kiwiak Posted July 21, 2014 Share Posted July 21, 2014 In this case I'm guessing you chose the adapter as your root component.Make a habit of choosing your control module first.Yeah, probably that. I messe around with selectroot to somehow fir lander insie fairing. Link to comment Share on other sites More sharing options...
Kickasskyle Posted July 21, 2014 Author Share Posted July 21, 2014 Have to post my troubles today. I use KSP 64bit.KSP is stable. I use some other mods, and everything is ok with that. Today, i tried KW 2.6. I encounterd problems with fairings and no-force while decoubling, but i choose to ignore it and just play the career.And here started the trouble. After switching many times between VAB and Launchpad, the game crashed with no Crashnotes, several times. I haven't used any KW parts on my ships. Even switching between ships in space and back to KSC made the game crash after a few minutes. After removing the mod, KSP is fine, for 5 hours now.I don't want to blame the mod here, just report my troubles.Could there be a conflict between KSP 64bit and some configs of KW? Or could it be a game bug if you have many parts/items installed? Memory is not the problem, KSP_x64.exe uses around 4 GB of 8 GB.The decoupler force getting killed is a known KSP issue, I'm inclined to believe it's just 64 bit being unstable. If there are any config related problems causing 64bit issues (which seems pretty unlikely), we wouldn't have any visibility of the cause anyway so it would be impossible to do anything. So yeah, it's probably 64bit being 64bit. Link to comment Share on other sites More sharing options...
Alewx Posted July 21, 2014 Share Posted July 21, 2014 Got the new 2.6 version and it is breaking my game as soon as I enter the VAB. Are there any knwon issues with other mods, I have already 37 other mods that are running fine with each other.The Output.log gives me the answer "CRASH!!!!" the error report tells me it was an "Access Violation" and the ksp.log doesn't even notice, happens only if I add KW to my GameData Folder, after removing it game is fine.Everything in x64 because of the Memory.If you want I will send you a link with the output files. Link to comment Share on other sites More sharing options...
NathanKell Posted July 21, 2014 Share Posted July 21, 2014 It's not 64bit being unstable per se, it's that the way in which KSP handles decoupling right now fails on 64bit (but not 100% of the time). Check the Known .24x64 Issues thread for details, and a link to Sarbian's workaround mod.Re: the pack itself: amazing work (as always)! Looks absolutely stunning!Re: scaling. I thought Kyle said he fixed all the use of non-1.0 rescaleFactor? It's not that hard: just multiply the scale inside the MODEL node by rescaleFactor, multiply the first three digits of all node_ lines by rescaleFactor, and set rescaleFactor to 1.0.Heck, you could write a script to do it if you don't want to do it yourself.That would fix all those scaling bugs. Link to comment Share on other sites More sharing options...
Winston Posted July 21, 2014 Share Posted July 21, 2014 Alright, 2.6b is up here http://kerbal.curseforge.com/ksp-mods/220894-kw-rocketryand here http://beta.kerbalstuff.com/mod/67/KW_RocketryUpdated to v2.6b-Minor bugfixing update.-Corrected errors in the "NoAutoShroudConfigs" that permanently attached shrouds.-Fixed the "ReduceClampSounds" calling from an out of date config file.-Fixed the 1m shroud decoupler not being correctly labeled as a part.-Fixed the shroud decouplers not calling up any sounds.-Tweaked the 2m Maverick engine ignition sound volume from 1.5 to 1.7.-Reduced the volume of the SRB engine looping sound for the 0.75m Aero SRBs. Link to comment Share on other sites More sharing options...
ocram Posted July 21, 2014 Share Posted July 21, 2014 Alright, 2.6b is up here http://kerbal.curseforge.com/ksp-mods/220894-kw-rocketryand here http://beta.kerbalstuff.com/mod/67/KW_RocketryUpdated to v2.6b-Minor bugfixing update.-Corrected errors in the "NoAutoShroudConfigs" that permanently attached shrouds.-Fixed the "ReduceClampSounds" calling from an out of date config file.-Fixed the 1m shroud decoupler not being correctly labeled as a part.-Fixed the shroud decouplers not calling up any sounds.-Tweaked the 2m Maverick engine ignition sound volume from 1.5 to 1.7.-Reduced the volume of the SRB engine looping sound for the 0.75m Aero SRBs.Thank you for all your efforts Link to comment Share on other sites More sharing options...
Kickasskyle Posted July 21, 2014 Author Share Posted July 21, 2014 It's not 64bit being unstable per se, it's that the way in which KSP handles decoupling right now fails on 64bit (but not 100% of the time). Check the Known .24x64 Issues thread for details, and a link to Sarbian's workaround mod.Re: the pack itself: amazing work (as always)! Looks absolutely stunning!Re: scaling. I thought Kyle said he fixed all the use of non-1.0 rescaleFactor? It's not that hard: just multiply the scale inside the MODEL node by rescaleFactor, multiply the first three digits of all node_ lines by rescaleFactor, and set rescaleFactor to 1.0.Heck, you could write a script to do it if you don't want to do it yourself.That would fix all those scaling bugs.Well shucks, I ended up going a different route to fix stuff with models that fixed 75% of the other scaling bugs. This way looks to kill the last persisting bug. At some point in the near future we'll go through the list and zap out the configs and put an end to this.Thanks, by the way. Link to comment Share on other sites More sharing options...
Renegrade Posted July 21, 2014 Share Posted July 21, 2014 Alright, 2.6b is up here http://kerbal.curseforge.com/ksp-mods/220894-kw-rocketryand here http://beta.kerbalstuff.com/mod/67/KW_RocketryI probably should have mentioned this before we all boarded the hype train to 2.6, but well, hype trains are fun and distracting Anyhow, the thing I should have mentioned is that the 1.25m slimline decoupler is 0.25 tonnes, versus 0.05 for the stock one.I figure that has to be a mistake or something, as the 2.5m slimline is 0.5t, vs. 0.4t for stock (very similar mass, just a tiny bit heavier).I'm guessing the slimline 1.25 was supposed to be similar to the stock one, maybe around 0.06? Link to comment Share on other sites More sharing options...
Woopert Posted July 21, 2014 Share Posted July 21, 2014 Winston: have you uploaded the craft files shown in the OP? Sorry to pester you about this, I just like trying out all the combinations. Link to comment Share on other sites More sharing options...
Kickasskyle Posted July 21, 2014 Author Share Posted July 21, 2014 Winston: have you uploaded the craft files shown in the OP? Sorry to pester you about this, I just like trying out all the combinations. Here you go http://puu.sh/alejp/c59d802e12.zipThe rest are included in the pack as subassembliesedit:We're just getting a 2.6b version ready with a couple of bug fixes and tweaks which we'll be hosting on Kerbal Stuff as well as the usual places.He has.I probably should have mentioned this before we all boarded the hype train to 2.6, but well, hype trains are fun and distracting Anyhow, the thing I should have mentioned is that the 1.25m slimline decoupler is 0.25 tonnes, versus 0.05 for the stock one.I figure that has to be a mistake or something, as the 2.5m slimline is 0.5t, vs. 0.4t for stock (very similar mass, just a tiny bit heavier).I'm guessing the slimline 1.25 was supposed to be similar to the stock one, maybe around 0.06?I suppose it doesn't need to be quite as high now due to the fact joint stability isn't as big of an issue. Link to comment Share on other sites More sharing options...
biohazard15 Posted July 21, 2014 Share Posted July 21, 2014 -Fixed the "ReduceClampSounds" calling from an out of date config file..Funny thing is that you've actually fixed a bug in previous version. In 0.24 Squad added ModuleTestSubject to launch clamps, which can lead to very hilarious situations. Link to comment Share on other sites More sharing options...
Renegrade Posted July 21, 2014 Share Posted July 21, 2014 I suppose it doesn't need to be quite as high now due to the fact joint stability isn't as big of an issue.Oh? It was stronger than the stock one historically? I'd noticed in the past that it was kinda heavy for it's size 'n' stuff.. but I never knew. Live and learn! (I've generally avoided it due to the mass until now) Link to comment Share on other sites More sharing options...
Woopert Posted July 22, 2014 Share Posted July 22, 2014 Oh, my bad. I searched the last few pages but somehow I missed that one. Link to comment Share on other sites More sharing options...
bobprime Posted July 22, 2014 Share Posted July 22, 2014 Another minor bug report. In KWRocketry/Parts/Solids/075mAeroSRBs/partL.cfgtitle = Globe VI SRBmanufacturer = KW Rocketrydescription = A long, fairly slow burning solid booster. Burns for approx, 55 seconds at 0%, 27.5 seconds at 100%The SRB produce significantly more than 0NM of thrust for the first 55s. I am guessing the number was supposed to be something like 75% or 25% for the first 55s. Link to comment Share on other sites More sharing options...
problemecium Posted July 22, 2014 Share Posted July 22, 2014 I don't know what might have caused this, but...After experiencing the minor issues in the original 2.6 release, I updated to 2.6b, and now for several parts and subassemblies, when I try to spawn one in the editor the game freezes for several seconds and then crashes to desktop.My attempts to read the error logs suggest the cause was an Access Violation.P.S. to bobprime: I investigated this - at "0%" the SRB still outputs thrust. I was unsure at first whether this was a bug, but it seems it was probably intentional. Link to comment Share on other sites More sharing options...
biohazard15 Posted July 22, 2014 Share Posted July 22, 2014 Another minor bug report. In KWRocketry/Parts/Solids/075mAeroSRBs/partL.cfgtitle = Globe VI SRBmanufacturer = KW Rocketrydescription = A long, fairly slow burning solid booster. Burns for approx, 55 seconds at 0%, 27.5 seconds at 100%The SRB produce significantly more than 0NM of thrust for the first 55s. I am guessing the number was supposed to be something like 75% or 25% for the first 55s.Just a typo in part description. Should read "50%", as other SRBs. Link to comment Share on other sites More sharing options...
problemecium Posted July 22, 2014 Share Posted July 22, 2014 Update: I ran some diagnostics while the game was running, and it seems that KSP used up all my memory. Now I do have a "mere" 4GB of RAM, but it's still kind of odd considering my GameData directory, and in fact the whole KSP directory including the executable and my saves, is less than 2GB.All told, though, this may actually be a KSP bug, but if you guys decided you wanted to do some memory optimizations I can't say I would be opposed. Link to comment Share on other sites More sharing options...
bobprime Posted July 22, 2014 Share Posted July 22, 2014 I figured the SRB thing was a description bug and not a behavior one. I just had no idea what it was supposed to be. Link to comment Share on other sites More sharing options...
Virtualgenius Posted July 22, 2014 Share Posted July 22, 2014 A BIG THANKYOU for adding it to Kerbalstuff now I get an email when you update Link to comment Share on other sites More sharing options...
biohazard15 Posted July 22, 2014 Share Posted July 22, 2014 (edited) I've encoutered a bug with SA-2 LFT. This bug manigests only if said tank is a root part (which is my way to construct - rockets as crafts, payloads as subassemblies)Right after VAB:The same rocket after I reverted to launch:This rocket is my light launcher from 0.23.5, rebuilt from scratch (i.e. new craft file, not imported from old save). In 0.23.5 on a previous version of KW, it never had any problems with scaling. Edited July 22, 2014 by biohazard15 Link to comment Share on other sites More sharing options...
Kickasskyle Posted July 22, 2014 Author Share Posted July 22, 2014 (edited) Another minor bug report. In KWRocketry/Parts/Solids/075mAeroSRBs/partL.cfgtitle = Globe VI SRBmanufacturer = KW Rocketrydescription = A long, fairly slow burning solid booster. Burns for approx, 55 seconds at 0%, 27.5 seconds at 100%The SRB produce significantly more than 0NM of thrust for the first 55s. I am guessing the number was supposed to be something like 75% or 25% for the first 55s.This is intentional as all the SRBs have a limited range of thrust available with the minimum amount usually being 50% of the maximum value. The only exception is the separation thrusters which don't have any range.Update: I ran some diagnostics while the game was running, and it seems that KSP used up all my memory. Now I do have a "mere" 4GB of RAM, but it's still kind of odd considering my GameData directory, and in fact the whole KSP directory including the executable and my saves, is less than 2GB.All told, though, this may actually be a KSP bug, but if you guys decided you wanted to do some memory optimizations I can't say I would be opposed. Believe it or not but this version uses less RAM than the previous. When I benchmarked it the extra ram added by KW to a relatively blank ksp was usually around 270mb , I do have some ideas to cut down a bit more without incurring any real detail loss but it's fast approaching the point where if I wanted to do anything else I'd end up gimping certain stuff.I've encoutered a bug with SA-2 LFT. This bug manigests only if said tank is a root part (which is my way to construct - rockets as crafts, payloads as subassemblies)Right after VAB:The same rocket after I reverted to launch:This rocket is my light launcher from 0.23.5, rebuilt from scratch (i.e. new craft file, not imported from old save). In 0.23.5 on a previous version of KW, it never had any problems with scaling.This is pretty much a known thing, It'll get phased out shortly when I go through the configs again. The fix in the mean time is not using fuel tanks, etc as the root parts. Edited July 22, 2014 by Kickasskyle Link to comment Share on other sites More sharing options...
Zubru Posted July 22, 2014 Share Posted July 22, 2014 I have crashes ever when entering VAB. It seems KW Rocketry doesn't like new TAC Life Support. When one of them is installed everything seems fine, but when both of them are I can't enter VAB without crash. Link to comment Share on other sites More sharing options...
MainSailor Posted July 22, 2014 Share Posted July 22, 2014 (edited) Sorry for not responding the first timeIt's not a problem I've encountered, I can't think what could be causing it unless it's another 64 bit bug.Try binding Activate Engine and Jettison to two separate action groups and hit your Jettison key after activating the engine.It's ok, I know this is a high traffic thread, and I appreciate you responding back.I tested action groups with 2.6b and it's still doing it. Since it seems not to be a common issue I'm going to see if maybe it's another mod causing it.I have the same problem and i cant seem to find a solution.By any chance are you running TweakableEverything?EDIT: Yup that's what it is, at least on mine. Removed the extension and it works now. On that thread it appears there's issues with the Tweakable Staging plugin that might be causing it.DOUBLE EDIT: You can keep most of the functionality of TweakableEverything by removing the TweakableStaging and TweakableFairings files from that mod's folder. This way you can keep all the other functionality without having issues with KW (and apparently other mod's) engines. Edited July 22, 2014 by MainSailor Fixes Link to comment Share on other sites More sharing options...
grosser_Salat Posted July 22, 2014 Share Posted July 22, 2014 I have crashes ever when entering VAB.Have you tried to reproduce this with a new created savefile? Because some of the Mods are savegamebreaking in 0.24 with similar results, as I experienced. BTW: Hello Forum Link to comment Share on other sites More sharing options...
LostOblivion Posted July 22, 2014 Share Posted July 22, 2014 I've encoutered a bug with SA-2 LFT. This bug manigests only if said tank is a root part (which is my way to construct - rockets as crafts, payloads as subassemblies)Right after VAB:http://i.imgur.com/C4OVRQQ.jpgThe same rocket after I reverted to launch:http://i.imgur.com/t6URlqf.jpgThis rocket is my light launcher from 0.23.5, rebuilt from scratch (i.e. new craft file, not imported from old save). In 0.23.5 on a previous version of KW, it never had any problems with scaling.I too have a problem with this in 0.24. Not only scaling, but sometimes, when I load a ship by either switching to it or selecting Fly in the tracking station, the ship is visible, but time has stopped. If I speed up to say 5x the craft shows, but once I slow down to 1x again the whole thing flies away from the camera, and if I speed up to 5x again, the ship is shown. Link to comment Share on other sites More sharing options...
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