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Will there be a 1.1.2 ?


NateDaBeast

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Just now, NateDaBeast said:

I just want to know if I'm going to need to spend an additional $60 to buy more RAM to stop KSP from crashing from Memory/RAM loss just so I can play the game.

To answer that, need info on your computer.  What OS?  64-bit or 32-bit?  How much RAM do you have now?

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Forum demands multi-threaded code because physics chokes on single core; Squad delivers and forum complains about high CPU utilization and laptop heat. Forum demands 64 bit application to get around memory limitations; Squad delivers and forum complains about cost of RAM. 

I've got 16gb in my OS X laptop, it's running better than it ever did in 1.0.x. No complaints about performance. 

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1 minute ago, fourfa said:

Forum demands multi-threaded code because physics chokes on single core; Squad delivers and forum complains about high CPU utilization and laptop heat. Forum demands 64 bit application to get around memory limitations; Squad delivers and forum complains about cost of RAM. 

I've got 16gb in my OS X laptop, it's running better than it ever did in 1.0.x. No complaints about performance. 

Running any mods ? How many if you are ?

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6 minutes ago, NateDaBeast said:

Windows 8.1

64-bit

16GB

Same as me, except I have 24GB (3-year-old gaming laptop).  Even with a mass of mods (I run over 50, but very few parts, but also EVE+SVE at highest resolution), I'm not getting above 4GB for my KSP process.  From what others have said, you should be good for KSP once whatever particular bug(s) causing the memory leak for you is fixed, as well as cleaning up your install to remove all sources of cruftyness.

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19 minutes ago, NateDaBeast said:

I just want to know if I'm going to need to spend an additional $60 to buy more RAM to stop KSP from crashing from Memory/RAM loss just so I can play the game.

That depends on the answer to your own question:

8 minutes ago, NateDaBeast said:

Running any mods ? How many if you are ?

And the answer is simple: Every mod adds memory usage. Some a little, some a LOT. If you want more mods than memory can hold, then yes.

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2 hours ago, Jacke said:

Same as me, except I have 24GB (3-year-old gaming laptop).  Even with a mass of mods (I run over 50, but very few parts, but also EVE+SVE at highest resolution), I'm not getting above 4GB for my KSP process.  From what others have said, you should be good for KSP once whatever particular bug(s) causing the memory leak for you is fixed, as well as cleaning up your install to remove all sources of cruftyness.

I did a reinstall last night, and my computer is about 3 years old also. Hopefully it is a memory leak bug and they fix it because it's annoying not being able to play KSP modded when I'm not even running a lot of part mods.

Edited by Red Iron Crown
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Seems like Squad needs to embiggin their relationship with Unity - since they are pushing the envelope of the platform's capability.  It would be in the best interest of both parties.  If they can afford it, Squad should anoint a technical architect to face-off with Unity full time. Frankly, they can't afford not to, in my opinion. Perhaps Unity should consider cost sharing in this regard.

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9 minutes ago, fourfa said:

Forum demands multi-threaded code because physics chokes on single core; Squad delivers and forum complains about high CPU utilization and laptop heat. Forum demands 64 bit application to get around memory limitations; Squad delivers and forum complains about cost of RAM.

The thing is, 1.05 at idle, looking at KSC, running mods including Urania and Arkas, uses 27% CPU- 1.1.1 with no mods uses 37% in the same situation. In the VAB with a command pod and goo the difference is 27% vs 51%! That has nothing to do with simulating physics. The previous poster has more than enough RAM, something else is causing the issue.

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2 hours ago, NateDaBeast said:

I did a reinstall last night, and my computer is about 3 years old also. Hopefully it is a memory leak bug and they fix it because it's annoying not being able to play KSP modded when I'm not even running a lot of part mods.

Right before you launch KSP, what does Windows Process Manager report as your entire memory usage?  When you launch KSP_x64.exe, create a new game, and go to the VAB, what does it report.  Can you give a few details of how you get KSP to crash?  How does it behave?  What is the Process Manager reporting for memory usage just before the crash?

As @Waxing_Kibbousindicated, with 16GB RAM, you are almost certainly suffering memory leaks and definitely other bugs.  With my heavily modded KSP 1.1.1.1250 (EVE with Ultra SVE) running in the VAB, everything on my computer is only taking up under 10.5GB, of which KSP is under 3.5GB.  And that's with bloated Firefox with almost 1GB just to itself.  And because a 64-bit processor has a much greater max process size, on your computer if that went higher, it would only offload the least used memory into the swap file and then you'd see a slowdown, but you shouldn't crash.

Can you PM me your set of mods?  I'll compare that to what I have installed and what ones my game has used.  Perhaps I can point out the most likely suspects.

And if you're having such problems, you may want to make sure you did a very thorough reinstall.  Did you remove every possible source of cruftyness, whatever its low likelihood?  Did you wipe all of the KSP directory before installing from Steam or the KSP store?  After than, did you reconfigure KSP's settings manually?  Then did you confirm you had the most recent version of your mods that will work with KSP 1.1.1?  And then did you reinstall all your mods from the appropriate install media (usually just extract from .zip files) and reconfigure them by hand?  And then did you start a new game and design ships from scratch (and save your older savegames you still want to play until KSP gets over this rocky upgrade series.  And saw whether the bug showed up after that massive cleanup?

It's a lot of work, but that's what's needed to rule out clashing from KSP/mod version changes that may have left cruftyness behind.

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when ever they get us a 1.1.2 or w/e they label the next patch/hotfix or w/e that this instability thing is fixed. having the editor kill my game simply because i deleted a radial part with 2x, 3x, 4x 6 or 8x symmetry is irritating. having the game die because I alt tabbed out is bad, but impacts with the mun killing the game? uh, thanks, but no thanks. let me know when the game is stable like it USED to be. 

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3 minutes ago, AlamoVampire said:

...having the game die because I alt tabbed out....

Try using the old fix for this.  Instead of KSP's classical Video Setting Fullscreen (in an alternate video display in the OS from the rest of the desktop), switch to its look-alike, a true borderless window the size of your desktop.  Works in Windows (I use it) and perhaps other KSP OS's.

1. Edit the command used to launch KSP to include these options, " -popupwindow -nyan-nyan".

" -popupwindows" will change the KSP display when windowed to be borderless: with no title bar or borders or any other widgits on the edges.  " -nyan-nyan" will be ignored unless you have the Module Manager mod added (it's often needed as part of other mods which have Module Manager scripts to change things); then you will see a colourful Nyan Cat going across the lower half of your screen as Module Manager is loading.

2. Launch KSP and In the initial menu select Settings and then Graphics, then make sure the Screen Resolution is the same size as your desktop, and then turn off Full Screen, then Accept.

KSP will stabilize on the new video settings.  Exit KSP, then launch it again.

Now you should be able to alt-tab away and back to KSP without any added chance of KSP having issues.

While KSP is using a true borderless window, it will run and play it audio even if under other windows.  To mute it, you can use the OS volume control or the Master Volume in the KSP Audio Settings.

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25 minutes ago, AlamoVampire said:

when ever they get us a 1.1.2 or w/e they label the next patch/hotfix or w/e that this instability thing is fixed. having the editor kill my game simply because i deleted a radial part with 2x, 3x, 4x 6 or 8x symmetry is irritating. having the game die because I alt tabbed out is bad, but impacts with the mun killing the game? uh, thanks, but no thanks. let me know when the game is stable like it USED to be. 

I couldn't reproduce that particular crash in 1.1.1.  I got it all the time in 1.1.  In fact in terms of stability I haven't seen 1.1.1 crash at all.

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1 hour ago, genbrien said:

This... I haven't tried 1.1.1 yet, but with all of the issues people are saying exist, this shoots joy through me, especially considering Steam just finished downloading 1.1.1 during the typing of this post.

Edit: For those who don't have the energy or time to check @genbrien's link, should be known that 1.1.2. is planned to be released within 12 hours of 4:33 PM, Eastern Standard Time (Here be a time zone converter, just in case you need it).

Edited by LaytheDragon
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Ok first thanks to all who looked into my particular gripe! My mist recent crash came half a second after a base core slammed into the mun last night. Ive not run ksp since. Ill get the log if needed when im at my pc later. 

As to mm i dont use it because i cant code. I know just enough to know not too lol. 

Ok, just in case for anyone who has the skill set, here is the output log from the crash that hit me like half a second after my mission impacted the mun, mods: MechJeb, Proc Fairings, KIS/KAS, Novapunch

http://www.filedropper.com/outputlog_6

Edited by AlamoVampire
mod list and output log attached
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3 hours ago, LaytheDragon said:

This... I haven't tried 1.1.1 yet, but with all of the issues people are saying exist, this shoots joy through me, especially considering Steam just finished downloading 1.1.1 during the typing of this post.

Edit: For those who don't have the energy or time to check @genbrien's link, should be known that 1.1.2. is planned to be released within 12 hours of 4:33 PM, Eastern Standard Time (Here be a time zone converter, just in case you need it).

Good to hear at least some people are finding 1.1.1 more stable than 1.1.0.  Still have to test more meself.

1.1.2 is coming.  Will tomorrow be a good day to cast your die?

But with that 12-hour window now nearly 8.5 hours past, that leaves a 3.5 hour release window....

Barely time to get a head of Steam up on the 1.1.2 Hypetrain....

Is there time to summon @GregroxMun....

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8 hours ago, Brainlord Mesomorph said:

like microsoft, call it KSP10

KSPONE

2 hours ago, Jacke said:

1.1.2 is coming.  Will tomorrow be a good day to cast your die?

@GregroxMun

Very cool. I was going to test my Eve lander in 1.1.1 today and now I can instead test it in 1.1.2

(Sorry GregroxMun for tagging you again. The forum software will not allow me to delete your name from that quote)

Edited by 5thHorseman
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16 minutes ago, 5thHorseman said:

KSPONE

Very cool. I was going to test my Eve lander in 1.1.1 today and now I can instead test it in 1.1.2

(Sorry GregroxMun for tagging you again. The forum software will not allow me to delete your name from that quote)

K-SPOOOOOOOOOOOONNNN!!!!! :)

Indeed.  I should get on and test a mod updated for 1.1.1 in 1.1.1.  Or sleep and later test it in 1.1.2.

And that's our IPS4 software. :P  Hopefully GregroxMun is either asleep in the bunkhouse or out in the roundhouse.

And for some reason the title of this topic has me thinking of a similar phrase.  Found the version of it I was looking for.

Here's my suggestion for the theme for KSP 1.1.2.

 

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7 hours ago, Jacke said:

Good to hear at least some people are finding 1.1.1 more stable than 1.1.0.  Still have to test more meself.

1.1.2 is coming.  Will tomorrow be a good day to cast your die?

But with that 12-hour window now nearly 8.5 hours past, that leaves a 3.5 hour release window....

Barely time to get a head of Steam up on the 1.1.2 Hypetrain....

Is there time to summon @GregroxMun....

Minor patches don't have Hype Trains. There's Hype buses for that.

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42 minutes ago, GregroxMun said:

Minor patches don't have Hype Trains. There's Hype buses for that.

But with a bug killing Module Manager before it gets out of the garage, I think the Hype Bus has blown a tire.  Probably equiped with 1.1.0.

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On 4/29/2016 at 9:07 AM, regex said:

The issue is likely that most games in Unity are not based on building things out of multiple parts with multiple joint interaction.  Vehicle Physics Pro is likely built on the assumption that a car is a single "part" rather than a cobbled-together bunch of rigid bodies like KSP uses.  This means that, while the simulation may be accurate, in KSP it is subject to a lot more forces than it would normally expect resulting in strange things.

This hits the nail on the head pretty squarely. VPP assumes a lot of things, such as 1g. That fact results in things like landers that like to slide uphill on the Mun. PhysX has some intentional limitations....and Unity makes a lot of assumptions as well (that match up with changes to PhysX).

One thing right off the bat is that the new Unity/PhysX wheel system is actually a step up in terms of individual behavior. The problem is that it assumes a lot of things and isn't particularly flexible "on the fly." VPP adds a lot of functionality, but is also predicated on "make car X, tune car X, live with car X for ever." KSP isn't built that way, so it's rather difficult to get an "across the board" balance, because of how everything interacts.

Add to that the other issues that have been discovered within Unity, and it becomes a complex web to untangle and work around. 

 

22 hours ago, NateDaBeast said:

Hopefully it is a memory leak bug and they fix it...

We've been aggressively attacking memory leaks and working to speed up code everywhere. Unfortunately, we have zero control over how mod makers build their code. So bear in mind that add-ons are also capable of leaking and creating garbage as well.

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