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[1.0][Release-5-0][April 28, 2015] Active Texture Management - Save RAM!


rbray89

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I made a slight mistake reporting my empty GameData usage, I'm so used to seeing KSP at the top of my list (sorted by VRAM use) that's the line I was looking at. It was actually the second one down. Still not 700MB tho :/

I8eh9f1.png

Then I reloaded the game with GameData loaded up with all the parts I need for my save game:

qyR7t5V.png

After hitting the main menu in both cases I quit the game and saved the output_log. You can grab them here. I run with the -popupwindow argument. Just to see, I ran no args in fullscreen and that didn't make a difference. Not that I expected it to but some bugs can be pretty weird after all...



SETTINGS_FILE_VERSION = 0.18.0
TUTORIALS_EDITOR_ENABLE = False
TUTORIALS_FLIGHT_ENABLE = False
VAB_USE_CLICK_PLACE = True
VAB_USE_ANGLE_SNAP = True
VAB_ANGLE_SNAP_INCLUDE_VERTICAL = False
VAB_CAMERA_ORBIT_SENS = 0.04
VAB_CAMERA_ZOOM_SENS = 0.1
FLT_CAMERA_ORBIT_SENS = 0.04
FLT_CAMERA_ZOOM_SENS = 0.5
FLT_CAMERA_WOBBLE = 0.1
FLT_CAMERA_CHASE_SHARPNESS = 1.5
FLT_CAMERA_CHASE_USEVELOCITYVECTOR = True
FLT_VESSEL_LABELS = True
SPACENAV_CAMERA_SENS_ROT = 30
SPACENAV_CAMERA_SENS_LIN = 20
SPACENAV_CAMERA_SHARPNESS_LIN = 8
SPACENAV_CAMERA_SHARPNESS_ROT = 10
SIMULATE_IN_BACKGROUND = True
PHYSICS_FRAME_DT_LIMIT = 0.06242124
MAX_VESSELS_BUDGET = -1
CONIC_PATCH_DRAW_MODE = 3
CONIC_PATCH_LIMIT = 6
SHOW_PWARP_WARNING = False
EVA_ROTATE_ON_MOVE = True
USE_STAGING_CONTROLS_ON_DOCKING = True
SPACENAV_FLIGHT_SENS_ROT = 5
SPACENAV_FLIGHT_SENS_LIN = 1
KERBIN_TIME = False
CALL_HOME = False
DONT_SEND_IP = False
SEND_PROGRESS_DATA = False
CHECK_FOR_UPDATES = True
VERBOSE_DEBUG_LOG = False
SHOW_CONSOLE_ON_ERROR = False
AUTOSAVE_INTERVAL = 300
AUTOSAVE_SHORT_INTERVAL = 30
SHOW_SPACE_CENTER_CREW = True
UI_SIZE = 768
SHIP_VOLUME = 0.1004043
AMBIENCE_VOLUME = 0.4999998
MUSIC_VOLUME = 0.3476191
UI_VOLUME = 0.5
VOICE_VOLUME = 1
SOUND_NORMALIZER_ENABLED = True
SOUND_NORMALIZER_THRESHOLD = 1
SOUND_NORMALIZER_RESPONSIVENESS = 16
SOUND_NORMALIZER_SKIPSAMPLES = 0
SCREEN_RESOLUTION_WIDTH = 1680
SCREEN_RESOLUTION_HEIGHT = 1050
FULLSCREEN = False
QUALITY_PRESET = 5
ANTI_ALIASING = 8
TEXTURE_QUALITY = 0
SYNC_VBL = 1
LIGHT_QUALITY = 64
SHADOWS_QUALITY = 64
FRAMERATE_LIMIT = 60
FALLBACK_PART_SHADERS = False
PLANET_FORCE_SHADER_MODEL_2_0 = False
PLANET_SCATTER = True
PLANET_SCATTER_FACTOR = 1
AERO_FX_QUALITY = 3
SCREENSHOT_SUPERSIZE = 0
INPUT_KEYBOARD_SENSIVITITY = 2
dontShowLauncher = True
PITCH_DOWN
{
primary = W
secondary = None
group = 0
switchState = Any
}
PITCH_UP
{
primary = S
secondary = None
group = 0
switchState = Any
}
YAW_LEFT
{
primary = A
secondary = None
group = 0
switchState = Any
}
YAW_RIGHT
{
primary = D
secondary = None
group = 0
switchState = Any
}
ROLL_LEFT
{
primary = Q
secondary = None
group = 0
switchState = Any
}
ROLL_RIGHT
{
primary = E
secondary = None
group = 0
switchState = Any
}
THROTTLE_UP
{
primary = LeftShift
secondary = None
group = 0
switchState = Any
}
THROTTLE_DOWN
{
primary = LeftControl
secondary = None
group = 0
switchState = Any
}
SAS_HOLD
{
primary = X
secondary = None
group = 0
switchState = Any
}
SAS_TOGGLE
{
primary = T
secondary = None
group = 0
switchState = Any
}
LAUNCH_STAGES
{
primary = Space
secondary = None
group = 0
switchState = Any
}
CAMERA_MODE
{
primary = C
secondary = None
group = 0
switchState = Any
}
CAMERA_NEXT
{
primary = V
secondary = None
group = 0
switchState = Any
}
PAUSE
{
primary = Escape
secondary = None
group = 0
switchState = Any
}
PRECISION_CTRL
{
primary = Backslash
secondary = None
group = 0
switchState = Any
}
ZOOM_IN
{
primary = KeypadPlus
secondary = None
group = 0
switchState = Any
}
ZOOM_OUT
{
primary = KeypadMinus
secondary = None
group = 0
switchState = Any
}
SCROLL_VIEW_UP
{
primary = PageUp
secondary = None
group = 0
switchState = Any
}
SCROLL_VIEW_DOWN
{
primary = PageDown
secondary = None
group = 0
switchState = Any
}
SCROLL_ICONS_UP
{
primary = Home
secondary = None
group = 0
switchState = Any
}
SCROLL_ICONS_DOWN
{
primary = End
secondary = None
group = 0
switchState = Any
}
CAMERA_ORBIT_UP
{
primary = UpArrow
secondary = None
group = 0
switchState = Any
}
CAMERA_ORBIT_DOWN
{
primary = DownArrow
secondary = None
group = 0
switchState = Any
}
CAMERA_ORBIT_LEFT
{
primary = LeftArrow
secondary = None
group = 0
switchState = Any
}
CAMERA_ORBIT_RIGHT
{
primary = RightArrow
secondary = None
group = 0
switchState = Any
}
CAMERA_RESET
{
primary = Backspace
secondary = None
group = 0
switchState = Any
}
TIME_WARP_INCREASE
{
primary = Period
secondary = None
group = 0
switchState = Any
}
TIME_WARP_DECREASE
{
primary = Comma
secondary = None
group = 0
switchState = Any
}
MAP_VIEW_TOGGLE
{
primary = M
secondary = None
group = 0
switchState = Any
}
UIMODE_STAGING
{
primary = Insert
secondary = None
group = 0
switchState = Any
}
UIMODE_DOCKING
{
primary = Delete
secondary = None
group = 0
switchState = Any
}
TRANSLATE_UP
{
primary = K
secondary = None
group = 0
switchState = Any
}
TRANSLATE_DOWN
{
primary = I
secondary = None
group = 0
switchState = Any
}
TRANSLATE_LEFT
{
primary = J
secondary = None
group = 0
switchState = Any
}
TRANSLATE_RIGHT
{
primary = L
secondary = None
group = 0
switchState = Any
}
TRANSLATE_FWD
{
primary = H
secondary = None
group = 0
switchState = Any
}
TRANSLATE_BACK
{
primary = N
secondary = None
group = 0
switchState = Any
}
RCS_TOGGLE
{
primary = R
secondary = None
group = 0
switchState = Any
}
FOCUS_NEXT_VESSEL
{
primary = RightBracket
secondary = None
group = 0
switchState = Any
}
FOCUS_PREV_VESSEL
{
primary = LeftBracket
secondary = None
group = 0
switchState = Any
}
TOGGLE_UI
{
primary = F2
secondary = None
group = 0
switchState = Any
}
TOGGLE_STATUS_SCREEN
{
primary = F3
secondary = None
group = 0
switchState = Any
}
TAKE_SCREENSHOT
{
primary = None
secondary = None
group = 0
switchState = Any
}
TOGGLE_LABELS
{
primary = F4
secondary = None
group = 0
switchState = Any
}
QUICKSAVE
{
primary = F5
secondary = None
group = 0
switchState = Any
}
QUICKLOAD
{
primary = F9
secondary = None
group = 0
switchState = Any
}
THROTTLE_CUTOFF
{
primary = None
secondary = None
group = 0
switchState = Any
}
THROTTLE_FULL
{
primary = None
secondary = None
group = 0
switchState = Any
}
LANDING_GEAR
{
primary = G
secondary = None
group = 0
switchState = Any
}
HEADLIGHT_TOGGLE
{
primary = U
secondary = None
group = 0
switchState = Any
}
BRAKES
{
primary = B
secondary = None
group = 0
switchState = Any
}
TOGGLE_SPACENAV_FLIGHT_CONTROL
{
primary = ScrollLock
secondary = None
group = 0
switchState = Any
}
TOGGLE_SPACENAV_ROLL_LOCK
{
primary = None
secondary = None
group = 0
switchState = Any
}
EVA_forward
{
primary = W
secondary = None
group = 268435456
switchState = Any
}
EVA_back
{
primary = S
secondary = None
group = 268435456
switchState = Any
}
EVA_left
{
primary = A
secondary = None
group = 268435456
switchState = Any
}
EVA_right
{
primary = D
secondary = None
group = 268435456
switchState = Any
}
EVA_yaw_left
{
primary = Q
secondary = None
group = 268435456
switchState = Any
}
EVA_yaw_right
{
primary = E
secondary = None
group = 268435456
switchState = Any
}
EVA_Pack_forward
{
primary = W
secondary = None
group = 268435456
switchState = Any
}
EVA_Pack_back
{
primary = S
secondary = None
group = 268435456
switchState = Any
}
EVA_Pack_left
{
primary = A
secondary = None
group = 268435456
switchState = Any
}
EVA_Pack_right
{
primary = D
secondary = None
group = 268435456
switchState = Any
}
EVA_Pack_up
{
primary = LeftShift
secondary = None
group = 268435456
switchState = Any
}
EVA_Pack_down
{
primary = LeftControl
secondary = None
group = 268435456
switchState = Any
}
EVA_Jump
{
primary = Quote
secondary = None
group = 268435456
switchState = Any
}
EVA_Run
{
primary = LeftShift
secondary = None
group = 268435456
switchState = Any
}
EVA_ToggleMovementMode
{
primary = LeftAlt
secondary = None
group = 268435456
switchState = Any
}
EVA_TogglePack
{
primary = R
secondary = None
group = 268435456
switchState = Any
}
EVA_Use
{
primary = F
secondary = None
group = 268435456
switchState = Any
}
EVA_Orient
{
primary = Quote
secondary = None
group = 268435456
switchState = Any
}
EVA_Lights
{
primary = L
secondary = None
group = 268435456
switchState = Any
}
Docking_pitchUp
{
primary = S
secondary = None
group = 0
switchState = Rotation
}
Docking_pitchDown
{
primary = W
secondary = None
group = 0
switchState = Rotation
}
Docking_yawLeft
{
primary = A
secondary = None
group = 0
switchState = Rotation
}
Docking_yawRight
{
primary = D
secondary = None
group = 0
switchState = Rotation
}
Docking_rollLeft
{
primary = Q
secondary = None
group = 0
switchState = Any
}
Docking_rollRight
{
primary = E
secondary = None
group = 0
switchState = Any
}
Docking_toggleRotLin
{
primary = Space
secondary = None
group = 0
switchState = Any
}
Docking_staging
{
primary = None
secondary = None
group = 0
switchState = Any
}
Docking_linFwd
{
primary = W
secondary = None
group = 0
switchState = Translation
}
Docking_linBack
{
primary = S
secondary = None
group = 0
switchState = Translation
}
Docking_linLeft
{
primary = A
secondary = None
group = 0
switchState = Translation
}
Docking_linRight
{
primary = D
secondary = None
group = 0
switchState = Translation
}
Docking_linUp
{
primary = LeftShift
secondary = None
group = 0
switchState = Any
}
Docking_linDown
{
primary = LeftControl
secondary = None
group = 0
switchState = Any
}
Docking_throttleUp
{
primary = None
secondary = None
group = 0
switchState = Any
}
Docking_throttleDown
{
primary = None
secondary = None
group = 0
switchState = Any
}
Editor_pitchUp
{
primary = S
secondary = None
group = 0
switchState = Any
}
Editor_pitchDown
{
primary = W
secondary = None
group = 0
switchState = Any
}
Editor_yawLeft
{
primary = A
secondary = None
group = 0
switchState = Any
}
Editor_yawRight
{
primary = D
secondary = None
group = 0
switchState = Any
}
Editor_rollLeft
{
primary = Q
secondary = None
group = 0
switchState = Any
}
Editor_rollRight
{
primary = E
secondary = None
group = 0
switchState = Any
}
Editor_resetRotation
{
primary = Space
secondary = None
group = 0
switchState = Any
}
AXIS_PITCH
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_ROLL
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_YAW
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_THROTTLE
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_THROTTLE_INC
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_CAMERA_HDG
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_CAMERA_PITCH
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_TRANSLATE_X
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_TRANSLATE_Y
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_TRANSLATE_Z
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_WHEEL_STEER
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
WHEEL_STEER_LEFT
{
primary = A
secondary = None
group = 0
switchState = Any
}
WHEEL_STEER_RIGHT
{
primary = D
secondary = None
group = 0
switchState = Any
}
AXIS_WHEEL_THROTTLE
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
WHEEL_THROTTLE_DOWN
{
primary = S
secondary = None
group = 0
switchState = Any
}
WHEEL_THROTTLE_UP
{
primary = W
secondary = None
group = 0
switchState = Any
}
axis_EVA_translate_x
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_EVA_translate_y
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_EVA_translate_z
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_EVA_pitch
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_EVA_yaw
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_EVA_roll
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_Docking_translate_x
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Translation
}
axis_Docking_translate_y
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Translation
}
axis_Docking_translate_z
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Translation
}
axis_Docking_pitch
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Rotation
}
axis_Docking_yaw
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Rotation
}
axis_Docking_roll
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Rotation
}
axis_Docking_Throttle
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_Docking_Throttle_inc
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_MOUSEWHEEL
{
name = Mouse ScrollWheel
id = Mouse ScrollWheel
inv = False
sensitivity = 1
deadzone = 0
scale = 1
group = 0
switchState = Any
}
MODIFIER_KEY
{
primary = LeftAlt
secondary = RightAlt
group = 0
switchState = Any
}
AbortActionGroup
{
primary = Backspace
secondary = None
group = 0
switchState = Any
}
CustomActionGroup1
{
primary = Alpha1
secondary = None
group = 0
switchState = Any
}
CustomActionGroup2
{
primary = Alpha2
secondary = None
group = 0
switchState = Any
}
CustomActionGroup3
{
primary = Alpha3
secondary = None
group = 0
switchState = Any
}
CustomActionGroup4
{
primary = Alpha4
secondary = None
group = 0
switchState = Any
}
CustomActionGroup5
{
primary = Alpha5
secondary = None
group = 0
switchState = Any
}
CustomActionGroup6
{
primary = Alpha6
secondary = None
group = 0
switchState = Any
}
CustomActionGroup7
{
primary = Alpha7
secondary = None
group = 0
switchState = Any
}
CustomActionGroup8
{
primary = Alpha8
secondary = None
group = 0
switchState = Any
}
CustomActionGroup9
{
primary = Alpha9
secondary = None
group = 0
switchState = Any
}
CustomActionGroup10
{
primary = Alpha0
secondary = None
group = 0
switchState = Any
}
TERRAIN
{
preset = High
version = 0.25.0
PRESET
{
name = Low
PLANET
{
name = Kerbin
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = KerbinOcean
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Mun
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Minmus
minDistance = 4
minSubdivision = 1
maxSubdivision = 5
}
PLANET
{
name = Bop
minDistance = 4
minSubdivision = 1
maxSubdivision = 5
}
PLANET
{
name = Duna
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Eve
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = EveOcean
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Gilly
minDistance = 4
minSubdivision = 1
maxSubdivision = 5
}
PLANET
{
name = Ike
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Laythe
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = LaytheOcean
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Moho
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Tylo
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Vall
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Dres
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Pol
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Eeloo
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
}
PRESET
{
name = Default
PLANET
{
name = Kerbin
minDistance = 6
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = KerbinOcean
minDistance = 6
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Mun
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Minmus
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Bop
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Duna
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Eve
minDistance = 6
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = EveOcean
minDistance = 6
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Gilly
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Ike
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Laythe
minDistance = 6
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = LaytheOcean
minDistance = 6
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Moho
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Tylo
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Vall
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Dres
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Pol
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Eeloo
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
}
PRESET
{
name = High
PLANET
{
name = Kerbin
minDistance = 8
minSubdivision = 1
maxSubdivision = 10
}
PLANET
{
name = KerbinOcean
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Mun
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Minmus
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Bop
minDistance = 8
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Duna
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Eve
minDistance = 8
minSubdivision = 1
maxSubdivision = 10
}
PLANET
{
name = EveOcean
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Gilly
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Ike
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Laythe
minDistance = 8
minSubdivision = 1
maxSubdivision = 10
}
PLANET
{
name = LaytheOcean
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Moho
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Tylo
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Vall
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Dres
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Pol
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Eeloo
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
}
}
// KSP Game Settings

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There is a mod conflict... with stock + ATM it is fine...

Doesn't seem to be a mod conflict. Having same symptoms with Stock + EVE + ATM. Does seem to only happen when resuming loading a career save. Starting a new save and I don't have the KSC issues.

Here are the last few lines of KSP.log:


[LOG 08:51:46.627] PartLoader: Compiling Internal Space 'Squad/Spaces/PodCockpit/internal/PodCockpit'
[LOG 08:51:46.640] PartLoader: Compiling Internal Space 'Squad/SPP/Mk2CockpitStandardInternal/internal/mk2CockpitStandardInternals'
[LOG 08:51:47.472]
[LOG 08:51:51.285] Agent: Found 18 agent mentality types
[LOG 08:51:51.287] AgentList: 27 agents parsed and loaded.
[LOG 08:51:52.610] [CelestialBody]: Kerbin's solar day length is 1d, 0h, 0m long. sidereal day length is 5h, 59m, 59s long
[WRN 08:51:52.671] [HighLogic]: =========================== Scene Change : From LOADING to MAINMENU =====================
[LOG 08:52:04.826] ScenarioTypes: List Created 9 scenario types loaded from 1 loaded assemblies.
[WRN 08:52:04.830] [HighLogic]: =========================== Scene Change : From MAINMENU to SPACECENTER (Async) =====================
[LOG 08:52:08.778] ContractSystem: Found 10 contract types
[LOG 08:52:08.779] ContractSystem: Found 21 parameter types
[LOG 08:52:08.781] ContractSystem: Found 5 predicate types
[LOG 08:52:08.798] StrategySystem: Found 0 strategy types
[LOG 08:52:08.800] StrategySystem: Found 3 effect types
[LOG 08:52:08.811] [ScenarioDestructibles]: Started. 39 objects registered
[ERR 08:52:08.815] Cannot find a Module of typename 'DMScienceScenario'

[ERR 08:52:08.816] ScenarioModule is null.

[ERR 08:52:08.817] Cannot find a Module of typename 'TSTProgressTracker'

[ERR 08:52:08.818] ScenarioModule is null.

[ERR 08:52:08.818] Cannot find a Module of typename 'StnSciScenario'

[ERR 08:52:08.819] ScenarioModule is null.

[ERR 08:52:08.820] Cannot find a Module of typename 'KerbalAlarmClockScenario'

[ERR 08:52:08.821] ScenarioModule is null.

[ERR 08:52:08.821] Cannot find a Module of typename 'SCANcontroller'

[ERR 08:52:08.822] ScenarioModule is null.

[ERR 08:52:08.942] ContractList: Contract type 'DMSurveyContract' not found

[ERR 08:52:08.943] ContractList: Contract type 'StnSciContract' not found

[ERR 08:52:08.944] ContractList: Contract type 'StnSciContract' not found

[ERR 08:52:08.949] ContractList: Contract type 'StnSciContract' not found

[EXC 08:52:08.957] NullReferenceException: Object reference not set to an instance of an object
Contracts.Templates.PartTest.OnLoad (.ConfigNode node)
Contracts.Contract.Load (Contracts.Contract contract, .ConfigNode node)
Contracts.ContractSystem.LoadContract (.ConfigNode cNode)
Contracts.ContractSystem+.MoveNext ()
[WRN 08:52:13.950] BorderedTilingSpriteMesh: Mesh has 300 or more vertices and might not be dynamically batched!
[WRN 08:52:13.952] BorderedTilingSpriteMesh: Mesh has 300 or more vertices and might not be dynamically batched!
[WRN 08:52:13.953] BorderedTilingSpriteMesh: Mesh has 300 or more vertices and might not be dynamically batched!
[LOG 08:52:15.636] Flight State Captured
[EXC 08:52:15.641] NullReferenceException: Object reference not set to an instance of an object
Contracts.Contract.Save (.ConfigNode node)
Contracts.ContractSystem.OnSave (.ConfigNode gameNode)
ScenarioModule.Save (.ConfigNode node)
ProtoScenarioModule..ctor (.ScenarioModule module)
ScenarioRunner.GetUpdatedProtoModules ()
Game.Updated ()
GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode)
RDSceneSpawner.onRDDespawn ()
EventVoid.Fire ()
RDController.CloseButton (.POINTER_INFO& ptr)
UIButton.OnInput (.POINTER_INFO& ptr)
AutoSpriteControlBase.OnInput (POINTER_INFO ptr)
UIManager.DispatchHelper (.POINTER_INFO& curPtr, Int32 camIndex)
UIManager.DispatchInput ()
UIManager.Update ()
[LOG 08:52:17.103] Flight State Captured
[EXC 08:52:17.105] NullReferenceException: Object reference not set to an instance of an object
Contracts.Contract.Save (.ConfigNode node)
Contracts.ContractSystem.OnSave (.ConfigNode gameNode)
ScenarioModule.Save (.ConfigNode node)
ProtoScenarioModule..ctor (.ScenarioModule module)
ScenarioRunner.GetUpdatedProtoModules ()
Game.Updated ()
GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode)
RDSceneSpawner.onRDDespawn ()
EventVoid.Fire ()
RDController.CloseButton (.POINTER_INFO& ptr)
UIButton.OnInput (.POINTER_INFO& ptr)
AutoSpriteControlBase.OnInput (POINTER_INFO ptr)
UIManager.DispatchHelper (.POINTER_INFO& curPtr, Int32 camIndex)
UIManager.DispatchInput ()
UIManager.Update ()
UIManager.DidAnyPointerHitUI ()
SpaceCenterCamera2.InputCamera ()
SpaceCenterCamera2.Update ()
[EXC 08:52:19.568] NullReferenceException
SpriteMesh.CreateMesh ()
SpriteMesh.get_mesh ()
SpriteRoot.Delete ()
UIListItemContainer.Delete ()
UIScrollList.RemoveItem (Int32 index, Boolean destroy, Boolean doEasing)
UIScrollList.RemoveItem (IUIListObject item, Boolean destroy, Boolean doEasing)
UIScrollList.RemoveItem (IUIListObject item, Boolean destroy)
ApplicationLauncher.RemoveApplication (.ApplicationLauncherButton button)
ContractsApp.OnDestroy ()

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I made a slight mistake reporting my empty GameData usage, I'm so used to seeing KSP at the top of my list (sorted by VRAM use) that's the line I was looking at. It was actually the second one down. Still not 700MB tho :/

http://i.imgur.com/I8eh9f1.png

Then I reloaded the game with GameData loaded up with all the parts I need for my save game:

http://i.imgur.com/qyR7t5V.png

After hitting the main menu in both cases I quit the game and saved the output_log. You can grab them here. I run with the -popupwindow argument. Just to see, I ran no args in fullscreen and that didn't make a difference. Not that I expected it to but some bugs can be pretty weird after all...

So you are saying that even with an empty Gamedata folder you see this? That means you probably have a memory leak somewhere. Try a fresh install of KSP (not just clean GameData) and keep a very careful record of memory+mods. Infact, one thing you could try is to add all the mods back in, but slowly delete MOD *.dlls (save things like module manager for last though) to see which one is causing your memory to spike. This should help you find which mod is eating memory.

You have a LOT of BIG mods. Any one of them could have a memory leak in them. The advice I gave to Gaiiden applies as well.

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Doesn't seem to be a mod conflict. Having same symptoms with Stock + EVE + ATM. Does seem to only happen when resuming loading a career save. Starting a new save and I don't have the KSC issues.

Here are the last few lines of KSP.log:


[LOG 08:51:46.627] PartLoader: Compiling Internal Space 'Squad/Spaces/PodCockpit/internal/PodCockpit'
[LOG 08:51:46.640] PartLoader: Compiling Internal Space 'Squad/SPP/Mk2CockpitStandardInternal/internal/mk2CockpitStandardInternals'
[LOG 08:51:47.472]
[LOG 08:51:51.285] Agent: Found 18 agent mentality types
[LOG 08:51:51.287] AgentList: 27 agents parsed and loaded.
[LOG 08:51:52.610] [CelestialBody]: Kerbin's solar day length is 1d, 0h, 0m long. sidereal day length is 5h, 59m, 59s long
[WRN 08:51:52.671] [HighLogic]: =========================== Scene Change : From LOADING to MAINMENU =====================
[LOG 08:52:04.826] ScenarioTypes: List Created 9 scenario types loaded from 1 loaded assemblies.
[WRN 08:52:04.830] [HighLogic]: =========================== Scene Change : From MAINMENU to SPACECENTER (Async) =====================
[LOG 08:52:08.778] ContractSystem: Found 10 contract types
[LOG 08:52:08.779] ContractSystem: Found 21 parameter types
[LOG 08:52:08.781] ContractSystem: Found 5 predicate types
[LOG 08:52:08.798] StrategySystem: Found 0 strategy types
[LOG 08:52:08.800] StrategySystem: Found 3 effect types
[LOG 08:52:08.811] [ScenarioDestructibles]: Started. 39 objects registered
[ERR 08:52:08.815] Cannot find a Module of typename 'DMScienceScenario'

[ERR 08:52:08.816] ScenarioModule is null.

[ERR 08:52:08.817] Cannot find a Module of typename 'TSTProgressTracker'

[ERR 08:52:08.818] ScenarioModule is null.

[ERR 08:52:08.818] Cannot find a Module of typename 'StnSciScenario'

[ERR 08:52:08.819] ScenarioModule is null.

[ERR 08:52:08.820] Cannot find a Module of typename 'KerbalAlarmClockScenario'

[ERR 08:52:08.821] ScenarioModule is null.

[ERR 08:52:08.821] Cannot find a Module of typename 'SCANcontroller'

[ERR 08:52:08.822] ScenarioModule is null.

[ERR 08:52:08.942] ContractList: Contract type 'DMSurveyContract' not found

[ERR 08:52:08.943] ContractList: Contract type 'StnSciContract' not found

[ERR 08:52:08.944] ContractList: Contract type 'StnSciContract' not found

[ERR 08:52:08.949] ContractList: Contract type 'StnSciContract' not found

[EXC 08:52:08.957] NullReferenceException: Object reference not set to an instance of an object
Contracts.Templates.PartTest.OnLoad (.ConfigNode node)
Contracts.Contract.Load (Contracts.Contract contract, .ConfigNode node)
Contracts.ContractSystem.LoadContract (.ConfigNode cNode)
Contracts.ContractSystem+.MoveNext ()
[WRN 08:52:13.950] BorderedTilingSpriteMesh: Mesh has 300 or more vertices and might not be dynamically batched!
[WRN 08:52:13.952] BorderedTilingSpriteMesh: Mesh has 300 or more vertices and might not be dynamically batched!
[WRN 08:52:13.953] BorderedTilingSpriteMesh: Mesh has 300 or more vertices and might not be dynamically batched!
[LOG 08:52:15.636] Flight State Captured
[EXC 08:52:15.641] NullReferenceException: Object reference not set to an instance of an object
Contracts.Contract.Save (.ConfigNode node)
Contracts.ContractSystem.OnSave (.ConfigNode gameNode)
ScenarioModule.Save (.ConfigNode node)
ProtoScenarioModule..ctor (.ScenarioModule module)
ScenarioRunner.GetUpdatedProtoModules ()
Game.Updated ()
GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode)
RDSceneSpawner.onRDDespawn ()
EventVoid.Fire ()
RDController.CloseButton (.POINTER_INFO& ptr)
UIButton.OnInput (.POINTER_INFO& ptr)
AutoSpriteControlBase.OnInput (POINTER_INFO ptr)
UIManager.DispatchHelper (.POINTER_INFO& curPtr, Int32 camIndex)
UIManager.DispatchInput ()
UIManager.Update ()
[LOG 08:52:17.103] Flight State Captured
[EXC 08:52:17.105] NullReferenceException: Object reference not set to an instance of an object
Contracts.Contract.Save (.ConfigNode node)
Contracts.ContractSystem.OnSave (.ConfigNode gameNode)
ScenarioModule.Save (.ConfigNode node)
ProtoScenarioModule..ctor (.ScenarioModule module)
ScenarioRunner.GetUpdatedProtoModules ()
Game.Updated ()
GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode)
RDSceneSpawner.onRDDespawn ()
EventVoid.Fire ()
RDController.CloseButton (.POINTER_INFO& ptr)
UIButton.OnInput (.POINTER_INFO& ptr)
AutoSpriteControlBase.OnInput (POINTER_INFO ptr)
UIManager.DispatchHelper (.POINTER_INFO& curPtr, Int32 camIndex)
UIManager.DispatchInput ()
UIManager.Update ()
UIManager.DidAnyPointerHitUI ()
SpaceCenterCamera2.InputCamera ()
SpaceCenterCamera2.Update ()
[EXC 08:52:19.568] NullReferenceException
SpriteMesh.CreateMesh ()
SpriteMesh.get_mesh ()
SpriteRoot.Delete ()
UIListItemContainer.Delete ()
UIScrollList.RemoveItem (Int32 index, Boolean destroy, Boolean doEasing)
UIScrollList.RemoveItem (IUIListObject item, Boolean destroy, Boolean doEasing)
UIScrollList.RemoveItem (IUIListObject item, Boolean destroy)
ApplicationLauncher.RemoveApplication (.ApplicationLauncherButton button)
ContractsApp.OnDestroy ()

I can pretty much guarantee you that there won't be an issue with EVE + ATM. Why are you getting the null reference exception...? Added/removed a mod that alters contracts?

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I'm using this mod for the first time but I don't know which version I have to download there is x86-Release-basic and just x86-Release, what is the different and which do you recommend?

Thanks

Basic isn't as aggressive at re-sizing textures, so you'll notice better visuals, but as the tradeoff, you save less memory.

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I can pretty much guarantee you that there won't be an issue with EVE + ATM. Why are you getting the null reference exception...? Added/removed a mod that alters contracts?

Possibly....a lot of mods now include custom contracts for their parts and capabilities, Tantares and Orbital Science are two I use that do this for sure, maybe a couple of others. However, I do have the KSC issue when all mods are installed so I doubt the contract issues are relevant. Is there any specific data or test methods I can do that would help you?

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Possibly....a lot of mods now include custom contracts for their parts and capabilities, Tantares and Orbital Science are two I use that do this for sure, maybe a couple of others. However, I do have the KSC issue when all mods are installed so I doubt the contract issues are relevant. Is there any specific data or test methods I can do that would help you?

Just the one above that I sent Gaiiden: "Try a fresh install of KSP (not just clean GameData) and keep a very careful record of memory+mods. Infact, one thing you could try is to add all the mods back in, but slowly delete MOD *.dlls (save things like module manager for last though) to see which one is causing your memory to spike. This should help you find which mod is eating memory." I'd modify this and install KSP + EVE + ATM to verify that they aren't the cause first, then continue with the other mods, one-by-one. It is slow, but that is one of the prices of modding if you want a stable game.

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So I'm running a bunch of mods with the -force-opengl switch and I'm thinking I need to reduce memory usage just a little bit more (at about 2.5GB and want to get down a couple hundred). So quick question. Does ATM still offer memory savings with the opengl switch on?

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So I'm running a bunch of mods with the -force-opengl switch and I'm thinking I need to reduce memory usage just a little bit more (at about 2.5GB and want to get down a couple hundred). So quick question. Does ATM still offer memory savings with the opengl switch on?

Why? You've got almost 1GB of overhead before KSP gets wonky.

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Why? You've got almost 1GB of overhead before KSP gets wonky.

Sadly no. My system starts throwing NRE at about 3.25GB. Though I sometimes notice issues as low as 3GB. Thus I like to start the game to about 2.2GB giving me some nice breathing room.

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Ok. I delete all files and folders except ActiveTextureManagement,NASAmission,Squad.

ksp + ATM = 1.48

ksp = 0.982

my new logfile

Now try with a NEW KSP install. Not just "cleaned" because I still see artifacts from other mods in your log. For all we know, they modified the filesystem.

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I was distraught when I found out the x64 version was buggy as I had 60-70 mods and now even with this mod I struggle to reach 35 :(

Do you even use all those mods or just a few parts here and there? You can delete parts and textures you will never use.

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For reference here are my test. All with TEXTURE_QUALITY = 0 in settings.cfg with the 2 release of ATM and a third settings (max_size = 0 / max_size_normals = 0 / scale = 1 / scale_normals = 1)

DirectX
KSP Empty GameData : 1.079.024 K
KSP Stock GameData : 1.718.112 K
KSP Stock GameData + ATM : 1.375.316 K
KSP Stock GameData + ATM Basic : 1.582.432 K
KSP Stock GameData + ATM NoRescale : 1.796.584 K

KSP 0.24 Empty GameData : 877.500 K

OpenGL
KSP Empty GameData : 652.200 K
KSP Stock GameData : 796.028 K
KSP Stock GameData + ATM : 865.688 K
KSP Stock GameData + ATM Basic : 876.696 K
KSP Stock GameData + ATM NoRescale : 869.728 K

If you get widly different result then something is most likely wrong with your install. For OpenGL the result may change with how much memory your graphic card has and what process use it (An open google map in WebGL eat your GPU memory like candy). Process Explorer can show you how much GPU memory is used by a program (Right click on columns name, "Selects Columns", "Process GPU" tab and check "GPU Commited"

Edited by sarbian
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For reference here are my test. All with TEXTURE_QUALITY = 0 in settings.cfg with the 2 release of ATM and a third settings (max_size = 0 / max_size_normals = 0 / scale = 1 / scale_normals = 1)

DirectX
KSP Empty GameData : 1.079.024 K
KSP Stock GameData : 1.718.112 K
KSP Stock GameData + ATM : 1.582.432 K
KSP Stock GameData + ATM Basic : 1.375.316 K
KSP Stock GameData + ATM NoRescale : 1.796.584 K

KSP 0.24 Empty GameData : 877.500 K

OpenGL
KSP Empty GameData : 652.200 K
KSP Stock GameData : 796.028 K
KSP Stock GameData + ATM : 876.696 K
KSP Stock GameData + ATM Basic : 865.688 K
KSP Stock GameData + ATM NoRescale : 869.728 K

If you get widly different result then something is most likely wrong with your install. For OpenGL the result may change with how much memory your graphic card has and what process use it (An open google map in WebGL eat your GPU memory like candy). Process Explorer can show you how much GPU memory is used by a program (Right click on columns name, "Selects Columns", "Process GPU" tab and check "GPU Commited"

Why is basic using less memory? That is strange.

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Now try with a NEW KSP install. Not just "cleaned" because I still see artifacts from other mods in your log. For all we know, they modified the filesystem.

Done.

ksp + ATM = 1.42

ksp = 0.9

log

KSP.exe -popupwindow -force-opengl

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Nori : it does reduce it, but in OpenGL all the texture are on the graphic card so ATM lower the memory use on the card. Here is an OpenGL test with the GPU memory added :

KSP             834.024 K   1.668.660 K
KSP + ATM 890.940 K 1.275.444 K

rbray89 : I may have switched them. Let me redo it

Edit : yes they were inverted. I edited the post.

Edited by sarbian
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@Sarbian - Ah ok. Is KSP still limited to a overall usage of 4GBish? I'm asking because I just got a new Nvidia card that actually allows me to play with the opengl switch (my previous AMD card crash on trying) so I'm just trying to see what I'm able to install and still have work.

My basic testing yesterday showed a usage of about 2.5GB (from task manager for the mods I have). I'm assuming that doesn't include GPU memory. So that part would still be limited to the 4GB address space (which for my computer means 3.25GBish).

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