Bearfight Posted July 19, 2020 Share Posted July 19, 2020 On 5/10/2020 at 1:23 AM, linuxgurugamer said: d3d11: failed to create 2D texture id=3859 width=10 height=10 mips=4 dxgifmt=77 [D3D error was 80070057] It's interesting because I see the same error on my smaller games, and it doesn't crash. So it has something to do with memory. From your file, I see that you have a total of 16 gig of memory. Would be interesting to see what happens to the main and GPU memory, for me, it gets very close to full. I've started doing a full reboot of my computer before my streams because the 210+ mods that I am playing with are very memory intensive, both RAM and GPU. Assuming you have an up-to-date version of W10, the task manager has been updated to show GPU information, in the Performance tab at the bottom of the list Expand I can vouch that, on Windows at least, a very modded KSP needs a very large, unrestricted pagefile - or two. I realized at some point that a lot of my KSP crashes were, in fact, low virtual memory conditions. I set both of my pagefiles back to "system managed" and haven't had a memory-related crash since. (As a systems admin it was always just second nature for me to limit how much drive space the OS can steal on a moment's notice but - KSP is NOT OKAY with that! ) For spec reference, I have 24GB RAM - and HAD two 4-8GB virtual memory files spread out across a NVMe and another, standard SSD. That was fine - until my modlist approached the 200 mark. No other program that I run consumes as much virtual memory. Maybe an outlier, like myself, who manually manages their pagefile will see this and have a light bulb moment. Computers are complicated. Life is hard. Quote Link to comment Share on other sites More sharing options...
Bearfight Posted July 19, 2020 Share Posted July 19, 2020 On 6/29/2020 at 1:12 PM, One eyed Smile said: Hi. I have a bug with hiding the buttons in the toolbar. As u can see in the picture i have hidden some toolbar icons with JC but when i load the next vessel, icons appear again and they can be seen in both places. Inside JC folder and on the toolbar. Any ideas on this? Im on 1.9.1 Player.log https://www.dropbox.com/s/qbagqgf988yxntr/Player.log?dl=0 My modlist Reveal hidden contents AECS_Motion_Suppressor (air brake, engine, & control surface) (AECS-Motion-Suppressor 1.3.2.3) AlphaMensae's Modular Launch Pads (ModularLaunchPads 2.0.8) Antenna Helper (AntennaHelper 2:1.0.7.2) ASET Agency (ASETAgency 1.0) ASET Avionics (ASETAvionics 2.1) ASET Props (ASETProps 1.5) Astrogator (Astrogator v0.10.1) Astronomer's Visual Pack (AstronomersVisualPack 2:v4.04) Astronomer's Visual Pack-8k Textures (AVP-8kTextures v1.11) AtmosphereAutopilot (Fly-By-Wire) (AtmosphereAutopilot v1.5.16) AutoAGL (AutoAGL 1.2) B9 Part Switch (B9PartSwitch v2.16.0) BetterBurnTime (BetterBurnTime 1.10) BetterTimeWarpContinued (BetterTimeWarpCont 2.3.12.6) BonVoyage (BonVoyage 1:1.0.1.1) Camera Focus Changer (CameraFocusChanger 1:1.1.0) Camera Tools (CameraTools v1.14.0) Chatterer (Chatterer 0.9.99) Chatterer Extended (ChattererExtended 0.6.2) ClickThrough Blocker (ClickThroughBlocker 0.1.9.5) CommNet Relays (ContractConfigurator-CommNetRelays v2.1.0) Community Category Kit (CommunityCategoryKit 5.1.0.0) Community Delta-V Maps (CommunityDeltaVMaps v2.6.0) Community Resource Pack (CommunityResourcePack 1.3.0.0) Contract Configurator (ContractConfigurator 1.28.0) Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2) Contract Parser (ContractParser 9.0) Contracts Window + (ContractsWindowPlus 9.4) Craft Manager (CraftManager 1.2.0) Critical Temperature Gauge (CriticalTemperatureGauge 1.9.1.1) Custom Pre Lauch Checks (CustomPreLaunchChecks 1.8.1) DE IVAExtension (DE-IVAExtension v1.0.2) Decoupler Shroud (DecouplerShroud 0.7.2) Destruction Effects (DestructionEffects 2:v1.11.0) Distant Object Enhancement Continued (DistantObject v2.0.0.2) Distant Object Enhancement Continued default config (DistantObject-default v2.0.0.2) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.9.1) Docking Port Descriptions (DockingPortDescriptions 1.0.1.1) Docking Port Sound FX (DockingPortSoundFX v2.1.12) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.1) Engine Lighting Relit (EngineLightRelit 1.6.2.3) Environmental Visual Enhancements (EnvironmentalVisualEnhancements 2:EVE-1.8.0-2) Extended information about scientific experiments in VAB (ScienceSituationInfo 1:1.3.4) Field Training Facility (FieldTrainingFacility 1.2.0.0) Filter Extensions - Plugin (FilterExtensions 3.2.5) Final Frontier (FinalFrontier 1.8.1-3479) GravityTurn Continued (GravityTurnContinued 3:1.8.0.3) HeapPadder (HeapPadder 0.0.2) Improved and Updated Chase Camera (ImprovedUpdatedChaseCam 1.6.4) Jet Sounds Continued (JetSoundsContinued 1.3.0.6) JSIPartUtilities (JSIPartUtilities 0.5.0.4) Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0) Kerbal Attachment System (KAS 1.6) Kerbal Changelog (KerbalChangelog v1.3.0) Kerbal Construction Time (KerbalConstructionTime 1:1.4.7.13) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.7.1) Kerbal Inventory System (KIS 1.25) Kerbal Joint Reinforcement - Next (KerbalJointReinforcementNext v4.1.15) Kerbalism (Kerbalism 3.9) Kerbalism - Default Config (Kerbalism-Config-Default 3.9) Kerbal-Konstructs (KerbalKonstructs 1.8.1.15) KRASH - Kerbal Ramification Artifical Simulation Hub (simulation mod for KSP) (KRASH 0.5.33) Kronal Vessel Viewer Continued (KVVContinued 0.1.1)KSC Extended (KSCExtended 2.2) KSP AVC (KSP-AVC 1.4.1.4) KXAPI (KXAPI 1.2.0) LightsOut Relit (LightsOutRelit v0.3.0.1) MagiCore (MagiCore 1.3.2.3) Magpie Mods (MagpieMods 1.5.5) Minimum Ambient Lighting Updated (MinAmbLightUpd 1.2.6) Module Manager (ModuleManager 4.1.3) Navball Docking Alignment Indicator CE-2 (NavballDockAlignIndCE 1.1.0) NavHud (NavHudRenewed 1.4.0.4) NavUtilities continued (NavUtilitiesContinued 0.7.2) Omega's Stockalike Structures: No Textures Required (StockalikeStructures 0.0.12) One Window (OneWindow 4.0) PersistentRotation (PersistentRotation 1.8.7) PlanetShine (PlanetShine 0.2.6.3) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.3) Progress Parser (ProgressParser 11.0) QuickBrake (QuickBrake 1:1.4.0.7) QuickCursorHider (QuickCursorHider 1:1.1.0.6) QuickMute (QuickMute 1:1.4.0.6) RasterPropMonitor (RasterPropMonitor 1:v0.31.3) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.3)RCS Build Aid Continued (RCSBuildAidCont 1:0.10.0) Real Plume (RealPlume 2:v13.3.1) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.1) Reentry Particle Effect Renewed (ReentryParticleEffect 1.9.1.1) ReStock (ReStock 1.1.2) ReStock Extra - Rigid Legs (RestockRigidLegs 1.1.2) ReStock+ (ReStockPlus 1.1.2) SafeChute (SafeChute v2.1.19) SCANsat (SCANsat v20.1) scatterer (Scatterer 3:v0.0610) Scatterer Default Config (Scatterer-config 3:v0.0610) Scatterer Sunflare (Scatterer-sunflare 3:v0.0610) ScrapYard (ScrapYard 2.1.0.0) Ship Effects Continued (ShipEffectsContinued 1.0.11) SIMPLEX TechTree (SimplexTechTree 1:1.16.2020) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) StageRecovery (StageRecovery 1.9.2.2) Station Keeping (StationKeeping 1:0.2.2.1) TextureReplacer (TextureReplacer v4.1.3) Textures Unlimited (TexturesUnlimited 1.5.10.25) The Janitor's Closet (JanitorsCloset 0.3.7) Time Control (TimeControl 1:2.9.8) Toolbar Controller (ToolbarController 1:0.1.9.4) Tracking Station Evolved (TrackingStationEvolved 6.0) Training Laboratory (FieldTrainingLaboratory 1.2.0.0) Trajectories (Trajectories v2.3.2) Tundra's Space Center (TundraSpaceCenter 2.0.1) Vessel Viewer Continued (VesselView 2:0.8.8.3) VesselView-UI-RasterPropMonitor (VesselView-UI-RasterPropMonitor 1:0.8.8.3) Waypoint Manager (WaypointManager 2.8.1) Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1) Expand I'm having the same problem. Seems like the hidden button identifiers are getting doubled up at times. I haven't had the energy to put together the logs and open an issue on github yet. I like to try and poke around myself a bit first, considering lgg has so many mods to support. It's a very similar problem to an issue that's still open from 2017. I'll try and drive into it this week. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 19, 2020 Author Share Posted July 19, 2020 On 7/19/2020 at 9:37 PM, Bearfight said: I'm having the same problem. Seems like the hidden button identifiers are getting doubled up at times. I haven't had the energy to put together the logs and open an issue on github yet. I like to try and poke around myself a bit first, considering lgg has so many mods to support. It's a very similar problem to an issue that's still open from 2017. I'll try and drive into it this week. Expand There is/was a problem with multiple ml odds grabbing the Launch button. Ones I know about are FillItUp, WernersChecker, ProgressiveColonization. I fixed the problem for my mods recently. The problem manifests itself as duplicated toolbar buttons after lsunch Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted August 3, 2020 Share Posted August 3, 2020 @linuxgurugamer Just diving back into KSP again after a very long hiatus. It appears the links on Spacedock for multiple versions of this mod send you to a 404 file not found. Your GitHub links seem to work however. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 3, 2020 Author Share Posted August 3, 2020 On 8/3/2020 at 5:18 PM, smotheredrun said: @linuxgurugamer Just diving back into KSP again after a very long hiatus. It appears the links on Spacedock for multiple versions of this mod send you to a 404 file not found. Your GitHub links seem to work however. Expand That's a Spacedock error. I'll let them know Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted August 3, 2020 Share Posted August 3, 2020 On 5/10/2020 at 1:07 PM, Daniel Prates said: Guys, if I prune a part, and delete the mod, if I reinstall the mod I get the part back, right? Expand Yes, because the renamed part will be removed and re-added to the game by CKAN (or you, if you're doing it manually). However, JC also has blacklist export/import functionality. I've not used it yet, but it would seem you could save your blacklist, update your mod, then reload the blacklist to re-apply the prunes. At least this *seems* like how it should work Quote Link to comment Share on other sites More sharing options...
Kjartan90 Posted August 5, 2020 Share Posted August 5, 2020 (edited) *FIXED IT!! Installed a version for for 1.7 and now it works. Sorry for bothering you. (It's my first post om here, cant seem to delete it ) Sorry to bother you guys. i did an install on my laptop with rp-1 RO and all that jazz, then a couple of days later on my pc. "In the editor (VAB or SPH), hold the Alt key while clicking on a part. A two line menu will be shown, giving you the option to block the part in the scene you are currently in (VAB or SPH), or block it entirely." When i click on a part with the ALT key down, the menu does not pop up, it works fine on my laptop. i have clickthrough blocker installed, anyone have an idea what might be the problem? Thanks in advance Btw, love this mod @linuxgurugamer Edited August 5, 2020 by Kjartan90 Problem solved Quote Link to comment Share on other sites More sharing options...
RandomKerbal Posted August 22, 2020 Share Posted August 22, 2020 On 9/11/2016 at 6:33 PM, linuxgurugamer said: This mod will allow you to block parts from being displayed in the Editor Expand But does it prevent them from being loaded? I don't want lackness. Quote Link to comment Share on other sites More sharing options...
hemeac Posted August 22, 2020 Share Posted August 22, 2020 On 8/22/2020 at 2:43 AM, RandomKerbal said: But does it prevent them from being loaded? I don't want lackness. Expand Kottabos has a good explanation of how Janitor Closet works. It can either hide or prevent them from being loaded depending on your choice. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 22, 2020 Author Share Posted August 22, 2020 On 8/22/2020 at 2:43 AM, RandomKerbal said: But does it prevent them from being loaded? I don't want lackness. Expand If you want yes. Once you've blocked all parts you don't want, you can use the Permaprune option to do that. Quote Link to comment Share on other sites More sharing options...
BTAxis Posted August 22, 2020 Share Posted August 22, 2020 I find that sooner or later the mod tooltip in the VAB/SPH stops working during a play session. Is there some way to reset it without relaunching KSP? Quote Link to comment Share on other sites More sharing options...
Robert Lowsea Posted August 29, 2020 Share Posted August 29, 2020 for future reference does anyone know of an archive of past part textures? free download and editable a bonus! Quote Link to comment Share on other sites More sharing options...
Hangdog Posted September 2, 2020 Share Posted September 2, 2020 I have an issue where older designs from the Steam Workshop or KerbalX show older part names. The designs load fine in the SPH/VAB, but when I try to launch them, I get a complaint that the crafts have experimental parts, and they won't get moved to the pad.. An example, the Mk1 Liquid Fuel Fuselage seems to have been replaced by another part: DTE LF-400 Liquid Fuel Tank. Likewise the Mk2 Rocket Fuel Fuselage Short seems to prefer to be called Mk2 Liquid Fuel Short. There are no parts pruned by Janitor's, and it is a pain to manually swap in the substitute part, as the assembly is sometimes tweaked by moving or rotating the parts. I do have a variety of part mods added, could one of them have renamed these older parts? Or could this just be a change in new versions? How can I tell? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 4, 2020 Author Share Posted September 4, 2020 Easy way to test is to remove the Janitor's Closet and see what happens. However, I can tell you that this mod does not rename any parts Quote Link to comment Share on other sites More sharing options...
Exxon21 Posted September 12, 2020 Share Posted September 12, 2020 Hello, does this mod work on 1.10.1? Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted September 12, 2020 Share Posted September 12, 2020 Yes, it does Quote Link to comment Share on other sites More sharing options...
abcmatteo Posted September 15, 2020 Share Posted September 15, 2020 when will this be updated to 1.10.1 Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted September 15, 2020 Share Posted September 15, 2020 Why would LGG want to update it if it works fine with KSP 1.10.1? Quote Link to comment Share on other sites More sharing options...
Twidget_Gray Posted September 21, 2020 Share Posted September 21, 2020 Just a thank you! Quote Link to comment Share on other sites More sharing options...
hemeac Posted September 25, 2020 Share Posted September 25, 2020 This is just an FYI that blacklisting parts that have part upgrades may lead other part upgrades that are in the same node in the tech tree to be no longer visible in the tech tree. The upgrades that disappear is related to the load ordering of mods. I've only come across this as I am adding part upgrades to parts on mods I am using. This is not a Janitor Closet bug, but appears to be how KSP parses part upgrades. I don't know think there is anything you can do on your end. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 25, 2020 Author Share Posted September 25, 2020 On 9/25/2020 at 3:22 AM, hemeac said: This is just an FYI that blacklisting parts that have part upgrades may lead other part upgrades that are in the same node in the tech tree to be no longer visible in the tech tree. The upgrades that disappear is related to the load ordering of mods. I've only come across this as I am adding part upgrades to parts on mods I am using. This is not a Janitor Closet bug, but appears to be how KSP parses part upgrades. I don't know think there is anything you can do on your end. Expand Be a bit more specific, please. Blacklisting how, specific steps would be exteremely helpful. Quote Link to comment Share on other sites More sharing options...
hemeac Posted September 25, 2020 Share Posted September 25, 2020 On 9/25/2020 at 4:18 AM, linuxgurugamer said: Be a bit more specific, please. Blacklisting how, specific steps would be exteremely helpful. Expand I will generate a sample patch to replicate the behavior on a small scale this weekend and the detailed steps to generate it. Quote Link to comment Share on other sites More sharing options...
hemeac Posted September 25, 2020 Share Posted September 25, 2020 (edited) The issue is generated with the Permaprune function in Janitor's Closet. Step 1, have two parts from two different mods with part upgrades. In this case I am using Luciole and Near Future Launch Vehicles. Using the part upgrade system through B9, but this issue isn't specific to B9's upgrade system, but don't have any ready made upgrade code using the stock method: Reveal hidden contents // Requires B9 Part Switch, Luciole and Near Future Launch Vehicles // Tier 1 - basicRocketry , a basic 0.625m engine that helps get us off the ground @PART[_Luciole_Navier_Engine_03125]:AFTER[Luciole] { @TechRequired = basicRocketry @description = #$description$ \n\n<color=#ff0000>This part has upgrades!</color> %addCost = #$cost$ @addCost *= 0.5 %addMass = #$mass$ @addMass *= 0.1 MODULE { name = ModuleB9PartSwitch moduleID = engineSwitch switcherDescription = Engine Switch switcherDescriptionPlural = Engine Modes affectDragCubes = False affectFARVoxels = False SUBTYPE { name = LEF title = L-EF "Mosquito" Liquid Fuel Engine descriptionSummary = Original Design. descriptionDetail = <b>Thrust:</b> 5.8 kN ASL / 6.0 kN Vac.\n<b>Isp:</b> 260.0 s ASL / 270.0 s Vac. addedCost = 0 defaultSubtypePriority = 1 primaryColor = #3cff00 secondaryColor = #bfa760 } SUBTYPE { name = LEZ title = L-EZ "Ladybug" Liquid Fuel Engine descriptionSummary = 20% Increased Thrust, 10% Increased Specific Impulse. descriptionDetail = <b>Thrust:</b> 6.9 kN ASL / 7.2 kN Vac.\n<b>Isp:</b> 286.0 s ASL / 297.0 s Vac. upgradeRequired = mosquitoUpgrade addedCost = #$../../addCost$ addedMass = #$../../addMass$ defaultSubtypePriority = 0 primaryColor = #218e00 secondaryColor = #bfa760 MODULE { IDENTIFIER { name = ModuleEnginesFX } DATA { maxThrust = 7.2 atmosphereCurve { key = 0 297.0 key = 1 286.0 key = 6 0.001 } } } } } } @PART[nflv-engine-rutherford-1]:AFTER[NearFutureLaunchVehicles] // Goldfish (0.625) { @description = #$description$ \n\n<color=#ff0000>This part has upgrades!</color> @TechRequired = basicRocketry // This will start off our KSP rocket career, unless CNAR is installed %addCost = #$cost$ @addCost *= 0.5 %addMass = #$mass$ @addMass *= 0.1 MODULE { name = ModuleB9PartSwitch moduleID = engineSwitch switcherDescription = Engine Switch affectDragCubes = False affectFARVoxels = False SUBTYPE { name = KS1E title = KS-1E "Goldfish" Liquid Fuel Engine descriptionSummary = Original Model. descriptionDetail = <b>Thrust:</b> 19.3 kN ASL / 20.0 kN Vac.\n<b>Isp:</b> 270.0 s ASL / 280.0 s Vac. addedCost = 0 defaultSubtypePriority = 1 primaryColor = #3cff00 secondaryColor = #bfa760 } SUBTYPE { name = KS1F title = KS-1F "Guppy" Liquid Fuel Engine descriptionSummary = 20% Increased Thrust, 10% Increased Specific Impulse. descriptionDetail = <b>Thrust:</b> 23.1 kN ASL / 24.0 kN Vac.\n<b>Isp:</b> 297.0 s ASL / 308.0 s Vac. upgradeRequired = goldfishUpgrade addedCost = #$../../addCost$ addedMass = #$../../addMass$ defaultSubtypePriority = 0 primaryColor = #218e00 secondaryColor = #bfa760 MODULE { IDENTIFIER { name = ModuleEnginesFX } DATA { maxThrust = 24 atmosphereCurve { key = 0 308 key = 1 297 key = 12 0.001 } } } } } } PARTUPGRADE:NEEDS[Luciole] { name = mosquitoUpgrade partIcon = _Luciole_Navier_Engine_03125 techRequired = advRocketry entryCost = 3000 cost = 0 // for display only; all parts implementing this will need a PartStatsUpgradeModule with cost = this. title = L-EF "Mosquito" Liquid Fuel Engine Upgrade basicInfo = 20% Increased Thrust, 10% Increased Specific Impulse. manufacturer = Kiwi Imagineers description = Our imagineers dreamt about making the Mosquito 20% thrustier and 10% efficientier and have "made it so". } PARTUPGRADE:NEEDS[NearFutureLaunchVehicles] { name = goldfishUpgrade partIcon = nflv-engine-rutherford-1 techRequired = advRocketry entryCost = 3300 cost = 0 // for display only; all parts implementing this will need a PartStatsUpgradeModule with cost = this. title = KS-1E "Goldfish" Liquid Fuel Engine Upgrade basicInfo = 20% Increased Thrust, 10% Increased Specific Impulse. manufacturer = Kiwi Imagineers description = Our imagineers dreamt about making the Goldfish 20% thrustier and 10% efficientier and have "made it so". } Step 2: Check that the parts are in the correct positions and upgrades are visible: Reveal hidden contents The Mosquito: and Goldfish: Step 3: Check the upgrades are visible: Reveal hidden contents Mosquito: and the Goldfish: Step 4: Perma Prune the Mosquito (order is important here, partupgrade has to have run before before the goldfish). Reveal hidden contents Step 5: Restart KSP and load save Step 6: Check the tech tree: Reveal hidden contents Mosquito is gone in Basic Rocketry as expected, but the Goldfish remains (that's good): But both upgrades are gone out of Advanced Rocketry: As I mentioned in the previous post, this is not really an issue in Janitor's Closet. This is a stock bug that manifests itself if you remove a part from the game that has a part upgrade. Outside of my personal mod, there seems to almost zero real world cases as so few mods use upgrades in any extensive manner. I am guessing BDB is the only mod susceptible to this to any degree. I am not sure that you need to fix this given it such an edge case other than I thought to give you a heads up on the chance that someone complains. However, I would suspect a solution would involve searching through Part Upgrades that use partIcons from the Perma Prune list. I am not aware that I can condition that precisely using Module Manager, but if you do happen to have any solutions using MM, I am definitely open to them. Edited September 25, 2020 by hemeac Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 25, 2020 Author Share Posted September 25, 2020 So the answer is to unpermaprune, and then just to use the hide function. Won't help with the loading, but will help in the VAB Quote Link to comment Share on other sites More sharing options...
Wuwuk Posted September 25, 2020 Share Posted September 25, 2020 On 9/15/2020 at 1:54 PM, VoidSquid said: Why would LGG want to update it if it works fine with KSP 1.10.1? Expand To install through a ckan without any unnecessary movements. Quote Link to comment Share on other sites More sharing options...
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