Jump to content

Mobile Processing Lab in a ship makes the game to crash...


Recommended Posts

Hi!

I have a relatively painful bug about the MPL: i can't build a ship with it! The game crashes when i try to launch it. I use Module Manager and Kerbal Engineer mods, but the problem remains when i disable them.

I made a new creative game to see if it was relative to my save, but the game crashes as well...

To explain a bit more: i go to the VAB, build a ship which contains a MPL, and when i hit the launch button, i have the loading screen. During it, the loading logo on the bottom right stops moving, the label "Time warp x1" appears, and then i crash to desktop. Trying to launch the ship directly through the launchpad do the same result.

I remember having no such troubles previously, but i think it was before the 1.0 versions.

If someone has a fix or an idea about what causes this, i'd be really grateful! Orbital stations without a science lab makes no sense! ;)

If you need more informations, i'll provide. Thanks for reading!

Edited by Dr_Bicinium
No more bug apparently
Link to comment
Share on other sites

Hi Dr_Bicinium, please provide your KSP Player.log after the game crashes, you can find it at /home/user/.config/unity3d/Squad/Kerbal Space Program/Player.log

Also please provide the affected craft file or save folder containing the affected craft, you can upload all these to a file share site such as then post the link here.

Link to comment
Share on other sites

Thanks for the answer!

Ok, i made a save of the log when i had the crash, so i'll send it there.

For the craft, it's unfortunatly not a specific ship: each ship which contains a MPL will make the game to crash... But i'll still send an example, if it helps.

Can't do this right now, but i'll post the files in one day or two. Thanks again for the help!

Link to comment
Share on other sites

Well, fglrx is involved here:


Native stacktrace:

/home/lilian/.local/share/Steam/SteamApps/common/Kerbal Space Program/KSP_Data/Mono/x86/libmono.so(+0x894bf) [0xb6c264bf]
/home/lilian/.local/share/Steam/SteamApps/common/Kerbal Space Program/KSP_Data/Mono/x86/libmono.so(+0x21980) [0xb6bbe980]
[0xb774a410]
[0xb774a428]
/lib/i386-linux-gnu/libpthread.so.0(raise+0x36) [0xb77100c6]
/usr/lib/dri/fglrx_dri.so(+0x21d2393) [0xb5e0b393]
/lib/i386-linux-gnu/libpthread.so.0(+0x6f70) [0xb7707f70]
/lib/i386-linux-gnu/libc.so.6(clone+0x5e) [0xb728bbee]

The KSP.log ends with Kerbal Engineer creating an action menu:


[LOG 20:56:36.702] ModuleParachuteFix.Start(): v01.03
[LOG 20:56:37.001] KerbalEngineer -> ActionMenu was created.

Then there's the segmentation fault above, then nothing...

Cantab's right, you need to install a clean copy of KSP, start a new save and launch a vessel with the MPL, if it still crashes we can work on looking at fglrx, but I have to say I don't have this issue and it's the first time I've heard of it, so I don't think it's being caused by the MPL directly.

Please reproduce this on an unmodded game and get back to us.

Link to comment
Share on other sites

Ok, thanks a lot for the detailed answer! I tried to look at the logs, but was a bit confused with what i had to look for...

I will reinstall the game, i only made the updates via Steam so there may be some stuff that didn't worked well with it.

I'll then try a new game and tell you if it helped. I hope i won't lose my career save, i was quite happy with it...

Anyway, thanks again to both of you, and i report back when it's done!

P.S. And sorry if it's afterall a mod problem... i thought i should post here cause i tried to reproduce the bug without mod, and it worked, so i thought it was not mod relative.

Link to comment
Share on other sites

I've reinstalled the game, tried different way to launch the game, but still have the issue...

1 Fresh install, but forgot to delete previous saves and mods: fail

2 Another fresh install, settings at normal, launched through a script: fail

3 Same fresh install, settings normal, launched through Steam: fail

4 Same fresh install, settings at lowest, launched through Steam: fail

5 Same fresh install, settings at lowest, launched through script: fail

The script launch the game with LC_ALL=C parameter.

Here are the logs and ship for situations 3 and 4:

http://tnow.it/39fom1w7wca1

The only difference i saw between normal settings and lowest settings (graphical settings, i mean) is that when not lowest, i don't even have loading screen when exiting VAB.

It could be effectively not just the MPL in cause, but every other ships i launched worked good, the only time i have this crash is with MPL. And trying each and every parts - and associations of parts - of the game to find if it happens with other ones is definitely not really appealing...

Seems it's a deeper problem than mods or settings... what can i do about this fglrx stuff you mentioned?

Thanks for the help, i must say it would badly affect my gameplay if i can't launch science labs... :(

Link to comment
Share on other sites

Okay try starting KSP.x86 and KSP.x86_64 directly from the game folder, this avoids Steam causing any issues.

I just spotted this near the end of the log.

[RESOURCES] - Error in - BaseConverter_SetupModule - Object reference not set to an instance of an object

It may indicate a bad file even with the new install, can you doublecheck it by running a Steam cache verification please.

Link to comment
Share on other sites

It seems that the game corrupt some files when launching... I made a cache verification, launched the game from its directory (Steam was off), tried the MPL ship: crash. When i checked again the cache, 2 files were corrupted, like before i first checked. Made the operation again, ensuring the files were good before launching the game: crash again, and 2 files corrupted again. Any way to know which files are in cause?

Besides, looking at the logs, i found two errors in the Player.log:

[RESOURCES] - Error in - BaseConverter_SetupModule - Object reference not set to an instance of an object

which you already pointed, and this:

Debug info from gdb:

Could not attach to process. If your uid matches the uid of the target

process, check the setting of /proc/sys/kernel/yama/ptrace_scope, or try

again as the root user. For more details, see /etc/sysctl.d/10-ptrace.conf

ptrace: Opération non permise.

No threads.

=================================================================

Got a SIGSEGV while executing native code. This usually indicates

a fatal error in the mono runtime or one of the native libraries

used by your application.

=================================================================

No error in the KSP.log, appart a recurrent warning:

[WRN 13:24:06.645] HighlightingSystem : Edge Highlighting requires AA to work!

Here are these logs:

http://tnow.it/815lr5a0w9bh

I start doubting we can do something about this... I'll try also to reinstall again the game, though, to see if it's only a bad installation.

Thanks for the time you take helping me, moreover because it seems i'm the only one to have it!

Link to comment
Share on other sites

I can shed a little light on some of these warnings at least.

[WRN 13:24:06.645] HighlightingSystem : Edge Highlighting requires AA to work!

This means that anti-aliasing is off, and can be ignored.

[RESOURCES] - Error in - BaseConverter_SetupModule - Object reference not set to an instance of an object

This may be a red herring as I also see this in my log, "[RESOURCES]" tells me this is an issue with the resource system, "BaseConverter_SetupModule" appears to be part of the resources code, I assume it's a constructor that is called when you enter the flight scene and it's job would be to set up the resources system.

"Object reference not set to an instance of an object" means the data couldn't be found, most likely it wasn't loaded yet as it only seems to appear in the editor.

I'm able to

P8XozWm.png
, so I'm a bit stuck as to why this is happening.

The log says anti-aliasing is off, maybe something on the MPL is causing the graphics to break so try turning it on in the KSP settings.

Your Player.log says you are running KSP on a 64bit version of Ubuntu so you may be lacking some Mesa components KSP needs, try "sudo apt-get install libgl1-mesa-glx:i386" in a terminal, it'll complain but should still add a few things you may be missing.

If that doesn't help you may want to consider removing the fglrx driver and using the built-in open source driver instead, fglrx is not as good from all accounts, as the open driver sees more frequent updates and better hardware support.

Link to comment
Share on other sites

I tried to turn AA on, but it doesn't change anything.

Concerning the 64bit thing, i'm a bit surprised since i'm on 32bit. No clue anywhere on my system specs that i could be on 64bits... But i still tried to install the library you suggested: apparently i already had it.

For the fglrx driver, i tried the open source driver, and it results on an insane FPS drop, even with all settings at minimal. I couldn’t even build a single part in VAB, the game lagged too much! And i don't speak of the massive loading times...

I tried the regular fglrx driver, since i was previously on fglrx-updates one, but no progress here neither.

And i keep checking the cache verification, with the previous results: apparently the game corrupt some files when launching.

Conclusion: my case may be desperate... I hope improvements in the 1.1 version will solve the problem in any manner!

Link to comment
Share on other sites

Whoops, sorry I saw

.local/share/Steam/ubuntu12_64/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS64): ignored.

, I normally see that on 64bit and thought it was loading them on 64bit, the KSP.log shows your system specs

OS: Linux 3.13 Ubuntu 14.04 32bit

, plus I see so many files in a day it's easy to lose track.

Yeah two files always come up as corrupt after launching KSP, but it's never caused an issue, I think one of them is the Settings.cfg as KSP writes to it on every launch, changing the timestamp.

Obviously re-installing didn't help and I'm at a loss as to what to suggest.

I found this in the last log though and I don't have it in mine:

[input Devices]: 0: ST LIS3LV02DL Accelerome.

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

FormatException: Unknown char: .

at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0

at System.Single.Parse (System.String s) [0x00000] in <filename unknown>:0

at AxisBinding_Single.Load (.ConfigNode node) [0x00000] in <filename unknown>:0

at AxisBinding.Load (.ConfigNode node) [0x00000] in <filename unknown>:0

at GameSettings.ParseCfg () [0x00000] in <filename unknown>:0

at GameSettings.Awake () [0x00000] in <filename unknown>:0

It's straight after the input devices, don't know what it means though, maybe unplug whatever "LIS3LV02DL" is, I can't see how it'd be a bad file path unless you were using a non English locale, some such as German will corrupt cfg values, and others such as Chinese can cause KSP to break.

This is odd as well:

Total system RAM: 3768 MiB

Changing real window size to 1366 x 768

Ignoring window size change to 1366x768 : waiting for fullscreen at 1366x768

Changing real window size to 1366 x 768

Changing real window size to 1366 x 768

Changing real window size to 1366 x 768

PhysicsGlobals: Loading database

My file doesn't have "Changing real window size" or "Ignoring window size change", so it's strange that it is happening here.

The stacktrace does mention Mono code:

Native stacktrace:

/home/lilian/.local/share/Steam/SteamApps/common/Kerbal Space Program/KSP_Data/Mono/x86/libmono.so(+0x894bf) [0xb6c1d4bf]

But KSP uses the Unity engine's own modified Mono library, so this tends to pop up with every stacktrace anyway.

I'm stuck to be honest.

Edited by sal_vager
Link to comment
Share on other sites

Yes, don't worry, you made so much so far! I'm really grateful for what you've done to help me!

About the strange input thing, i think i saw somewhere that the accelerometer of laptops can sometimes cause strange issues. But in my case, i can't understand how it could affect only one part and not the whole game.

For the locale, i have a french system, maybe it alters things in a way or in another, but it would be odd that i didn't had the case before. I'll check that, though.

Well, i think i must forget my dreams of science space stations... only until a new game update, i hope! Maybe there is a way to tell devs about this bug? But probably it's so specific that they won't have time to work on it...

Anyway a great thanks again for the help! You honour the concept of forum! Live long and prosper!

Link to comment
Share on other sites

Actually, the French system language may be the culprit, though you are not suffering the usual symptoms I'd associate with this.

Long story short, some languages swap the comma and period in the cfg files, breaking things, the fix was to launch KSP via a terminal or a shell script with "LC_ALL=C ./KSP.x86"

But, that command is built into the KSP.x86 now so it shouldn't cause an issue, and you would see other problems such as no attachment nodes in the editor and oddly scaled parts.

Some languages can mess with the file paths though, but I hadn't heard of French doing this and everything else loads.

But you have tried everything else so try setting your system language to English.

Edited by sal_vager
Link to comment
Share on other sites

Last bullet! ;) Shot blank, though! I tried turning my system language in english and start the game... VAB... ship with MPL... crash...

The script i told you that i use to launch the game was to use the LC_ALL thing.

So apparently we tried all we could. Let's hope a KerGod will hear us and have Mercy!

Thanks again, and take care!

Link to comment
Share on other sites

Hey, he could be having some issues with the x server. For both stability and performance reasons he should consider adding the x-edgers and x-swat PPAs. Once I got those in, I had waaayyyyyyyy better results. I'd also add that it looks like the x-edgers team (at least) is actually actively monitoring the stability and performance of KSP in their development efforts. Over the course of this year I've seen real improvements in performance of the game, and have generally seen updates from them more-or-less weekly.

Link to comment
Share on other sites

  • 2 weeks later...

Hi folks!

Sorry to come back to this painful thread ;) ! But it is just to ask if there is a way to report this bug to the devs. I really miss to be able to put science labs in space stations, for me it's a bit of a game breaker...

Any hints for this? Thanks, and thanks again to all the people who tried to help me with this issue!

Link to comment
Share on other sites

There is the bug tracker , though I'm unsure if this is a problem that can be addressed if no means to reproduce it on others computers can be found, it doesn't help that the devs all use Windows and that the Linux Unity editor is still in beta.

Is your CPU 32bit? the logs are no longer accessible so I can't check and I'm wondering if it's worth updating to a 64bit version of Linux if the PC can use it.

Link to comment
Share on other sites

Devs should have some Linux programmers in their team if they made a Linux version... but it doesn't change the fact that the bug is not reproducible, and i trust you if you say it may not be a thing to do. I may still try this, not hoping to see the problem solved, but at least to give a warn about this so if other people also had it, devs could have another source.

For the 64 bit thing, could a bug apparently linked to a single part be solved by changing this? Anyway i think i can migrate to 64 bit, but i never tried because from what i understood it is not really stable. Is it safe enough for my spec to migrate?

Thanks again for the answer, sal, and i promise that next time i'll post here it will be to bring a solution! ;)

EDIT: This bug has already been reported in the bug tracker, exactly the same than mine.

http://bugs.kerbalspaceprogram.com/issues/5048

Apparently this is a problem about Mono runtime libs.

Edited by Dr_Bicinium
Link to comment
Share on other sites

Well that's interesting, but may not be much help as Unity uses a custom build of the Mono runtime, according to this page it's quite old and 'only slightly modified'.

I don't recall anyone successfully replacing Unity's Mono with the standard one, if you have Mono installed you should have '/usr/lib/libmonoboehm-2.0.so.1.0.0' which all the various libmono symlinks link to, but I just tried putting a symlink to it in my KSP_Data/Mono/x86_64 folder and

Set current directory to /home/user/Games/Kerbal_Space_Program/KSP_1.0.4

Found path: /home/user/Games/Kerbal_Space_Program/KSP_1.0.4/KSP.x86_64

mono: function mono_thread_suspend_all_other_threads not found

mono: function mono_thread_pool_cleanup not found

mono: function mono_threads_set_shutting_down not found

mono: function mono_verifier_set_mode not found

mono: function mono_security_set_mode not found

mono: function mono_class_get_userdata_offset not found

mono: function mono_class_get_userdata not found

mono: function mono_class_set_userdata not found

mono: function mono_unity_socket_security_enabled_set not found

mono: function mono_set_commandline_arguments not found

mono: function mono_class_is_generic not found

mono: function mono_class_is_inflated not found

mono: function unity_mono_method_is_generic not found

mono: function unity_mono_method_is_inflated not found

mono: function mono_set_find_plugin_callback not found

mono: function mono_runtime_unhandled_exception_policy_set not found

mono: function mono_set_ignore_version_and_key_when_finding_assemblies_already_loaded not found

mono: function mono_assembly_name_parse not found

mono: function mono_unity_set_embeddinghostname not found

mono: function mono_gchandle_is_in_domain not found

mono: function mono_unity_class_is_interface not found

mono: function mono_unity_class_is_abstract not found

mono: function mono_thread_push_appdomain_ref not found

mono: function mono_thread_pop_appdomain_ref not found

mono: function mono_loader_get_last_error not found

mono: function mono_loader_error_prepare_exception not found

mono: function mono_unity_liveness_allocate_struct not found

mono: function mono_unity_liveness_stop_gc_world not found

mono: function mono_unity_liveness_finalize not found

mono: function mono_unity_liveness_start_gc_world not found

mono: function mono_unity_liveness_free_struct not found

mono: function mono_unity_liveness_calculation_begin not found

mono: function mono_unity_liveness_calculation_end not found

mono: function mono_unity_liveness_calculation_from_root not found

mono: function mono_unity_liveness_calculation_from_statics not found

mono: function g_free not found

mono: function lookup failed

Failed to load mono

.

Unity 5 doesn't use a newer version of Mono, and it looks like Unity will eventually stop using Mono, making this issue resolved by default.

So the only option for now may be to upgrade to a 64bit version of Linux, you need to check if you have a 64bit CPU first, to quote cantab:

try uname -a at the command line to confirm your system architecture.

'uname -a' will print your system information, 'uname -p' will print the CPU type only, if it prints 'x86_64' you're able to use a 64bit OS, and both Linux x64 and KSP x64 are extremely stable.

I don't know how easy you find reinstalling an OS to be, if you have everything in one partition you will need to back up your /home folder at the very least, if /home is on another partition it should be untouched (and it is good practice to keep /home and / separate, this can be done when setting up partitions during install).

It's also possible to install the 64bit OS alongside the current OS if space permits, the existing partition would be automatically resized.

Edited by sal_vager
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...