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Unexplained Crash to Desktop... Can anyone tell me why?


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Hello fellow KSP'ers,

I'm running quite a few mods but my game was running pretty stable until a week ago. After playing for a while I'm seeing unexplained crashes to desktop when shifting back to KSP or when shifting between ships in flight. I think it might be a memory problem, but not sure. What's worse is I don't know what's causing it, so can't fix it on my own without going through each mod one by one to see if one of them is causing the problem.

I use CKAN to keep my mods up to date, but I can't figure out what the problem is from reading the error logs. If anyone can tell me how to read these error logs, and what to do to keep flying, I'd sure appreciate it.

https://www.dropbox.com/s/jjf55ds52lsfplv/output_log.txt?dl=0

https://www.dropbox.com/s/428fhwvf38uandq/error.log?dl=0

https://www.dropbox.com/s/gc1s47i2i6cnssg/report.ini?dl=0

https://www.dropbox.com/s/xqyjdymk4beo8nr/crash.dmp?dl=0

Thanks Rocketeers,

Tom

Seaview123

- - - Updated - - -

Also, here's a list of the mod's I'm running:

6 crew science lab

6 seat mk 3 cockpit

Antenna range

Asteroid day

Atmospheric sound enhancement

Aviation lights

Bahamuto dynamics (parts)

BahamutoD animation Modules

Bahamuto D’s Armory

Better Buoyancy

Better Emissives

CapCom

Chute Safety Indicator

Collision FX

Community Resource Pack

Contract Configurator

Contract Pack: Advanced Progression

Contract Pack: Anomaly Surveyor

Contract Pack: Base Construction

Contract Pack: Field Research

Contract Pack: Historic Missions

Contract Pack: Initial Contracts

Contract Pack: Kerbin on Fire

Contract Pack: Kerbin-Side Jobs

Contract Pack: Rover Missions

Contract Pack:SCANsat Lite

Contract Pack: Tourism Plus

Contract Pack: Useful Space Stations

Contract Pack: Kerbal Aircraft Builders

Crowd Sourced Science

Diverse Kerbal Heads

DMagic Orbital Science

Docking Port Alignment Indicator

Docking Sounds

Dynamic Deflection

Environmental Visual Enhancements

EVE High Resolution

EVA Enhancements

EVA Transfer

EVA Manager

Field Experience

Final Frontier

Firespitter Core

Habitat Pack

Hullcam VDS

Intake Build Aid

Intersteller Fuel Switch Core

KAS Portable Science Container

Kerbal Alarm Clock

Kerbal Attachment System

Kerbal Engineer Redux

Kerbal Foundries Wheels and Repulsors

Kerbal Inventory System

Kerbal Joint Reinforcement

Kerbal Konstructs

KerbinSide

Kerbin-Side Air-Race

Klockheed Martian General Plugin Functions

KSI – Placement Services

Layered Animations

Magic Smoke Industries Infernal Robotics

Mark IV Spaceplane System

MechJeb 2

MechJeb and Enginner for all

Menu Stabilizer

Mk 2 Essentials

Mk 2 Stock-a-like Expansion

Mk 3 Mini Expansion Pack

Modular Rocket Systems LITE

Module Manager

Navball Docking Alignment Indicator

Navball Up Default

Near Future Construction

Near Future IVA Props

Near Future Spacecraft Parts

Oxidizer Flameanator

Pathfinder

Pilot Assistant

Portrait Stats

RasterPropMonitor

RPMCore

RCS Build Aid

RCS Sounds

Rover Wheel Sounds

SCANsat

ScienceAlert

StageRecovery

Star Trek: TOS colored Space Suits

Station Science

Texture Replacer

Toadicus Tools

Toolbar

Trajectories

TweakScale

Universal Storage

Water Sounds

Waypoint Manager

Wider Contracts App

WildBlue Tools

Edited by Seaview123
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With that many mods you are almost certainly hitting the memory limit and, sure enough, your logs indicate an access violation due to failure to allocate memory. There isn't a lot you can do about this other than reducing the amount of mods you are running and/or reducing the amount of memory each uses (e.g. by reducing the resolution of textures in the settings or by switching to OpenGL mode with the -force-opengl command line option). The game currently leaks memory fairly consistently on scene changes which will eventually cause a crash even when running the stock game but when you start at 3gig of RAM usage due to a large number of mods you can't play for long before it dies.

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Thanks, I'll cut down on the mods and use the OpenGL fix for now.

I'm hoping the future updates (v1.0.5 or Unity 5 update) will make some headway on the 3Gig RAM limits. I enjoy playing with mods (obviously), and would like to be able to use them long enough to create some large and interesting ships and bases.

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