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[Solved] Suddenly, everything overheats and explodes when loading ANY vessel in interplanetary space


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KSP: 1.12.5 (3190); Windows 11 64 Bit, manual install (no Steam), also manually modded (no CKAN).

Problem: loading ships in interplanetary space, parts overheat and explode for no reason.
On first load, some parts overheat and explode. The temperature bars in the screenshot suggest all is overheating, but with that particular screenshot, it was only some parts that ended up exploding (though those included the giant dish), the bulk of the vessel (including root part) remained.
Frame-02073.png
It completely obliterated itself on a second loading, also. Note that this has been orbiting Kerbol for over 7 game years.

This here is another vessel, illustrating what happens when I load a ship a second time. First time, only four parts went boom. 2nd load, ALL parts overheat and ALL parts explode, ALL AT ONCE.
Frame-08338.png
This vessel here is my ongoing Eeloo flight, en route for over a year in game and about as long again from orbital insertion. Distance to Kerbol is about equal to Jool's orbit, so it's not just intense sunshine.

I have been playing this save for a few months, the problem first manifested a few irl days ago with that crewed mission to Eeloo. Over a year in game time, launched a few weeks back in real time.
Since then, I've been working on a flamboyant Duna mission (must have dumped $40 million on all support flights, test flights, installing a network of a dozen relay satellites around Duna, assembling and fueling two Brobdingnagian vessels in orbit, and a third after one had somehow started breaking apart in its parking orbit).

Around the time I launch the two monsters out of the Kerbin SOI, I get an EC depletion warning for the Eeloo flight. I have tried resolving that after launching my two Duna ships out of Kerbin SOI, I've tried going back to an earlier save point and resolving it before launching them.
The Eeloo ship explodes, every time.

If I get my two Duna ships out of Kerbin SOI, leave them and then come back, they also start to explode. A little the first time, entirely the second.
Positively ancient probes that had been sitting happy in Kerbol orbit, I switch to them, they start exploding.
Since I can't play much KSP right now, I've instead made a video to illustrate the issue:


Mods installed: A vast number
I made a manual list of stuff in GameData and appended the list of DLLs from the log file.
As near as I can tell, everything is up to date and installed correctly.

  Reveal hidden contents

Reproduction: load a vessel, regardless of elapsed mission duration, one that is outside the Kerbin SOI. Load once for partial explosion, load a second time for total obliteration.

Logs: Here is Player.log: https://drive.google.com/file/d/12FZxQzGn-Yv5kPpsNl9GphnOUpTzIIl2/view?usp=drive_link
Here is a .rar with Player.log, Player-prev.log, Exception Detector Updated log, logs from the SpaceTux mods, and Module Manager logs: https://drive.google.com/file/d/1-Se-ua349RbXGNXN0cV5bnCoEFhWDeaH/view?usp=drive_link

Googling around, the only suggested solution that I found involved getting into my .sfs file and looking for a "ridiculously long number" in place of some temperature, and once located, replace it with a more reasonable number. Unfortunately, I found no such number.

I don't expect anyone try to replicate my save, of course.
I would however be incredibly grateful for any help in fixing this. In 2022, my motherboard died, and this set off a 2 year odyssey of disassembling and reassembling my gaming rig. Every time I have it running again, something else breaks. I somehow went through four motherboards (fun fact: water damage isn't covered by warranty), two radiators, and so much more.
I live on a disability pension, and since most of my eyesight was taken from me, there are only so many games I can enjoy. FPS are right out.

Please, I beseech thee. How can I fix this?
I am not above using the debug console or hyperedit, or manually editing files. If there is no fix, and the only workaround would count as a cheat, I would try that in a pinch, too.

Edited by DerGolgo
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I don't usually use the debug menu, but some more close study of some very old google results suggested that by checking the box for "No Crash Damage", the overheat-explosions could be averted.
I tested it out, along side "No Max Temperature".
As evident in the video, the former is no help, while the latter does prevent explosions - yet leaves my vessels glowing in the dark, even if I turned off the heat bars.

I'd still prefer a fix to this workaround and would greatly appreciate any assistance.

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On further consideration, the game remains broken.
Deep space missions depending on fission reactors don't play nice even when "Max Temperature" is being ignored.
I switch to a vessel, first thing I must do is turn off the fission reactors before they take damage. Followed right by opening hyperedit, and manually adjusting the electric charge until the radiators etc. have cooled down enough.
Which really requires timewarp, and several minutes of me spamming the electric charge slider, lest a lack of electric charge interfere with my frozen kerbals.

Yes, I did try playing around with the various "thermal" sliders in the debug menu. Couldn't really affect the problem significantly.

There must be some value in some cfg or sfs file that can fix this. Anybody?

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I definitely don't know if I can help you, but I have seen in the past (and possibly currently) a notice on the Kopernicus thread warning about interstellar overheating. You also have quite a few mods, so any of them could be a problem. I don't think you've posted your ksp.log file mentioned in the how to get support thread. Add that to this thread and perhaps someone that can understand them better will be able to help or explain what's going on.

Edit: Ah, I see the player.log. That has most of the info, but the KSP.log one might help folks, too. My first inclination is something with System Heat, but on looking again at the video, do those craft have reactors but no radiators?

 

 

Edited by Krakatoa
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  On 4/2/2024 at 10:14 PM, Krakatoa said:

I definitely don't know if I can help you, but I have seen in the past (and possibly currently) a notice on the Kopernicus thread warning about interstellar overheating. You also have quite a few mods, so any of them could be a problem. I don't think you've posted your ksp.log file mentioned in the how to get support thread. Add that to this thread and perhaps someone that can understand them better will be able to help or explain what's going on.
 

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Thanks. I was sure I had read somewhere some warning to absolutely not post ksp.log, for confuddling reasons.
I just tried to upload my ksp.log to my Google Drive and... ehm... it's 1.4 GB. Even if I get it uploaded. Is such a gigantic pile of data going to be any help to anyone?

 

  On 4/2/2024 at 10:14 PM, Krakatoa said:

My first inclination is something with System Heat, but on looking again at the video, do those craft have reactors but no radiators?

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The big one (not the one with the huge exploding dish) has reactors, and each reactor has  a surfeit of radiator cooling capacity. A pair of graphene radiators which, between them, have a few hundred kW more cooling than needed, if memory serves.
Until last week, when this overheating problem manifested out of noplace, those reactors were running all kinds of content and happy at 800K and 100% core health.

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  On 4/2/2024 at 10:59 PM, DerGolgo said:

Thanks. I was sure I had read somewhere some warning to absolutely not post ksp.log, for confuddling reasons.
I just tried to upload my ksp.log to my Google Drive and... ehm... it's 1.4 GB. Even if I get it uploaded. Is such a gigantic pile of data going to be any help to anyone?

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The folks that are good at troubleshooting can use the find feature to look for specific flags, so yes, possibly. You may need to zip the file to put it on your drive. Those logs can get large, but the fact it's that big may be the first clue that there's something afoot, as it might be bloated with NullReferenceExceptions.

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  On 4/2/2024 at 11:45 PM, Krakatoa said:

The folks that are good at troubleshooting can use the find feature to look for specific flags, so yes, possibly. You may need to zip the file to put it on your drive. Those logs can get large, but the fact it's that big may be the first clue that there's something afoot, as it might be bloated with NullReferenceExceptions.

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  On 4/3/2024 at 7:41 AM, Gotmachine said:

A 1.4 GB ksp.log is a sure sign that there is something very wrong and that can at least help identify which one of your billions of mods you should remove.

Just zip the file before uploading it.

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Thanks guys!
The file zips down to 21.6 MB, which to my limited understanding of compression suggests a lot of those 1.4 gig is indeed just repeats.
ksp.log: https://drive.google.com/file/d/1z9I_8Mo1Zp2SK6Z3sC98hYWA31r5tjEV/view?usp=drive_link

Since last I uploaded player.log, I played around some more with the thermal options in the debug menu.
So here's a new player.log: https://drive.google.com/file/d/1XuEjyn-g5HXVnHTLLKJGIrl1sA4t8GMx/view?usp=drive_link

[EDIT: since I was in there, I also grabbed the contents of Kerbal Space Program\Logs\, with AVC, SpaceTux, and ModuleManager logs. https://drive.google.com/file/d/1R3rfkxKz65o-iDpsgnlsuPALYzHHvF96/view?usp=drive_link ]

Not that that last round of fettling helped at all, though with "ignore max temperature" preventing explosion, I was able to convince a ship to cool down, given enough timewarp. This did require shutting down my fission reactors immediately, since with all parts overheating, the radiators were overheated, also. So a lot of spamming the "electric charge" slider in hyperedit while timewarping.
But after switching away from the vessel and then coming back, the overheating had returned, also, so that's not a feasible workaround, either.

Not sure about relevance, but a day or two before the overheating first manifested, I started getting "out of EC" errors for the REPOSoftech Cryo modules I have on my Eeloo ship. The rest of the ship wasn't out of EC, and even dialing up the reactors before the countdown ran out didn't help. Googling around suggested an old bug in the mod.
Workaround that fixed it was to either have a Kerbal do an EVA, switching to another ship or Tracking Station and coming back, or using Hyperedit's Orbit Editor tool in complex mode, simply setting it to "current orbit" and hitting apply on that, resetting the ship's orbit to what it had already been.
That warning also still comes up when everything overheats, on first visit, though only after a small number of parts has already exploded.

Edited by DerGolgo
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Hard to say what is going on. I see 3 potential issues :

1. There are a few plugins erroring out in minor ways, but for whatever reason DeepFreeze is having a really bad time.
I don't see any obvious link between that and your issue, but I would still recommend removing it, as playing with unstable plugins isn't a good idea in general.

2. It seems you have updated some plugins between the last time you used that save.
There are tons of module index reordering happening when you're loading your vessels, caused by the "Refunding" module from the KSP-Recall plugin to have been removed, I guess following some update.
This can potentially cause some data loss that could in theory cause weird issues like you're having, but it's difficult to establish a relation with your specific issue.
(On a side note, for whatever reason, you have some MM patch trying to put a non-existent "TestPersistentId" from KSP-Recall module on every part, not much of an issue, but there is something weird happening with that plugin in your install)

3. What seems to happen is something applying unrealistic temperatures before the vessel is even fully loaded, as things are starting to explode before the flight integrator has a chance to apply the initial analytic temperature to your vessel.
This could be due to some game loop interleaving problem caused by heavy CPU load on scene switches that didn't happen previously. If I understood your previous posts correctly, the issue doesn't always happen, which is a hallmark of such problems.
If that isn't already the case, I would suggest reducing the "max physics delta-time per frame" main menu setting to its minimum value of 0.03, which can help with such issues.

Assuming you still have a backup of your save from before the problem started to appear, I would suggest installing KSPCommunityFixes, which has some mitigation fixes for issues 2 and 3, as well as allowing a lower 0.02 "max physics delta-time per frame" value, which is guaranteed to eliminate every problem linked to game loop interleaving. It might not help at all, but it's worth a try.

Note that in general, similar issues as yours (vessel overheating on load) aren't unheard of in unmodded KSP, especially when converters, drills and radiators are involved, so you might "just" be hitting that stock bug for whatever reason.
It would be nice to be able to reproduce it with a minimal setup in terms of installed mods, as TBH, externally diagnosing such issues in heavily modded installs is near impossible, even more when mods were installed manually and not through CKAN.

Edited by Gotmachine
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  On 4/3/2024 at 1:40 PM, Gotmachine said:

1. There are a few plugins erroring out in minor ways, but for whatever reason DeepFreeze is having a really bad time.
I don't see any obvious link between that and your issue, but I would still recommend removing it, as playing with unstable plugins isn't a good idea in general.

Expand  

DeepFreeze was being buggy before the overheating thing manifested. Removing it would kill my Eeloo mission, so that would be something I try later, but good to have more info.
 

  On 4/3/2024 at 1:40 PM, Gotmachine said:

2. It seems you have updated some plugins between the last time you used that save.
There are tons of module index reordering happening when you're loading your vessels, caused by the "Refunding" module from the KSP-Recall plugin to have been removed, I guess following some update.
This can potentially cause some data loss that could in theory cause weird issues like you're having, but it's difficult to establish a relation with your specific issue.
(On a side note, for whatever reason, you have some MM patch trying to put a non-existent "TestPersistentId" from KSP-Recall module on every part, not much of an issue, but there is something weird happening with that plugin in your install)

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I do update mods when updates are out. I know I updated KSP Recall after the problem had manifested, trying to make sure all my mods were up to date.
But it's been updated a few times recently, I think I'll go back to an earlier version.
 

  On 4/3/2024 at 1:40 PM, Gotmachine said:

Assuming you still have a backup of your save from before the problem started to appear, I would suggest installing KSPCommunityFixes, which has some mitigation fixes for issues 2 and 3, as well as allowing a lower 0.02 "max physics delta-time per frame" value, which is guaranteed to eliminate every problem linked to game loop interleaving. It might not help at all, but it's worth a try.

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I will try that, too, thanks!

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Found it!
Community Fixes and reducing physics delta didn't do it, problem persisted.
I downdated KSP Recall back to 4.0.1.0, released a year ago, and nothing explodes. :D Deep Freeze is still buggy, though.;.;

I will spend the next couple of hours trying to nail down which version of KSP Recall got explosive.

Thank you, @Gotmachine, thank you, @Krakatoa!
I really should have figured this out myself, thank you for sticking with me regardless!

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Well, if you keep having issues with KSP-Recall (which I assume you got only because of TweakScale), notice that there is a new fork of TweakScale dubbed "TweakScale Rescaled".
It is basically a ground up rewrite of that mod that consequently doesn't need the KSP-Recall thing to work, is way less buggy, and has a few nice QoL addtions.

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Haha!
Here is how dense I am.:confused:
When I updated Recall last, I had decided I wanted to try out the "Extras". The folder structure therein had not been entirely clear, so I chucked the _LOCAL folder just into GameData.
Without it, the latest Recall version makes no boom.
With it. BigBaddaBoom!

I will give rescaled a whirl, though. I've been unhappy with TweakScale for a while.

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