oversoul Posted May 27, 2015 Share Posted May 27, 2015 How do I diagnose an out-of-memory crash? My game seems to get up to about 3.7GB or so when I watch Windows Task Manager on the second screen. I can do about one mission before this mod-heavy install goes tits up. KSP.exe caused an Access Violation (0xc0000005) in module KSP.exe at 0023:003adbff.Error occurred at 2015-05-27_014602.C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP.exe, run by oversoul.41% memory in use.0 MB physical memory [0 MB free].0 MB paging file [0 MB free].0 MB user address space [106 MB free].Write to location 00000008 caused an access violation. Link to comment Share on other sites More sharing options...
smunisto Posted May 27, 2015 Share Posted May 27, 2015 How do I diagnose an out-of-memory crash? My game seems to get up to about 3.7GB or so when I watch Windows Task Manager on the second screen. I can do about one mission before this mod-heavy install goes tits up. KSP.exe caused an Access Violation (0xc0000005) in module KSP.exe at 0023:003adbff.Error occurred at 2015-05-27_014602.C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP.exe, run by oversoul.41% memory in use.0 MB physical memory [0 MB free].0 MB paging file [0 MB free].0 MB user address space [106 MB free].Write to location 00000008 caused an access violation.3.7 Gb usage is the limit for KSP 32-bit, so even without a log we can tell you that it ran out of memory. Try reducing the number of mods or texture resolution to half res. Link to comment Share on other sites More sharing options...
oversoul Posted May 27, 2015 Share Posted May 27, 2015 (edited) thanks.I was trying to get one kerbal out of my low Kerbin space station before I deleted it so I can get rid of some mods.Thanks everyone who posted advice in here. I was able to cut the memory footprint by over 50% by removing the KSOS mod, running -force-opengl, and setting the option for half-res. Edited May 27, 2015 by oversoul Link to comment Share on other sites More sharing options...
ghimb2000 Posted May 27, 2015 Share Posted May 27, 2015 You can use this mod to alert you when you're reaching the threshold:http://forum.kerbalspaceprogram.com/threads/118928 Link to comment Share on other sites More sharing options...
Citizen Joe Posted May 28, 2015 Share Posted May 28, 2015 Whats the point of having the <enabled = true/false> in every config file if it does literally nothing? Regardless of which setting you use, ATM still converts, caches, and uses compressed/reformatted versions of the textures from the specified folder, which is somewhat aggravating when you're trying to get a specific mod excluded from being touched at all. Link to comment Share on other sites More sharing options...
rbray89 Posted May 28, 2015 Author Share Posted May 28, 2015 Whats the point of having the <enabled = true/false> in every config file if it does literally nothing? Regardless of which setting you use, ATM still converts, caches, and uses compressed/reformatted versions of the textures from the specified folder, which is somewhat aggravating when you're trying to get a specific mod excluded from being touched at all.It enables/disables the config for that file. Because the KSP loaders are disabled, we still cache all textures and load their cache equivalent. Link to comment Share on other sites More sharing options...
EX_plode Posted May 29, 2015 Share Posted May 29, 2015 Doesn't seem to be working for me. RAM usage is identical or even higher after this mod is installed. Anybody have a clue what is wrong?KSP 1.02Windows 7 64-bit8Gb RAMoutput_log files before and after installing the mod would be attached if that was possible. Instead I have linked them on Dropbox:https://dl.dropboxusercontent.com/u/18741755/output_log%20before.txthttps://dl.dropboxusercontent.com/u/18741755/output_log%20after.txt Link to comment Share on other sites More sharing options...
smunisto Posted May 29, 2015 Share Posted May 29, 2015 The exact same question was asked 10-15 posts ago and it was answered in a discussion. It is always a good idea to read the last few pages before asking questions. I will link you to my answer: http://forum.kerbalspaceprogram.com/threads/59005-1-0-Release-5-~post1938600Basically ATM is compatible with 1.0, but does not compress DDS textures. Since 99% of the mods plus the stock game have switched to DDS textures, for now ATM does nothing. All it does it compress the flags for mods using DDS. If all the mods you are using are using DDS textures, you might as well see higher mem usage with ATM than without it. I have it installed with a lot of mods and it doesn't reduce the memory footprint, but I am too lazy to uninstall it and my memory footprint is good for about an hour of playtime and about 10 scene changes before I have to restart the game. Link to comment Share on other sites More sharing options...
Bla123 Posted May 29, 2015 Share Posted May 29, 2015 Hm... i noticed that my ram usage increase if i use the basic or aggressive version. Downloading this mod caused my ksp to run out of memory. I know that it worked at earlier versions of ksp very well but at 1.02 not. Here is my ram usage:With Mod (Basic):Without Mod: Link to comment Share on other sites More sharing options...
Rouda Posted May 29, 2015 Share Posted May 29, 2015 I've been playing KSP since near the beginning 2012, and I lurked here for quite a while for troubleshooting and collecting mods.I have my heart set on all of the mods I've downloaded, and I simply can't bring myself to pick any of them over another, despite the lot of them making the game very nearly unplayable with constant crashes during liftoff and re-entry.I made this account just to say a big thank you! to everyone who contributed to this mod. Before installing ATM I'd hit the main menu already at 3.3GB. Now I'm at 2GB on the dot. Link to comment Share on other sites More sharing options...
EX_plode Posted May 29, 2015 Share Posted May 29, 2015 Ok, thanks for the reply. Really should be mentioned in the first post.Any idea if there are plans to support compressing DDS textures? Link to comment Share on other sites More sharing options...
Jarin Posted May 29, 2015 Share Posted May 29, 2015 (edited) ATM keeps eating my toolbar... Edit: Although it seems that on further reading, I shoudn't bother with ATM anyway, as it basically does next to nothing in its current state? Edited May 29, 2015 by Jarin Link to comment Share on other sites More sharing options...
Greyhound362 Posted May 30, 2015 Share Posted May 30, 2015 I have been trying to run your program, but my game always tries to load in and crashes with the message "Too many heap sections". Got anything to help me out with that? Link to comment Share on other sites More sharing options...
etheoma Posted May 30, 2015 Share Posted May 30, 2015 So yeah really are there any plans for this mod or another mod to compress DDS textures because I'm kinda up a creak now... Link to comment Share on other sites More sharing options...
Temeter Posted June 1, 2015 Share Posted June 1, 2015 Hm, I just tried the basic version and the game seems to be more stable. Didn't compare exact ram numbers tho.Maybe it's only formating the non-DXT textures of mods? Link to comment Share on other sites More sharing options...
Ethanadams Posted June 1, 2015 Share Posted June 1, 2015 active texture management makes my the game run slower i have the basic version. i also have only 3 gigs of ram. heres the https://drive.google.com/open?id=0Bxs9CfbO1DHEREJCZzVuQWNZeGc&authuser=0 .so i loaded it and the first time it loaded slower than normal by about 10 minutes after it loaded it i closed the game and bootted up another this time it loaded about the same as normal. but the game lagged a lot more near the ground when flying planes and rockets? Link to comment Share on other sites More sharing options...
somnambulist Posted June 2, 2015 Share Posted June 2, 2015 but the game lagged a lot more near the ground when flying planes and rockets?ATM doesn't do anything with the planet textures that are displayed when near the ground. Link to comment Share on other sites More sharing options...
Morberis Posted June 2, 2015 Share Posted June 2, 2015 active texture management makes my the game run slower i have the basic version. i also have only 3 gigs of ram. heres the https://drive.google.com/open?id=0Bxs9CfbO1DHEREJCZzVuQWNZeGc&authuser=0 .so i loaded it and the first time it loaded slower than normal by about 10 minutes after it loaded it i closed the game and bootted up another this time it loaded about the same as normal. but the game lagged a lot more near the ground when flying planes and rockets?The first is completely normal, because it's creating it's own version of the textures. Link to comment Share on other sites More sharing options...
SalamanderAnder Posted June 3, 2015 Share Posted June 3, 2015 (edited) Hey guys I'm having a problem I think is being cause by ATM, I've finally gotten most of my mods working just fine but for some reason the Retro Future parts are all super shiny and have lost their right click functions (like changing the fuel tank types and that sort of thing). I've tried adding the RetroFuture.cfg file in the atm configs folder, I've also tried several different configs to eliminate the problem.ACTIVE_TEXTURE_MANAGER_CONFIG{ folder = RetroFuture enabled = falseThis didn't work, so then I figured that it must be the normal maps, so I tried this:ACTIVE_TEXTURE_MANAGER_CONFIG{ folder = RetroFuture enabled = true NORMAL_LIST { texture = RetroFuture\Textures\ED125_NRM texture = RetroFuture\Textures\ED250_NRM texture = RetroFuture\Textures\latMainLG_NRM texture = RetroFuture\Textures\med2mFuselage_NRM texture = RetroFuture\Textures\med2mPod_NRM texture = RetroFuture\Textures\rectCkPit_NRM texture = RetroFuture\Textures\rectFuselage_NRM texture = RetroFuture\Textures\rFpWing_NRM texture = RetroFuture\Textures\UHB_props_NRM }}But that also didn't do anything. I figured maybe it was an issue with the prodedural dynamics (since retro future is dependent on that mod) so I tried adding the proceduraldynamics.cfg and adding this to it:ACTIVE_TEXTURE_MANAGER_CONFIG{ folder = ProceduralDynamics enabled = false}That still didn't work, so i tried leaving the procedural dynamics off and changed retrofuture to this:ACTIVE_TEXTURE_MANAGER_CONFIG{ folder = RetroFuture enabled = false NORMAL_LIST { texture = RetroFuture\Textures\ED125_NRM texture = RetroFuture\Textures\ED250_NRM texture = RetroFuture\Textures\latMainLG_NRM texture = RetroFuture\Textures\med2mFuselage_NRM texture = RetroFuture\Textures\med2mPod_NRM texture = RetroFuture\Textures\rectCkPit_NRM texture = RetroFuture\Textures\rectFuselage_NRM texture = RetroFuture\Textures\rFpWing_NRM texture = RetroFuture\Textures\UHB_props_NRM }}but that had no effect either. I'm not very good with this stuff so if anyone could write me some exceptions for those mods that would be great. at least let me know what I'm doing wrong here. Thanks! Edited June 3, 2015 by SalamanderAnder Link to comment Share on other sites More sharing options...
JaredTheDragon Posted June 3, 2015 Share Posted June 3, 2015 I've been using ATM up through the .90 release(s), and it worked great. It doesn't help much in 1.02, however, as everyone has already talked about. What worked for me, using a GTX-660 Nvidia card, was the -force-d3d11 flag at the end of the shortcut's target. Dropped from 3.6GB RAM usage at startup (right at the x86 version of the game's limit, in Win7 x64, for reference) to 1.8GB! Chopped memory usage IN HALF, outright. For other graphics cards, this may not be helpful. Forcing OpenGL may work instead. Am I correct to assume that the game defaults to DX9? Is that why the DX11 flag works so well? Link to comment Share on other sites More sharing options...
smunisto Posted June 3, 2015 Share Posted June 3, 2015 I've been using ATM up through the .90 release(s), and it worked great. It doesn't help much in 1.02, however, as everyone has already talked about. What worked for me, using a GTX-660 Nvidia card, was the -force-d3d11 flag at the end of the shortcut's target. Dropped from 3.6GB RAM usage at startup (right at the x86 version of the game's limit, in Win7 x64, for reference) to 1.8GB! Chopped memory usage IN HALF, outright. For other graphics cards, this may not be helpful. Forcing OpenGL may work instead. Am I correct to assume that the game defaults to DX9? Is that why the DX11 flag works so well?The game does default to Dx9, but the flags work differently depending on each user's hardware.OpenGL does not work bad, but it disables shadows, as well as gives quite lower framerates and higher PhysX calculation times for certain GPUs.I've played around with the force-d3d11 and force-d3d11-no-singlethreaded flags and the memory usage is significantly lower when using just force-d3d11. However force-d3d11 moves the fonts around a bit and spaces context menu entries by a pixel. At a certain point it started looking better to me than default. Link to comment Share on other sites More sharing options...
etheoma Posted June 3, 2015 Share Posted June 3, 2015 What worked for me, using a GTX-660 Nvidia card, was the -force-d3d11 flag at the end of the shortcut's target. Dropped from 3.6GB RAM usage at startup (right at the x86 version of the game's limit, in Win7 x64, for reference) to 1.8GB! Chopped memory usage IN HALF, outright. THANK YOU my game is now 1.6GB rather than 3.1GB PLENTY of space for Transitional memory leaks etc, at this point I could even add more mods if I wanted to... And I think I might give real solar system another try. Link to comment Share on other sites More sharing options...
SalamanderAnder Posted June 3, 2015 Share Posted June 3, 2015 (edited) Anyone have a fix for this shiny texture issue? I don't know what happened, retro future worked fine before but after I migrated windows and reinstalled ksp on another hard drive I suddenly have this problem. I'm running .90 right now since it's the only one that supports ubioweld.On the runwayMoving the camera yields a different texture altogether, notice the lack of fuel Edited June 3, 2015 by SalamanderAnder Link to comment Share on other sites More sharing options...
GudPiggeh Posted June 4, 2015 Share Posted June 4, 2015 This doesn't usually work, no matter how many times i delete the cache and retry, it removes textures from EVE and mechjeb and replaces it with a weird white and red one. Link to comment Share on other sites More sharing options...
plague006 Posted June 4, 2015 Share Posted June 4, 2015 I've been using ATM up through the .90 release(s), and it worked great. It doesn't help much in 1.02, however, as everyone has already talked about. What worked for me, using a GTX-660 Nvidia card, was the -force-d3d11 flag at the end of the shortcut's target. Dropped from 3.6GB RAM usage at startup (right at the x86 version of the game's limit, in Win7 x64, for reference) to 1.8GB! Chopped memory usage IN HALF, outright. For other graphics cards, this may not be helpful. Forcing OpenGL may work instead. Am I correct to assume that the game defaults to DX9? Is that why the DX11 flag works so well?Thank you so much. From 3.8gb and frequent crashes to 2.6gb and stable (so far). Link to comment Share on other sites More sharing options...
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