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More frequent memory crashes


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Before, and for a short time after, 1.0 was released, I was able to run KSP almost flawlessly with several mods. Now it seems I am crashing to desktop almost every time I change scene, for example when recovering a vessel. Sometimes I don't even make it to the pad.

In the time I mentioned before, I was using Environmental Visual Effects with Astronomer's Pack, but now I can't even get the game to launch with those installed. Both then and now I've been using Active Texture Management (X86 Aggressive) and my mod list has not really changed much. The most extensive part pack I use is KW Rocketry, with several more parts added by the Near Future family of mods. Most of my other mods (about 40 in total all installed via CKAN) are mostly plugins or configs, only about ten actually add parts.

Upon starting a new sandbox game, KSP is already using 3GB of memory. It almost feels like ATM isn't really doing its job (or rather doing it well enough).

In fact, it could have more to do with my upgrade to either Windows 8.1 or 10, I can't remember if I had the same issues in the brief time I had 8.1.

Here is my mod list:

  • [X] Science (xScience 4.8)
  • Active Texture Management - X86 - Aggressive (ActiveTextureManagement-x86-Aggressive 5-0)
  • Alternate Resource Panel (AlternateResourcePanel 2.7.3.0)
  • Animate Emissive Module (ModuleAnimateEmissive v1.10)
  • Animated Decouplers (AnimatedDecouplers-x86 1.1.4)
  • AntennaRange (AntennaRange 1.10.1)
  • Chatterer (Chatterer 0.9.6)
  • Community Resource Pack (CommunityResourcePack 0.4.4)
  • Connected Living Space (ConnectedLivingSpace 1.1.3.1)
  • Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.2.0)
  • Engine Lighting (EngineLighting 1.4.0)
  • EVAManager (EVAManager 6)
  • Hullcam VDS (HullcamVDS 0.50)
  • Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 1.15)
  • Kerbal Alarm Clock (KerbalAlarmClock v3.4.0.0)
  • Kerbal Joint Reinforcement (KerbalJointReinforcement v3.1.4)
  • KW Rocketry (KWRocketry 2.7.0-community)
  • KW Rocketry - Community Fixes (KWRocketry-CommunityFixes 0.2.0)
  • MechJeb 2 (MechJeb2 2.5.3)
  • Module Manager (ModuleManager 2.6.8)
  • Near Future Construction (NearFutureConstruction 0.5.4)
  • Near Future Electrical (NearFutureElectrical 0.5.2)
  • Near Future Electrical Core (NearFutureElectrical-Core 0.5.2)
  • Near Future IVA Props (NearFutureProps 0.4.3)
  • Near Future Propulsion (NearFuturePropulsion 0.5.3)
  • Near Future Propulsion Extras: Hydrogen NTR Configs (NearFuturePropulsionExtras 0.5.3)
  • Near Future Solar (NearFutureSolar 0.5.3)
  • Near Future Spacecraft Parts (NearFutureSpacecraft 0.4.3)
  • No More Science Grinding (NMSG 1.3)
  • PlanetShine (PlanetShine 0.2.3.1)
  • PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.3.1)
  • Procedural Fairings (ProceduralFairings v3.15)
  • Real Plume (RealPlume 1:v10.4.9)
  • Real Plume - Stock Configs (RealPlume-StockConfigs v0.7)
  • RealChute Parachute Systems (RealChute 1.3.2.3)
  • Ship Manifest (ShipManifest 4.4.1.1)
  • SmokeScreen - Extended FX Plugin (SmokeScreen 2.6.9)
  • Stockalike Station Parts Expansion (StationPartsExpansion 0.3.3)
  • Sum Dum Heavy Industries - Service Module System (SDHI-ServiceModuleSystem v3.0.1)
  • Sum Dum Heavy Industries - Shared Assets (SDHI-SharedAssets 1.0)
  • ToadicusTools (ToadicusTools 15)
  • Trajectories (Trajectories v1.4.3)
  • Waypoint Manager (WaypointManager 2.4.2)

As a secondary question, is there a way to see how much memory each mod is using?

Edited by Bobe
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Are you running with -force-d3d11 or -force-opengl added to the shortcut, that will reduce the usage quite a lot.

You have added a lot of extra parts with near future and KW, may be worth removing the extra parts you don't use. Also remove any parts from stock you don't use. You can either do it manually or use something like http://forum.kerbalspaceprogram.com/threads/101309-Script-AutoPruner-v1-1-Prune-those-parts-that-suck-up-your-RAM!-(2015-018)

ATM doesn't do much these days since most mods and stock are already using dds files.

And no you can't check what mods mods are using memory, only way would be to test each mod individually.

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Are you running with -force-d3d11 or -force-opengl added to the shortcut, that will reduce the usage quite a lot.

Forcing DX11 has definitely helped, it now only uses about 2.4GB (2.6 when viewing my parts-heavy station).

Thanks.

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