Jump to content

Which mods contribute most to OOM crash?


Recommended Posts

Hey all,

I realize I am crashing because I am out of memory. Any suggestions on what to pull that would have the most effect? I am already running ATM Basic and have no desire to bump it up to Aggressive. There were a slew of recent updates for many of my mods; prior to the updates, I could go an hour or more without crashing. Now, I am lucky to get through 6-7 scene changes.

Logs posted here: http://1drv.ms/1Chz7fo

Suggestions?

Link to comment
Share on other sites

It'd be more helpful to post your GameData dir contents.

Larger ones in mine, I tend to trim a lot of them, especially the Squad one:


20905 kOS
23164 BahaSP
24062 ASET
25672 udk_lethal_d0se
25890 SCANsat
28053 KAS
31180 medsouz
35270 UmbraSpaceIndustries
37144 NearFutureConstruction
37824 TouhouTorpedo
44947 RetroFuture
45976 NASAmission
60140 OPM
74871 B9_Aerospace
92492 TextureReplacer
141374 Kerbinside
143000 KWRocketry
229552 VenStockRevamp
320915 Squad

Note how B9 is not the monster many people make it out to be. My KW install is basically just the engines, so that's probably 1/3d the size of a full install.

Link to comment
Share on other sites

It'd be more helpful to post your GameData dir contents.

No, actually, it wouldn't. That only gives you an idea of the size of the code complexity, NOT the size of the memory it uses once loaded.

Take for example the following pseudocode program:


L = some sort of list.
for x goes from 1 to 1024
L.Add( allocate an array of 10485676 byes padded with zeros )

That's a PUNY tiny program... that eats 1 gig of memory.

Link to comment
Share on other sites

No, actually, it wouldn't. That only gives you an idea of the size of the code complexity, NOT the size of the memory it uses once loaded.

Yes, actually it would. You can parse his log and pick out every dll & texture if you like, but that would take longer than just posting a one level directory list by some distance.

He explicitly mentions scene changes which seems to cause leaks even in stock games, but if he's got a huge pile of mods with huge piles of textures he's not going to have the buffer a stock player has - and if his mods have added more textures his buffer has just shrunk even more, and hey presto less time between crashes. Could be a leaky plugin too, hey, but any usual suspects have to be picked out of the log, once again. Some people are pretty intimately familiar with mods which can cause problems or mods which have updated recently - maybe from personal experience with the same thing after an update, even - no need to disassemble each & every one yet when you can just scan a list & point out some things to try messing with.

Link to comment
Share on other sites

Yes, actually it would. You can parse his log and pick out every dll & texture if you like, but that would take longer than just posting a one level directory list by some distance.

The fact that it's easy doesn't make it useful. Often you can reduce memory footprint *by* using a more complex algorithm. That results in a bigger DLL but a smaller memory footprint. Just listing the GameData contents only shows the disk footprint, which can be quite misleading and trick a person into blaming the wrong mod for the memory usage.

Yes, just giving the titles of the mods for other people familiar with those mods to look at is useful, the the implication was that this wasn't the reason you asked to list the GameData folder, but rather it was because of those disk usage sizes you posted in your example.

Edited by Steven Mading
Link to comment
Share on other sites

Courtesy of CKAN, my currently installed mods:

- ActiveTextureManagement-x86-Basic 4-3

- AlternateResourcePanel 2.6.3.0

- BetterBuoyancy v1.1

- Chatterer 0.8.1

- CommunityResourcePack 0.3.3

- ConnectedLivingSpace 1.1.1.0

- DeadlyReentry v6.4.0

- DistantObject v1.5.2

- DistantObject-default v1.5.2

- DockingPortAlignmentIndicator 6.1

- FinalFrontier 0.6.5-697

- FirespitterCore 7.0.5463.30802

- Fusebox 1.3

- GCMonitor 1.2.1.0-20

- InFlightWaypoints Deprecated

- KAS 0.4.10

- KerbalAlarmClock v3.2.3.0

- KerbalConstructionTime 1.1.2

- KerbalEngineerRedux 1.0.15.2

- KronalVesselViewer 0.0.4_0.90.0

- KSP-AVC 1.1.5.0

- KSPTips 4.0.0.0

- ModuleManager 2.5.10

- NEAR v1.3.1

- NebulaEVAHandrails 1.1

- NoMoreGrind 1.2

- NRAP autodetected dll

- PlanetShine 0.2.2.1

- PreciseNode 1.1.2

- ProceduralFairings v3.11

- RasterPropMonitor-Core v0.19

- RealChute 1.3

- Regolith 0.1.7

- RemoteTech v1.6.3

- SAVE 0.9.17-387

- SCANsat v10.0

- ScienceAlert 1.8.4

- Service-Compartments-6S 1.3

- StageRecovery 1.5.3

- StationScience 1.4

- TACLS v0.10.2b

- TACLS-Config-Stock v0.10.2b

- Toolbar 1.7.8

- Trajectories 1.1.3

- TransferWindowPlanner v1.2.3.0

- TriggerAu-Flags 2.6.3.0

- UniversalStorage 1.0.90.2

- USI-SRV 0.2.2

- USITools 0.3.2

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...