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Game freezes on explosions


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Hi, quick question:

Are there any known issues involving KSP.exe freezing right after vessels crash / explode?

This is what I mean:

[spoiler=Freeze Image][IMG]http://i.imgur.com/G1U1Sk0.png[/IMG][/spoiler]

I'm not looking for in-depth troubleshooting right now, just whether anyone else has seen identical problems from similar symptoms.

I've included last last few lines of my log files below, but be warned I'm running KSP 1.0.5.1028 under Win x64, with a slew of addons. (And yes, if it becomes worse I will start trying to isolate by removing addons and switching back to 32bit, so if you intend to respond by quoting this line and saying that's the problem, please [I]don't waste your breath[/I]!)

For a while I did notice it [URL="http://forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround?p=2267251&viewfull=1#post2267251"]seem to get less severe[/URL] when RPM / VesselView was removed, but I haven't systematically identified that as the cause.

[spoiler=Last few lines of output.log][code]1 explosions created.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


radialDecoupler collided into model_launchpad_ground_collider_v46 - relative velocity: 23.99107 - no impact momentum (no RB)

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


radialDecoupler Exploded!! - blast awesomeness: 0.5

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


RPMVesselComputer: Awake for vessel (no name) (4787fd6b-a50b-4235-bf82-7d4cada7064f).

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


[radialDecoupler]: Deactivated

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


[00:00:03]: TT-38K Radial Decoupler collided into Launch Pad.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


[/code][/spoiler]

[spoiler=Last few lines of KSP.log verbose][code][LOG 21:55:27.892] [RC.cone]: Deactivated[LOG 21:55:27.895] [00:00:03]: RealChute Cone Chute collided into Rockomax Jumbo-64 Fuel Tank.
[LOG 21:55:27.895] probeCoreCube collided into fuelTank3-2 - relative velocity: 24.60742 - impact momentum: 98.4
[LOG 21:55:27.896] [Explosion] Combined.
[LOG 21:55:27.896] probeCoreCube Exploded!! - blast awesomeness: 0
[LOG 21:55:27.899] [probeCoreCube]: Deactivated
[LOG 21:55:27.899] [00:00:03]: Probodobodyne QBE collided into Rockomax Jumbo-64 Fuel Tank.
[LOG 21:55:27.900] fuelTank3-2 collided into fuelTank3-2 - relative velocity: 35.59107 - impact momentum: 142.4
[LOG 21:55:27.900] [Explosion] Combined.
[LOG 21:55:27.901] fuelTank3-2 Exploded!! - blast awesomeness: 0.5
[LOG 21:55:27.901] [fuelTank3-2]: Deactivated
[LOG 21:55:27.903] [00:00:03]: Rockomax Jumbo-64 Fuel Tank collided into Rockomax Jumbo-64 Fuel Tank.
[LOG 21:55:27.916] 1 explosions created.
[LOG 21:55:27.983] radialDecoupler collided into model_launchpad_ground_collider_v46 - relative velocity: 23.99107 - no impact momentum (no RB)
[LOG 21:55:27.984] radialDecoupler Exploded!! - blast awesomeness: 0.5


[/code][/spoiler] Edited by Fwiffo
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[quote name='Fwiffo']
And yes, if it becomes worse I will start trying to isolate by removing addons and switching back to 32bit, so if you intend to respond by quoting this line and saying that's the problem, please [I]don't waste your breath[/I]!)
[/QUOTE]

Not really sure why you expected anything different... you are seeking support on an unsupported version of KSP. Go to a supported version, post a full log, and we'll go from there.
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Maybe I posted this in the wrong place. I'm not seeking troubleshooting support - all I wanted to know at this point is whether this sounds like any specific known issue.

I'm working on isolating it under a supported environment to pinpoint the cause, but was hoping I might find a lead that will help me narrow my search.

(ps. Aqua - thanks for looking and yes I will post back when I have more) Edited by Fwiffo
typo
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Hi guys,

Thanks for your help. After a day and a half, I think I tracked it down to a combination of two specific mods + x64. More details (including complete log files) here:
[URL]http://forum.kerbalspaceprogram.com/threads/24786-1-0-x-Kerbal-Alarm-Clock-v3-4-0-0-%28June-27%29?p=2317397&viewfull=1#post2317397[/URL]

You can probably go ahead and close this thread.
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This thread is quite old. Please consider starting a new thread rather than reviving this one.

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