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KSP2 Release Notes
Everything posted by Padishar
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1.1.0.1230 APPCRASH
Padishar replied to Raideur Ng's topic in KSP1 Technical Support (PC, modded installs)
Your crash log shows you running KSP_x64.exe but you have uploaded the output_log.txt file from the 32bit version (which is showing an out-of-memory crash). For the 64bit KSP you need to get the output_log.txt file from the KSP_x64_Data folder instead of KSP_Data. Edit: also, in the 32bit log there is a huge amount of log spam being generated, apparently by Scatterer... -
That definitely looks like it is running out of memory (more accurately, running out of address space) and the Windows DbgHelp.dll that is used to generate more useful info about the crash to add to the log is failing to initialise because it can't allocate some memory. You will need to either reduce your mod load or do something else to reduce the memory usage (e.g. try the -force-opengl command line option).
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Game doesn't load
Padishar replied to bradwiggo's topic in KSP1 Technical Support (PC, modded installs)
It is almost certainly just running out of memory during the part loading. With that number of mods in 1.0.5 you will almost certainly have to do something to reduce the memory usage (e.g. use -force-opengl). Also, the links in the OP are the wrong way round... -
Basically, your main problem is that you are running the 32bit version, not the 64bit version so the game is running out of address space with all the mods you have. Either change the steam launch options to run the 64bit version (I thought this wasn't necessary anymore with the actual release version but...) or simply run the KSP_x64.exe directly from an explorer window (or set up your own shortcut).
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This sticky thread in this sub-forum describes exactly where the log files can be found: In addition, some crashes will cause the game to create a folder in your KSP folder named with the date and time that you ran KSP (e.g. "2016-04-08_163858" for 16:38:58 on 8th April 2016) and put various useful files in it. If you get one of these folders then best to simply zip that up and upload the whole thing rather than just the output_log.txt.
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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
Mediafire links are not allowed on this forum due to often including highly inappropriate ads. You would need to pick a different file host. However, if you have restarted the game since you last had the problem (I assume so) then the important log will have been overwritten so there isn't much point in posting it. The next time you see the issue please quit the game and immediately upload the log file before restarting the game (or, at least, copy it away somewhere first if you want to try repeating the bug or can't upload it straight away for some other reason). -
Can anyone explain why the thread linked in my signature doesn't appear in the list when I go to the "Threads I started" activity stream?
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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
Any chance you can upload an output_log.txt or player.log file and link it here? (Instructions on how to find the relevant file can be found in the sticky threads in the support sub-forums). Also, do you have any other mods installed? -
The runway also slopes to the right along the whole of its length. Some more discussion of this from some time ago...
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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
There was also: Implemented support for thrustTransformMultipliers Fixed bug with impact calculations Changed impact lat/long readouts to use DMS form -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Padishar replied to FreeThinker's topic in KSP1 Mod Releases
I'm not sure off-hand when it was added, I think it was probably in 1.1 but it may have been in 1.0.5. Originally, directly changing the part mass was the only way for a mod to do it. Once IPartMassModifier was added it became a bit dodgy for mods to do this but they could still get away with it most of the time. Now, in 1.1, you can't get away with it at all, various things will definitely go wrong...- 1,187 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Padishar replied to FreeThinker's topic in KSP1 Mod Releases
Yes, Part.FixedUpdate resets part.mass to the prefab mass plus all the modules' GetModuleMass values...- 1,187 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Padishar replied to FreeThinker's topic in KSP1 Mod Releases
Because the core game code constantly updates it to be the base mass plus all the adjustments for the partmodules. It will. KER uses part.mass which (as mentioned above) is constantly updated to include the GetModuleMass changes. In the STAGED case KER needs to be able to predict what GetModuleMass will be after the part is staged. For FIXED it will never change so KER will just use the initial part.mass. For CONSTANTLY, there is no way for KER to know how the mass should change during the simulation so, again, it will just use the initial part.mass.- 1,187 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Padishar replied to FreeThinker's topic in KSP1 Mod Releases
KER (and other deltaV calculators) should only take notice of the STAGED value. The FIXED and CONSTANTLY values are to enable some optimisations to be made in the stock code in the future. Also, you should make sure that your code is not directly modifying the mass of the part (part.mass).- 1,187 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Padishar replied to FreeThinker's topic in KSP1 Mod Releases
Basically, yes. It represents the mass of just this PartModule. Also, if you will never be changing the mass of the module during flight then you should return FIXED from the new ChangeWhen function. If the mass only changes when the part is staged then you return STAGED. If the mass changes in any other way during flight (dry mass, not by resources being consumed) then you return CONSTANTLY.- 1,187 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Padishar replied to FreeThinker's topic in KSP1 Mod Releases
This is most likely caused by the mass adjustment this mod does being implemented incorrectly. I would check this but I can't seem to find the source linked anywhere obvious, the link in the OP goes to a repo that only has version 1.18. The code in that version is definitely implementing IPartMassModifier incorrectly. It is supposed to return the difference between the mass parameter passed in and what your module would like the mass to be. This code is simply returning the new dry mass.- 1,187 replies
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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
Did you read the three posts immediately before yours? -
Not really (or even slightly, really ) a question but I'd like to say a big thank you for the recent update that has hugely improved the loading speed of the "Threads I posted in" activity stream. This was getting really annoying, taking several seconds to load the page, but is now almost instant...
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When deleting parts from craft files you should also remove all other references to the part from the other parts. Specifically, the parent part will have a "link = <part value from surface attached part>" entry for each of its children. These may get safely ignored by the stock game code when loading the vessel though I wouldn't put money on it without running some in-depth tests and carefully examining the in-memory version of the vessels after loading. Deleting parts in .sfs files is much harder as all the links between parts are stored as the index in the part array rather than an id of the part. So, when you delete a part you have to run through the whole of the vessel modifying all the attachment indices for parts that are after the deleted part in the array. This is usually too much work and too easy to break it so parts are usually replaced with a stock part instead of deleting them (e.g when removing old KER parts from a save it is much easier to replace them with thermometers or some other simple part).
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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
Yes, the changes that caused KER to break started in build 1205. This updated version should work fine in the current pre-release, 1209. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Padishar replied to cybutek's topic in KSP1 Mod Releases
This is a compiled version of the main KER dll for use with build 1205 or later until a new official version is released. It is based on my pull request on github (the "Known Issue" link in the posts above) with some minor tweaks to add "p" to the version number displayed in the various windows. KerbalEngineer_1.1.0.1p.zip Simply copy the DLL from this zip over the one in the GameData/KerbalEngineer folder of your existing KER 1.1.0.1 install. The effects of fairings (and any mod parts that use the new mass change on staging mechanic) on the deltaV calculations hasn't yet been extensively tested and there is definitely an issue if you have a fairing set to jettison in the first stage (it should show an extra stage so you can see the fairing shroud mass somewhere). -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Padishar replied to cybutek's topic in KSP1 Mod Releases
Yes, this is a known issue, specifically they have fixed the AppLauncher so that it doesn't call the mod's code if the button has been disabled. We used to have to workaround this issue by testing the disabled state ourselves in the mod code but this is no longer possible (or necessary) hence the exceptions. They have also changed how the IPartMassModifier interface works which also requires changes in KER to correctly calculate deltaV of vessels with fairings (the stock change was requested by me to make it easier for KER to work correctly with other mods that also change the mass of parts when they are staged like the stock fairings do). -
Hehe, it was me that sent you the PM... Thanks for dealing with it ..
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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Padishar replied to tajampi's topic in KSP1 Mod Releases
This isn't a good idea, the version of Mono used by Unity is not (fully) compatible with .NET 4.0. Was the error you got with .NET 3.5 and if so, what was it?