ComatoseJedi Posted March 1, 2016 Share Posted March 1, 2016 Curse you out of date .dll's Quote Link to comment Share on other sites More sharing options...
sp1989 Posted March 1, 2016 Share Posted March 1, 2016 Just now, Shadowmage said: Updated testing release is available: https://github.com/shadowmage45/SSTULabs/releases/tag/0.3.29-pre7 Hopefully fixes up the performance problems, fixes LC decouples, and adds first-pass texture for SC-E parts. The log you posted isn't the log that I really need.. I need the KSP.log file; not sure where it is on a Mac, or if it even exists. I'm not sure which log you posted, but that appears to be more of a Unity log. Thanks for the attempt though, is more than most people make. However, I -think- I have it pinned down / fixed (at least there is no problem on this end) -- looks like it was just an out-of-date .dll (had made code-side changes but not recompiled them). Check the link above for an updated release Its funny most modders used to ask for the unity file. Now everyone asks for the ksp.log file. I have been on these forums and playing this game a while. When I have a question or a problem with a mod I don't just tell you whats wrong and hope you can magically fix it. I know you need to see whats going on. I can get you that file https://www.dropbox.com/s/pcybc65bdg6owx6/KSP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
sp1989 Posted March 1, 2016 Share Posted March 1, 2016 I am having the same problem with the pre 7 build. Without SSTU my game works perfectly fine. With SSTU the game freezes and crashes. Here is my KSP.log https://www.dropbox.com/s/pcybc65bdg6owx6/KSP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
StickyScissors Posted March 1, 2016 Share Posted March 1, 2016 Is anybody else having issues with the modular SRB's not wanting to radially attach to anything? Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 1, 2016 Share Posted March 1, 2016 21 minutes ago, StickyScissors said: Is anybody else having issues with the modular SRB's not wanting to radially attach to anything? I may have noticed this too. Dropping the part and picking it back up again seems to fix it. Quote Link to comment Share on other sites More sharing options...
StickyScissors Posted March 1, 2016 Share Posted March 1, 2016 4 minutes ago, blowfish said: I may have noticed this too. Dropping the part and picking it back up again seems to fix it. sometimes it does, yeah...but other times it'll throw a hissy fit and i have to keep grabbing new ones from the part menu over and over before it'll cooperate Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted March 1, 2016 Author Share Posted March 1, 2016 1 hour ago, sp1989 said: I am having the same problem with the pre 7 build. Without SSTU my game works perfectly fine. With SSTU the game freezes and crashes. Here is my KSP.log https://www.dropbox.com/s/pcybc65bdg6owx6/KSP.log?dl=0 Thanks for the log. I'm not noticing anything in it worrysome; not actually seeing anything in it at all after the initial part loading and switch to editor scene. Is the game freezing/crashing at the main menu, or space-center scenes, before you even load a craft? What is your memory use for KSP when at the main menu, and space center scenes? Quote Link to comment Share on other sites More sharing options...
sp1989 Posted March 1, 2016 Share Posted March 1, 2016 28 minutes ago, Shadowmage said: Thanks for the log. I'm not noticing anything in it worrysome; not actually seeing anything in it at all after the initial part loading and switch to editor scene. Is the game freezing/crashing at the main menu, or space-center scenes, before you even load a craft? What is your memory use for KSP when at the main menu, and space center scenes? Thats because I started up the game without SSTU. Then once I installed SSTU the game crashed right before the switch to the editor scene. I uninstalled it and then it worked fine again. I can get you numbers about what my memory is tomorrow. But again my game crashes once I install SSTU. Maybe my computer can't handle SSTU. I don't see why it shouldn't but its a possibility. I see the potential with this mod and I know its going to be great. I will keep trying each build until it works for me. Hopefully 1.1 will actually bring 64bit for mac and finally I can play KSP the way I want to play it. Goodnight. Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 1, 2016 Share Posted March 1, 2016 24 minutes ago, sp1989 said: Thats because I started up the game without SSTU. Then once I installed SSTU the game crashed right before the switch to the editor scene. I uninstalled it and then it worked fine again. I can get you numbers about what my memory is tomorrow. But again my game crashes once I install SSTU. Maybe my computer can't handle SSTU. I don't see why it shouldn't but its a possibility. I see the potential with this mod and I know its going to be great. I will keep trying each build until it works for me. Hopefully 1.1 will actually bring 64bit for mac and finally I can play KSP the way I want to play it. Goodnight. Props for providing the log, but it's only going to show the actual error if you copy it after KSP crashes. If you load up KSP again with a different configuration, then all of the relevant information will be overwritten. Quote Link to comment Share on other sites More sharing options...
JoseEduardo Posted March 1, 2016 Share Posted March 1, 2016 9 hours ago, Shadowmage said: Updated testing release is available: https://github.com/shadowmage45/SSTULabs/releases/tag/0.3.29-pre7 Hopefully fixes up the performance problems, fixes LC decouples, and adds first-pass texture for SC-E parts. The log you posted isn't the log that I really need.. I need the KSP.log file; not sure where it is on a Mac, or if it even exists. I'm not sure which log you posted, but that appears to be more of a Unity log. Thanks for the attempt though, is more than most people make. However, I -think- I have it pinned down / fixed (at least there is no problem on this end) -- looks like it was just an out-of-date .dll (had made code-side changes but not recompiled them). Check the link above for an updated release If Far Cry Primal doesn't work for me (like it didn't for many people), I already have a plan B for today let's see in how many ways I can launch that... Saturn-Shuttle? SLS Energia style? LRBs instead of SRBs? Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted March 1, 2016 Share Posted March 1, 2016 (edited) upside down? One on each side? Asperagus? If mage makes the engine unit a seperate part, we can build the SD HLLV even. Edited March 1, 2016 by Jimbodiah Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted March 1, 2016 Share Posted March 1, 2016 PS: The problem seems to be gone on my end with the latest release. 60-70fps and no log spamming. I started with only SSTU/Mechjeb/KJR and also had 60-70fps, so adding all my mods did not affect the performance (around 15 mods). Quote Link to comment Share on other sites More sharing options...
davidy12 Posted March 1, 2016 Share Posted March 1, 2016 3 hours ago, JoseEduardo said: If Far Cry Primal doesn't work for me (like it didn't for many people), I already have a plan B for today let's see in how many ways I can launch that... Saturn-Shuttle? SLS Energia style? LRBs instead of SRBs? I've tried Saturn Shuttle, impossible. You'll need to install reaction wheels in the tank. Quote Link to comment Share on other sites More sharing options...
JoseEduardo Posted March 1, 2016 Share Posted March 1, 2016 procedural wings for the enlarged fins (like the real one)+I already did that reaction wheel thing on my end... Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted March 1, 2016 Author Share Posted March 1, 2016 9 hours ago, sp1989 said: Thats because I started up the game without SSTU. Then once I installed SSTU the game crashed right before the switch to the editor scene. I uninstalled it and then it worked fine again. I can get you numbers about what my memory is tomorrow. But again my game crashes once I install SSTU. Maybe my computer can't handle SSTU. I don't see why it shouldn't but its a possibility. I see the potential with this mod and I know its going to be great. I will keep trying each build until it works for me. Hopefully 1.1 will actually bring 64bit for mac and finally I can play KSP the way I want to play it. Goodnight. I was mostly asking for memory #'s as what you are describing sounds like the game is running out of memory right at the space-center / editor scenes SSTU does not have any non-part related code, so nothing from SSTU (aside from memory increase from textures) could be causing any crashes at that point. I could be wrong, but I thought Mac /OSX -did- have access to 64-bit? Being a *nix under the hood, it should be able to run the 64-bit linux client/player. This might not be the case though, I haven't looked into the Mac end of things regarding Unity cross-compiling and support. Quote Link to comment Share on other sites More sharing options...
davidy12 Posted March 1, 2016 Share Posted March 1, 2016 (edited) 2 minutes ago, Shadowmage said: I could be wrong, but I thought Mac /OSX -did- have access to 64-bit? Being a *nix under the hood, it should be able to run the 64-bit linux client/player. This might not be the case though, I haven't looked into the Mac end of things regarding Unity cross-compiling and support. It doesn't unless you hack it. Edited March 1, 2016 by davidy12 Quote Link to comment Share on other sites More sharing options...
sp1989 Posted March 1, 2016 Share Posted March 1, 2016 11 hours ago, blowfish said: Props for providing the log, but it's only going to show the actual error if you copy it after KSP crashes. If you load up KSP again with a different configuration, then all of the relevant information will be overwritten. Of course!! I know that. I started it up again with SSTU and it still crashed. That's the log I posted above. I was trying to say that my game doesn't function properly with SSTU installed. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted March 1, 2016 Author Share Posted March 1, 2016 Ran across this little gem while doing some random research: From: http://history.nasa.gov/DPT/DPT.htm I really like the design, aesthetically, but I'm not sure how/where I'de be able to fit it into the mod. Looks like it is intended for re-entry (judging by the nose-RCS ports, looks like the underside is supposed to be a smooth unbroken heat-shield). Also appears to be NRT powered; though I will have to see if I can find a bit more info on it. Not saying I'll be making anything like this... but I'm going to do some thinking on it to see if/where it would fit in the mod. Seems like it might make a good alternate stand-alone 2.5m command module w/integrated service module; should be launchable on top of a standard rocket; could include fairings for the top-cutout and engines; might require full-body fairing to cover the docking port. Quote Link to comment Share on other sites More sharing options...
davidy12 Posted March 1, 2016 Share Posted March 1, 2016 3 minutes ago, Shadowmage said: Ran across this little gem while doing some random research: From: http://history.nasa.gov/DPT/DPT.htm I really like the design, aesthetically, but I'm not sure how/where I'de be able to fit it into the mod. Looks like it is intended for re-entry (judging by the nose-RCS ports, looks like the underside is supposed to be a smooth unbroken heat-shield). Also appears to be NRT powered; though I will have to see if I can find a bit more info on it. Not saying I'll be making anything like this... but I'm going to do some thinking on it to see if/where it would fit in the mod. Seems like it might make a good alternate stand-alone 2.5m command module w/integrated service module; should be launchable on top of a standard rocket; could include fairings for the top-cutout and engines; might require full-body fairing to cover the docking port. What the HELL is that thing??? An escape pod? Quote Link to comment Share on other sites More sharing options...
123nick Posted March 1, 2016 Share Posted March 1, 2016 11 minutes ago, davidy12 said: What the HELL is that thing??? An escape pod? is that language even allowed on the forums? idk, but regardless, i DO think that it looks cool. Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 1, 2016 Share Posted March 1, 2016 1 hour ago, sp1989 said: Of course!! I know that. I started it up again with SSTU and it still crashed. That's the log I posted above. I was trying to say that my game doesn't function properly with SSTU installed. My bad ... that's what I get for trying to post while half awake. But I don't see anything that suggests a reason for the crash - usually there's an exception at the end of the log or something. Maybe on Mac OS X, Unity crashes before it can log the exception (just guessing since I usually only see logs from Windows). To test if you're running out of memory, you might try installing GC Monitor and see if your memory usage is above ~3.5 GB right before the crash. Quote Link to comment Share on other sites More sharing options...
Sudragon Posted March 1, 2016 Share Posted March 1, 2016 56 minutes ago, davidy12 said: What the HELL is that thing??? An escape pod? Poking around in the link... It's a Trans Lunar Vehicle. For transporting 4 crew from the ISS to the L1 lagrange point where there were plans for a transfer station and telescope/BigScienceThing. Runs on CH4\LOX. Aerobrakeing for return to the ISS. Quote Link to comment Share on other sites More sharing options...
tater Posted March 1, 2016 Share Posted March 1, 2016 Possibly a dumb question, but it's not on the wiki. When in IVA for the capsules, there is no view out the windows. Is there a window shutter I cannot figure out? Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted March 1, 2016 Author Share Posted March 1, 2016 11 minutes ago, tater said: Possibly a dumb question, but it's not on the wiki. When in IVA for the capsules, there is no view out the windows. Is there a window shutter I cannot figure out? This is caused by the IVAs being created for previous models / stock models. As such, the geometry does not line up properly, and the windows are occluded by geometry faces. Nothing can be done about it until new IVAs are created (which will require someone stepping up and saying they want to model/create IVAs, as I have no plans to do any IVAs for any more parts until.... well.. who knows, but a long time from now). Quote Link to comment Share on other sites More sharing options...
sp1989 Posted March 1, 2016 Share Posted March 1, 2016 22 minutes ago, blowfish said: My bad ... that's what I get for trying to post while half awake. But I don't see anything that suggests a reason for the crash - usually there's an exception at the end of the log or something. Maybe on Mac OS X, Unity crashes before it can log the exception (just guessing since I usually only see logs from Windows). To test if you're running out of memory, you might try installing GC Monitor and see if your memory usage is above ~3.5 GB right before the crash. Ok so the problem keeps persisting. Just tested it again a few minutes ago. I put just the soyuz together and I wanted to test the LES. I pressed launch and boom the game crashed. So here is my log for that https://www.dropbox.com/s/pcybc65bdg6owx6/KSP.log?dl=0 I fully acknowledge it could be my computer. It just seems interesting to me that the game is fine before I install SSTU and then after it just crashes. Also here is my Unity player.log maybe there is something in there. https://www.dropbox.com/s/j9pm1i59c04ycoi/Player.log?dl=0 Quote Link to comment Share on other sites More sharing options...
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