-beta full version game that's still not stable. As for the previous Alpha and Beta versions, bugs were to be expected, that's why they were in Alpha and Beta, so there was nothing to complain about because you knew what you were downloading and paying for. Squad should have continued on with Beta versions 0.91, 0.92 etc until stability and memory issues were at least in the high 99%-ish range of fixes. If a game developer wants to be in the business, they need to take care of their product. What do you think would happen if another big game dev came out with the next Halo, or Call of Duty or whatever and it kept crashing?
  4. This is my first upload of a space plane, and really my first space plane design. Even though I've been playing for a long, long time, I never got into making planes. The new aero made it fun and challenging. So my first entry here is nothing special, but I thought I'd throw it up there for people to try out and let me know how it works for you. I'm open to suggestions. I'm currently working on an MK3 design that still needs tweaking and balancing before I release it... I give you, the Happy Rooster! Action Groups: 1-Toggle NERVAs 2-Toggle Jets 3-Switch RAPIERS between Air Breathing and ClosedCycle 4-Close ram air intakes 5-Close in-line air intakes 10-Retract under-wing airbrakes (Hit [0] after locking brakes so they don't break off on the ground) Ascent profile is quite simple: -Enable SAS -Press [Z] for full throttle, then press [2] to activate jets -Pitch to 20 degrees, and stay at 20 the entire time. -at 5000m, press [1] to turn on NERVAS. Press again to turn them off once you hit over 400m/s -When RAPIERS max out in thrust and start getting weaker, activate NERVAs again with [1] (Should probably enable RCS at this point) -When RAPIER thrust goes below 170, hit [3] to switch to ClosedCycle -When Whiplash jets die, press [4] and [5] to close intakes -Burn until apoapsis is +70km then cut all engines -Coast towards apo and circularize as normal (This should burn out the rest of your o2) The above steps are the easy way. You can tweak it and do some manual pitch adjustments that will leave you with more dV in orbit, like higher pitch when switching RAPIERS. Descent is easy. -SAS and RCS on. -PE down to 25-35KM. -Airbrakes on. -Open air intakes with [4] and [5] (can leave RAPIERS in ClosedCycle since they're not needed to land) -Keep the nose pointed between high prograde and the horizon. -Deploy the angled tail fins (optional) -Slow to below 600m/s and turn off airbrakes. -Powered descent/coast to the surface and land at a speed below 140m/s. -To brake, press brake button and then [0] right away to raise the airbrake under the wings so it doesn't break. [url=""]DOWNLOAD from Mediafire Hope you enjoyed, let me know what you think. The goal of my craft was good balance, easy takeoff and easy landing. How'd I do?
  5. Give it up troll, nobody cares that you suck at the game.
  6. Thanks, works out nicely for me Updated the OP with a download link, and thanks!
  7. Well, my rover for example is a mining/refining ship. So I might not land exactly where the good ore is, but I don't have to worry much because I can just drive there.
  8. And also, if you don't like it, then just keep playing the old unrealistic version instead of complaining...
  9. I do remember, and it's still fun using 1.0.2. Took all of a few hours to get the hang of the better aero system but it was easy because things just make sense now. Can't just throw anything together and make it fly now regardless of CoM, drag or aerodynamics. I don't know why people are complaining so much... Maybe it's too hard for some now? Or maybe people are upset their old designs don't work anymore?
  10. Can't click the vote button without checking a box, but I've been everywhere on the list, so I guess I can't vote
  11. My mega rover VTOL Minmus miner/refinery/rover which makes runs up to orbit to fill up a fuel depot All-in-one and can run all 6 drills and the ISRU during the day: How I launched it:
  12. My newest, the Roamer, a piggyback ship with spaceplane for other planets with atmospheres: - - - Updated - - - My VTOL Minmus miner/refinery/rover which makes runs up to orbit to fill up a fuel depot All-in-one:
  13. I was looking to land a spaceplane on Duna for a quick visit but never found an elegant way to attach the plane to a transfer ship while keeping a nice center of mass. I wanted something I could reuse to bring the plane back to Kerbin and land. So I came up with this, and I call it "The Roamer" It's mostly stock except for the Lightbulb nuclear engine from Atomic Age to prevent clustering a bunch of Nervas, and Quantum Struts to keep the docked plane steady. The way I set it up keeps the CoT behind the CoM nicely when the plane is docked. And the torque of the MK3 cockpit is enough to keep it flying straight even with the plane undocked. I have more than enough dV to get to Duna and back. My next trial will be to get to get to more than one surface in one trip. The plane itself glides down nicely into the atmosphere with no heating thanks to the airbrakes. I have another design in the works as well. Anyone else have some piggy-back designs to post up? EDIT: The spaceplane and the roamer are launched into orbit almost empty using rockets. The plane doesn't have any air breathing engines so SSTO isn't an option. I have an orbital refueling ship around Minmus to fill them up. EDIT 2: Craft file download from MediaFire Required mod : Atomic Age Required mod : Quantum Struts Continued Action Groups: 1-Toggle LANTERN engines on plane (Note that the engine has 2 modes available) 2-Toggle Aerospike engines on plane 3-Toggle Lightbulb engine on transfer ship Don't forget to disable crossfeed on the docking port so that the plane's tanks don't get emptied by the transfer ship. Transfer ship has over 5600 dV and should get you almost anywhere you need to go and back.
  14. Been running Linux KSP forever, 64-bit. Can have tons of mods, no memory problems, and it never crashes. I mean, maybe two or three times, EVER has it crashed in the many years I've been playing. In fact, I don't even exit the game, I just alt-tab out of it and use the task manager to suspend the program and leave it minimized. Close laptop lid, laptop sleeps. Next time I use my laptop I can do whatever and KSP just sits there sleeping. Then I resume the executable and continue playing. I've done this for weeks at a time and played daily without ever seeing the loading screen
  15. Just rotate some of the lift surfaces a bit. When using the rotate gizmo, hold shift while rotating for finer control. It should still be salvageable.
  16. I think they have to fully deploy before you can repack them.
  17. Doing your correction burn half way between kerbin and duna soi will use the least amount of delta v.
  18. That works too! Just don't make a turn too sharp
  19. I use fairings This is what's inside the fairing: And since I'm using huge mk3 parts, the wheels hardly shift the CoM so it doesn't really matter.
  20. Do you mean the huge xl wheels? Here's my minmus vtol rover: Some tweaking, landing legs and chutes might make it work on duna. But you'll need larger vtol engines to take off again.
  21. No, it's thermal conduction, basically what arkie87 said. Calling it thermodynamics would be the same as just calling it another generic name like "science".
  22. There is no more 64bit for windows. In Linux I do run the 64bit but I'm talking about the windows version, unmodded. My PC is more than enough and I can launch a 600 part ship that runs just as smooth as a 2 part ship with the clock time still in green: CPU: i7 4790K overclocked at 4.5Ghz RAM: 16GB HyperX Fury overclocked @ 2400 Motherboard: MSI Z97-GD65 Gaming board GPU: 2x Radeon HD 5830's crossfired and overclocked When ships get around 1000-1200 parts, then the game starts to lag. But my crashing issue is with ships that have less than 80 parts as well.
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