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KSP2 Release Notes
Everything posted by Padishar
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[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
Padishar replied to Padishar's topic in KSP1 Mod Releases
Do you have the latest version of this mod? This was a bug in 1.0.0.9 (for KSP 1.1.3) and 1.1.0.0 (for KSP 1.2). Versions 1.0.0.10 (for KSP 1.1.3) and 1.1.0.1 (for KSP 1.2) should work fine with applyPadding = true. It isn't supposed to get a lot better the second and subsequent times. Each time you apply it the old padding is discarded and new padding is allocated. Are you running the 64 bit version of KSP? The 32 bit version can only ever allocate approx. 3.6 GB so asking it to allocate an extra 4 GB will certainly crash KSP. If you are running the 64 bit version then how much free physical memory do you have when you are running KSP before applying the padding? Using more than this will probably not crash KSP but it may cause it to start paging to virtual memory and this may slow it down enough to make Windows think it has crashed... There is no reason why it should crash due to changing those values unless you are running the 32 bit version and the extra is resulting in the total memory usage going over 3.6 GB. It certainly sounds like you are running the 32 bit version (KSP.exe) rather than the 64 bit version (KSP_x64.exe). Try running KSP_x64.exe directly from windows explorer rather than running from Steam or an old shortcut you may have set up. If you still have problems then please supply an output_log.txt file (upload it to a file sharing service like dropbox or similar). You will find this file in the KSP_Data or KSP_x64_Data folder depending on whether you are running the 32 or 64 bit version (and you should definitely be running the 64 bit version). -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Padishar replied to cybutek's topic in KSP1 Mod Releases
It only fixes a couple of issues for the moment, there are quite possibly others remaining and I would appreciate details of problems as mentioned above... -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Padishar replied to cybutek's topic in KSP1 Mod Releases
Here is a test build of some simple changes that should improve a number of cases. If you see log spam or obviously incorrect calculations (that don't involve tank priority) then please post useful information here, e.g. complete (zipped) logs, mod list, screenshots of build engineer in "All Stages" mode, craft file, etc. https://www.dropbox.com/s/fd6m86xg5sxdm1t/KerbalEngineer-1.1.2.1p.zip?dl=0 This is simply the built version of my PR #105 -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Padishar replied to cybutek's topic in KSP1 Mod Releases
KER's settings aren't stored in the save game, they are global to all saves and stored in the GameData\KerbalEngineer\Settings folder. If you want to copy the settings to a different installation of KSP then you can simply copy the various files (HelpStrings.xml is supplied in the installation, the others are all settings). -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Padishar replied to cybutek's topic in KSP1 Mod Releases
The deltaV calculation code in KER has not yet been updated to handle the changes to resource flow in KSP 1.2. It will get done, it will just take some time due to not being able to easily utilise any of the stock code directly and not having a lot of free time to work on it. I do have a couple of bodge fixes to the existing code that improve it a bit that I will try to release some time over the weekend. The full support for adjustable tank priority (and other things like multi-vessel support and control over staging) will take longer... -
Constantly Decaying Orbit
Padishar replied to AntarcticKitten's topic in KSP1 Technical Support (PC, modded installs)
You have a large number of mods installed that are not compatible with KSP 1.2. Your log contains loads of errors about plugins failing to load and the latter parts are a continuous stream of exceptions. I'm surprised there isn't a lot more going wrong than your orbits decaying. You will need to either remove all mods that haven't yet been updated for KSP 1.2 or update them if they have been. When playing with mods you really shouldn't install them into your Steam copy of the game, it leads to all sorts of problems when KSP updates. You are much better off copying the whole of the Kerbal Space Program folder somewhere else on your drive, calling it something like "Modded KSP 1.2" and modding that copy. When a new version of KSP is released you can make another copy of the whole folder called "Modded KSP 1.3" and only install mods that are actually confirmed as being compatible with it. This may mean that you won't be able to use your existing modded saves with the new version until it has been updated, but you can copy them across and try them while still leaving the original save intact in the previous version (that you can also still go back and play while waiting for the mods to be updated). -
[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
Padishar replied to Padishar's topic in KSP1 Mod Releases
I've just updated the OP for KSP 1.2, MemGraph version 1.1.0.1 -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Padishar replied to cybutek's topic in KSP1 Mod Releases
You will need to download the version from the GitHib repository. Please see this post (and a number following on the next page) for details of exactly what to do: There's no "guarantee" that anything from the pre-release will work after the actual release but I would be very surprised if there are any problems (especially at this late stage, the release has been confirmed by Squad for Tuesday). -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Padishar replied to cybutek's topic in KSP1 Mod Releases
Your point being? A version of KER for KSP 1.2 hasn't been officially released yet. The version you have installed is only for 1.1.3 (and earlier 1.1.x versions). There are instructions on how to download and install the development version for 1.2 in a post in the last couple of pages somewhere... -
From rule 1.2: And from the end of the page: It is their forum, they can do what they like with it. It might not make sound business sense but I've not seen many people accuse Squad of that in the past...
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Padishar replied to cybutek's topic in KSP1 Mod Releases
In the VAB/SPH just click the Settings button in the KER window and use the "GUI Size" buttons. For the flight engineer there is a readout in the Miscellaneous section called "GUI Size Adjustor" (sp) that you can add to any window. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Padishar replied to cybutek's topic in KSP1 Mod Releases
How often do these crashes happen? Is it with any specific craft? I've tried your save and switched vessel to loads of the vessels over 50 times with no problems... -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Padishar replied to cybutek's topic in KSP1 Mod Releases
It also appears to use the new engine parts. I've tried to reproduce it in other saves without any success so far, it may be specific to career or specific to your custom part or the new engine parts. I'll try to grab the required mods and take a look with your save later... -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Padishar replied to cybutek's topic in KSP1 Mod Releases
At this stage, a (simple) save file and instructions to replicate are the most important. Logs are less so as there is unlikely to be anything helpful in them. -
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Padishar replied to AndyMt's topic in KSP1 Mod Releases
There's nothing comprehensive or specific to KSP as far as I know, though there are various, more general, articles scattered about the internet about how to avoid garbage issues in Unity. I've been intending to post a KSP specific guide (along with a description of how the memory allocation and garbage collection works) but technical writing isn't my strongest suit (nor do I particularly enjoy it) and I haven't yet found the time to get it together... -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Padishar replied to cybutek's topic in KSP1 Mod Releases
There's no direct indication in any of the logs that KER is the cause though it is possible. Switching vessels involves a scene change from flight to flight and, while I can imagine a number of ways that KER initiating the switch could cause problems, I would expect to see exceptions in the log rather than a hard crash. Can you give a reasonably detailed description of what you were doing? Were you doing the same thing for both the crash reports? Have you tried the same thing without KER installed? If it is even partly repeatable from a saved game state then a copy of that game and a detailed description of exactly what you need to do would be most helpful... -
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Padishar replied to AndyMt's topic in KSP1 Mod Releases
Linq and foreach are two different things. You don't need to convert all your foreach loops into plain for loops unless the thing being enumerated happens to return an interface or class from GetEnumerator (even Squad no longer *need* to avoid foreach because Unity have updated the included compiler to fix the issue). The problem with Linq is that quite a lot of the methods either create iterator objects or intermediate result arrays and these can get very large very quickly. Some of the methods also make it very easy to create a closure where a lambda expression (=>, anonymous function) refers to something in local scope and this also creates garbage. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Padishar replied to cybutek's topic in KSP1 Mod Releases
What function are you referring to? I can't see any changes in that area for 1.2 compatibility... -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Padishar replied to cybutek's topic in KSP1 Mod Releases
Yes, it appears there is something wrong with the code that decides what part is under the pointer. Ideally, it should only show if the mouse is over a part of the rocket and not over other UI. Yes, of course it's KER, the part info tooltip is part of KER's Build Engineer overlay feature. I'll try to investigate the problem if I get a bit of time... You only need to deselect the Visible button to stop it. I usually run with this turned off (and the Build Engineer window in compact mode, or even closed when I'm not specifically using it) because the KER UI does generate quite a lot of garbage. It would also be nice if you could disable the tooltips separately from the other info panels. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Padishar replied to cybutek's topic in KSP1 Mod Releases
As with all issues in mods or in KSP itself, the log (either output_log.txt or player.log) almost certainly contains more info about the problem. Any chance you could post a log from a short run of KSP where a vessel loses signal like this. A save file with a reproducible scenario (e.g. load the save, fly ship A, wait until it gets occluded would also be very handy. P.S. Please don't post the log itself in this thread, upload it somewhere (zip it if huge) and post a link. -
There is a test build of KER for KSP 1.2 available. You need to get it directly from GitHub but it is explained in this post and a couple of followups.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Padishar replied to cybutek's topic in KSP1 Mod Releases
That sounds a bit strange, but then I'm surprised that the old version works at all in 1.2 because of the dependency on KSPUtil.dll which has been removed from KSP 1.2. I suggest you try the version mentioned in this post and see how that works or else just live without KER for now... -
No, I definitely don't have to sign in when I run the personal version of Unity. As for my strange installation problems, originally I had installed 5.4.0f3 and this was working without needing to sign in. I knew that KSP wouldn't run with the player included with that so, because it said on the Unity site that the "patch" was actually a full install, I uninstalled 5.4.0f3 first before installing the patch. This insisted I sign in with an account and when I did it said I couldn't run it because I had no licence. I need to use the Unity profiler so just copying the player file out isn't good enough. Anyway, I completely removed all traces of Unity and then reinstalled 5.4.0f3 and then installed the "patch" version without uninstalling first and now it doesn't ask me to sign in and it runs ok (though whether this was actually required is unknown). I copied the debug player into KSP 1.2 and tested the profiler within Unity and it's all working fine.