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Found 18 results

  1. DISCLAIMER I am not a Regular Forum user this is one of the few posts I've ever made. DISCLAIMER I am not a Programmer or Coder I'm knowledgeable enough to understand code functions but I do not write them. --->Steam Post<--- Please Notice: This is a culmination of testing I have done for problems I've seen unanswered at an attempt to allow new comers to understand a portion of what limitations they will have to account for while playing the game there are a lot of quick justifications made without the cold complicated truth of the matter that I feel ColdJ and Lisias down below came in clutch answering. These issues do not make the game unplayable it just makes it confusing to understand why, for some (myself included), without a "first page" understanding of the issue especially with the dozens of posts with hundreds of comments of fragmented information. The Game in its current state is having certain problems that are bound to occur if you are interested in it and want more out of it. hopefully the comments to this post help clarify both the argument and the lack of a resolution for the issue. Additionally here is a link to a post by Lisias going into detail about the KSP Source code Legal issue. "And this is terrible." Whats The Problem So I've been doing some mod testing to create a modpack that runs stably and I have run into the issue I keep seeing casually ignored that stops this game from being modernized. The RAM Yes its talked about plenty but don't see anyone talking about the real problem and with the release and failure of KSP 2 something should be done to bring back KSP 1 so its not just its base gimmicks. What I've Noticed The main thing I noticed, KSP is loading all stock assets, old assets, DLC assets essentially the entire game plus all the mods you install. Then it is loaded into Cache on RAM instead of pulling from a caching file on storage so at all times the entire game is loaded on ram, not the engine, not the current assets, everything minus like maybe a Gig, and thats not including the doubling bug. Currently I have an install over 16 Gb and it is pulling 8Gb RAM at the Main Menu, 14Gb at KSC, VAB, and Luanchpad. Of course as I'm writing this its being on its best behavior but it will reach 20 Gb when it boots and at times almost 30 GB while playing and my computer doesn't freeze out but SignalRGB breaks, Youtube Breaks and whatever else depends on the same rendering instruction sets as KSP. What Does That Even Mean First it means don't B!#@h about there being to many mods that isn't the problem never has been the game runs perfectly fine with several hundred mods. The problem is KSP is doing something most other games avoid which is loading the entire game repository into ram.... its why your latest COD game can be over 200Gb and not use well (ill do a quick guesstimate in comparison the the game content to cache ratio of KSP) 168Gb or so in RAM. So while people are trying to back up the statements of you have to many mods or its simulating an entire solar system understand that's not how it works. KSP is storing ALL of the game files in RAM to be swapped in and out of the game instance and simulation runs on CPU "~most likely" and the data is stored in a sub 100Mb file. KSP needing any more resources outside of the capacity of the game itself is unfounded. Whats Going On Then In plain text KSP is loading all assets on runtime into RAM disallowing future expansion for modernization. On top off that a reoccurring bug, acknowledged by the community and only truely addressed "recently" in a single thread, causes the game assets the load twice or even three times into RAM on warm up which can lead to PC wide stack overflow Crashes with 1.12+ Versions of the game. Thread mentioned: https://steamcommunity.com/app/220200/discussions/0/3392923906939515058 What Should We Try What would work the best is if managed to convince what remains of KSP 1 Development to Modders find a way to implement a advanced bootstrapper that integrates with LODs and Occlusion Culling checks so when game assets are loaded at launch it would simply be for a asset check then it will call assets during gameplay rather than packing the RAM up before hand. Essentially the game needs a system to call on assets when they are needed instead of the old fashion method of load everything and don't worry. Maybe this is something modders can work on simply we need something to at least patch the bug currently happening cause at least my computer (not a potato) cant handle the game taking wayyy wayyy more resources than it needs for any reasonable purpose I've been getting flashing screens, laggy windows issues and more. Mostly, just Brainstorm Right now. Ok That's All I've Spent my time organizing and setting up my game plenty of reinstalls over the years and I'm hoping to be able to play at some point without the game breaking my computer. I've gotten it stable so far but at this point its seeming like a game you need a special dedicated computer to run. Anyways that's my Bit, for those who need it Specs are Below (not that it really matters in this context) ~SPECS~ OS - Windows 11 CPU - Ryzen 7 5800x @ ~4.62 - 4.75 Ghz RAM - 32GB @ 3.2Ghz GPU - MSI Nvidia RTX3060Ti 8Gb GRAM (Full while running) Programs tested with running - Chrome (Unstable - especially YT) - Discord (Stable - Can even Stream) - SignalRGB (Unstable - Theme Engine crashes clogs rendering instruction sets even bugs out CKAN - OBS (Stable maybe - didn't test much) - Ableton (Stable - I use this for Mic and audio input) - Focusrite Scarlett drivers (Unstable - un-syncs device audio clock I get BSODs in ARMA3 because of this guy) - Task Manager - (started to skip update repaints) P.S. As of Writing this the ram usage has dropped to 11.5Gb giving me reason to believe the game has the implications to achieve what I am proposing but is using the utility's to a very poor margin. And I should also Address, Caching files don't get cleared quickly. enough
  2. yes im doing this on a dif pc but im getting a error and it says virtual alloc mapping failed and stuff idk how to fix it ik its a ram issue will it crash my pc? i also have mods installed but that wouldnt do nothing i need a answer before sunday in est stop answering please i cant archive it and i fixed it
  3. Hello, my name is Paul, from Spain. Hope you don't get blind because of my written English. I've got a problem. Lately, I was playing with INTERSTELLAR mod, docking and undocking with Endurance and the Rangers -don't know why months ago I could and now I can not- and the game crashes every 20 minutes or so. I do know I've got too many mods and maybe this is a RAM event or something like that, but I'm not a computer engineer, just an amateur. I've read about forcing DirectX 11 or OpenGL to save RAM, but I don't know neither if it is safe nor how to do it as long as I am using CKAN to open the game. [THREAD: https://forum.kerbalspaceprogram.com/index.php?/topic/120387-some-relief-for-memory-outage-crashes/] I add my crash report and computer info in order to provide you with the right data if anyone wants to help. Thank you, guys. Truly. ______________________________________________________________________ System Info: - Windows 10 Pro 64 bits ______________________________________________________________________ PC info: - AMD a10-5800k APU with Radeon HD Graphics 3,80 GHz. - 16 Gb DDR3 RAM - 1Gb Nvidia GeForce GTX 650 Ti Graphic card. ____________________________________________________________________________________________________________________________ CRASH REPORT: [Log report removed by moderator]
  4. I only have 8 gigabytes of RAM, and KSP uses up 7.5 gigabytes normally. Whenever I build big ships or go into high physics warp, it starts having to swap about 1 gigabyte, which really lags the game. Are there any settings in KSP that I can adjust that could potentially decrease the RAM usage? I have one mod, Restock. Edit: P.S. I am on macOS.
  5. My laptop came with 8 GB of RAM. While it is more than enough to run stock, my stupid ass installed 60+ mods. And you know, when you install your first mod, you just can't go back to stock. Of course i had multiple crashes and I couldn't run copernicous and KSPIE, but i always thought it was because of weak integrated graphics. However, i recently got additional 4 GB from a friend, and boy oh boy does it make a difference. It can easily run Kerbal Star Systems, KSPIE and 80+ other mods, and i am just so happy. So, how much do you have and what are your experiences?
  6. Hey guys! I'm running an, i would say moderatly modded install of KSP ver 1.3.0. The issue i'm having is a stutter which appears periodically in uncomfortably short intervals. My question is if the problem is simply my lack of RAM to run all these mods or perhaps something else? Also if it were the sooner do you guys have any recommendations on which mods to exclude form the list, which ones are considered RAM heavy? Modlist: Here is a screenshot of my performance monitor during the run: Here is a video recording the issue: (excuse the low frame rate i recorded it full HD @60 fps it was a bit demanding for my rig) My specs.: Acer Aspire v3 772G Laptop with an i7-4702MQ @2.2GHz (3.2GHz turbo), 8GB of DDR3 RAM and an NVIDIA GeForce GT 750M. The game runs from a Samsung SSD.
  7. I have 8gb RAM and a geforce 950 KSP 1.4.2 Previously I ran KSP on 4gb no problem. I got a new computer and installed ksp and this started happening. YES MY DRIVERS ARE UPTO DATE. Even with just vanilla it was randomly hitting a HARD 4GB limit and the game would freeze but I can still here the sounds it was making when it froze. The Game Idles on the main menu at 3.6GB usage too so I really don't know what to do. I have tried reducing texture quality in an effort to reduce texture memory eating up too much but it doesn't seem to have helped at all. I have found people talking about KSP as if this should only happen if launched 32bit but it won't even run in 32bit I always run it 64. I have seen online discussion about KSP using upto 16GB and others saying it's impossible for KSP to do more than 4GB ever even in 64bit mode. What the hell is going on? It started just running out of memory like no tomorrow once I added Raster Prop Monitor or any other mod. I get to 10 mods and it hits the ram limit during loading up the game. My last time I ran it on 4GB with about 50+ mods in 1.3.1
  8. I want to use cloud mods such as EVE but I don't have a lot of RAM to spare. I looked into the files and found a bunch of rather large files. However, a cloud addon that simply adds a cloud texture layer onto is all I need. Is there a way to do this? Or somehow drastically reduce RAM usage of EVE? And yes, I do have texture settings all the way down.
  9. So, after some tedious searching, I’ve narrowed down the cause to my game’s crashing issue to it’s overuse of RAM. I’ve noticed that as soon as my KSP starts using more than 3.4 GB of RAM it crashes. How do people run so many mods without the profuse crashing issue? (I understand that KSP has a ram usage limit)
  10. Hello, i have a gamebreaking problem in my 70+ modded game. I dont use scatter and VE-Mods cause i thought they might fix it, but actually do nothing. Like the title suggests I have mini freezes after like 20min of gameplay and my memory also increases over time untill it crashes or freezes every 5sec. I have win10, 1070, i5 5XXX, and 16gb of ram. I reinstalled the game a few times and verified game by the steam option daily. I also use the 64bit version with force opengl start option. I can upload the "output_log" if someone tells me how. EDIT: Dropbox Link to normal and _x64 output_log Pls help me.
  11. So, I just installed A LOT of mods: BDArmory CameraTools Chatterer Stock Visual Enhancements Pack Kerbal Engineer KerbalX PhysicsRangeExtender Targetron TweakScale And Vessel Mover Quite the shopping list, eh? So that means that it'll take a big hit on my FPS, but that's kinda unfair, since I have 8GB of RAM. So how do I give KSP more RAM?
  12. Hello, I'm aware of the fact that there already are plenty of threads with the exact same topic, but none of them acctually answered my question. Most of them are like "You dont need to allocate more RAM, all you need is better CPU". However, I know why they say these things as I am quite versed in Hardware questions. Still, I read the crash reports of my game and by how and when the game crashes I am confident that know what is to do. All i need to know is how I can allocate more RAM. I'm happy about anybody trying to help!
  13. My computer is 64bit and 4GB ram , use 10 mod but when play 20min i get Blue screen or game crash . Any way to fix this?? Mod for memory or something else.
  14. I have been having issues with "compatible" mod-related crashes. I know it won't speed up my game, but I need more mods. I've read a question similar to this, and no one gave any answers, so lets get some things out of the way. 1: I am playing the x64 bit version. 2: My computer runs on Windows 10. 3: I do have excess RAM. Now, with those out of the way, bring on the answers!
  15. So, the game works fine. It loads at around ~3GB of RAM, and in game it's 3.5 GB. Totally normal, even in 32 bit that would be the case. I'm using 64 bit, and over time of playing KSP, the memory usage slowly but surely creeps up, 4GB, 5GB, up to 6GB before I had to terminate and relaunch KSP as it would either crash the game or my system. (8GB of RAM). No idea what is causing it, I'm using SVE... Mod list: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Filter Extensions - 2.7.4.2 Toolbar - 1.7.13 USI Tools - 0.8.6 B9 Part Switch - 1.5.3 Bon Voyage - 0.11.1 Community Category Kit - 1.2.1 Community Resource Pack - 0.6.3 CommunityTechTree - 3.0.2 Contract Configurator - 1.21 CustomBarnKit - 1.1.10 DistantObjectEnhancement - 1.8.1 Firespitter - 7.4.2 Flexible Docking - 1.0.4 Interstellar Fuel Switch - 2.3 Kerbal Attachment System - 0.6.1 Kerbal Engineer Redux - 1.1.2.8 Kerbal Joint Reinforcement - 3.3.1 KerbNet Controller - 1.0.2 Kerbal Inventory System - 1.4 KSP-AVC Plugin - 1.1.6.2 ModularFlightIntegrator - 1.2.2 NearFutureConstruction - 0.7.2 NearFutureElectrical - 0.8.2 NearFuturePropulsion - 0.8.2 NearFutureSolar - 0.7.1 NearFutureSpacecraft - 0.5.4 Play Your Way - 1.0.1 Science Relay - 1.0.3 SSTULabs - 0.5.34.130 StageRecovery - 1.6.5 Stock Visual Enhancements - 1.1.4 Strategia - 1.5 TweakScale - 2.3.2 USI Core - 0.3.4 Karbonite - 0.8.3 Karbonite Plus - 0.7.3 Konstruction - 0.1.2 USI-LS - 0.5.13 Malemute Rover - 0.2.3 UKS - 0.50.7 KSP Interstellar Extended - 1.11.7 Here is KSP.log and output_log. (not sure how to do attachments on the forum, too used to the old vbulletin https://www.dropbox.com/s/w6o5n03prgl0kw0/KSP.zip?dl=0
  16. Hi All, I realise an accurate answer is impossible due to the vast variety of mods and other factors, but here it is: How much of an impact on RAM, CPU or other limiting resources does the average non-part/texture plugin take? If Im on 90-95% RAM usage, and have already made my peace with the fact that more parts will likely cause much more frequent crashes, is it worth contemplating mods like "CraftHistory", "Ship Manifest", "Persistant Rotation" etc.? Or should i just forget it until I can increase my RAM? I don't need to know the properties of those exact mods, just wondering in general, because there are one or two that have caught my eye, but I have just reached a point of stability with my build and dont want to rock the boat too much Thanks! Pete
  17. Hello there, I've been running 65 mods now on KSP 1.1.2 x64, and I got random crashes while on flight. When I see the debug toolbar, it shows "Unused Reserved Size: 141 MB". Been trying to use dx11, no improvements. And it seems that KSP allocates 1.5 GB of RAM (heapsize?), and coupled with 65 mods, will crash when launching, flying, or even entering a facility. This does NOT happen in KSP 1.0.5 x86 before and it has more than 80 mods. Windows 10 x64, Intel Core i3-3217U, Intel HD Graphics 4000, 4 GB (4x1) RAM, 500 GB 5400 RPM HDD. GameData folder : https://gyazo.com/083110c7682057b0ed57566cf0de1ff2 CKAN Modlist (1) : https://gyazo.com/f6703d1f5f5374ee50f486f23d76f6d5 CKAN Modlist (2) : https://gyazo.com/c6f3b8f2792545f098fcb00b327abdfd CKAN Modlist (3) : https://gyazo.com/9e07a898eb75f74620978c3cb39e9429 Debug toolbar : https://gyazo.com/7374d5640d2f54c34bdddc7a7e131793 output_log.txt are too big to upload to Dropbox. If you want me to upload, please suggest a website that lets you upload codes and texts bigger than 5 MB. This is my first thread, if this is placed in a wrong section, I apologize for that kind of mistake. If these report less information of the usage, please tell me.
  18. DISCLAIMER: I did not came up with this method. I found it on Reddit (see this topic). I just want to share it here. Thanks to Reddit user sq10 for sharing. So, you are playing on Mac OS X and you can't use many mods because there's no OpenGL trick and the game crashes around 2,7 GB of RAM usage? You have to turn down your texture resolution? That's the fix for you! Original post from user q10 on Reddit: MAKE SURE TO BACKUP YOUR CURRENT INSTALL OF KSP FIRST! First, get the Mac version of Unity 4.6.4, download it from https://unity3d.com/ After downloading and installing it, right click the Unity app and 'Show Package Contents' - the first file you will need to get is in Contents/Playback Engines/MacStandaloneSupport/Variations/macosx64_nondevelopment_mono, click 'Show Package Contents' again and go to Contents/MacOS. Copy 'UnityPlayer' from the UnityPlayer app and go to Contents/MacOS/ in the KSP app, remove the 'KSP' file inside the folder and copy the file you copied from the UnityPlayer application and rename it to 'KSP'. Then, go back to Contents/ in the KSP app and go to the 'Frameworks' folder and delete 'MonoEmbedRuntime', replacing it by the 'MonoEmbedRuntime' from Contents/Frameworks in the UnityPlayer application. Next, go to Contents/Data/Managed in the UnityPlayer application and copy UnityEngine.dll to Contents/Data/Managed in the KSP application, replacing the previous dll. Finally, go to Contents/Data/Managed/etc/ in the KSP app and delete the mono folder, and copy the mono folder from /Contents/Data/Managed/etc/ in the UnityPlayer application to /Contents/Data/Managed/etc/ in the KSP application. I hope the instructions weren't too unclear and please let me know if I did something wrong somewhere! With this 64 bit modification, I am able to run EVE and Astronomer's Visual Pack with no problem and 64 bit vanilla KSP just feels much smoother. Also from my personal observation, FAR, DRE and Kerbal Joint Reinforcement seem to work fine and I do no get any error messages for using a 64 bit version of KSP. Thanks for reading! Keep launching those rockets! ~sq10 And the best think is that it works! I've tried it with around 60 mods installed on KSP 1.0.5 and with loaded 700+ parts vessel. This is the result. Played for about 1hr and no crashes. As the forum user said, I used Unity 4.6.4 and not other 4.6.x version. Nothing more to say. Hope you enjoy!
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