StainX Posted June 13, 2014 Share Posted June 13, 2014 Anyone else having crash problems while trying to attach some landing leg in SPH? Link to comment Share on other sites More sharing options...
JordanL Posted June 13, 2014 Share Posted June 13, 2014 Anyone else having crash problems while trying to attach some landing leg in SPH?Mine is crashing, consistently and reproducibly, when I press the launch button in the VAB. It does the scene flash that everyone is getting, then I have a screen of empty space with the stars background, and my navball says orbit, and the sound file for "you just got to the launch pad" of whistling wind plays on a loop.It doesn't crash, it just freezes. And not the program, just the scene. I can press ESC and bring up the menu and go back to space center, I just can't launch anything. Even tried it with a 3 part ship, just in case.Really unfortunate... I suppose I have to go back and figure out which mod isn't working. Link to comment Share on other sites More sharing options...
JordanL Posted June 13, 2014 Share Posted June 13, 2014 Apparently it isn't the 64 bit. It also was doing it in my 32 bit install. Link to comment Share on other sites More sharing options...
Crashy_McSplodey Posted June 13, 2014 Share Posted June 13, 2014 (edited) Apparently it isn't the 64 bit. It also was doing it in my 32 bit install.hey Jordan, did you perform a clean install prior to moving the x64 unity player an mono.dll in to your game? Edited June 13, 2014 by Crashy_McSplodey Link to comment Share on other sites More sharing options...
razorblade75 Posted June 13, 2014 Share Posted June 13, 2014 the problem for me is that when i surpass 4.5 GB, the game loads to the the start screen, it let me start a new game, but when i try to enter in VAB, suddenly crash Link to comment Share on other sites More sharing options...
bsalis Posted June 13, 2014 Share Posted June 13, 2014 Tried it out. Was working swimmingly - until I tried to build something in the VAB. Link to comment Share on other sites More sharing options...
razorblade75 Posted June 13, 2014 Share Posted June 13, 2014 Tried it out. Was working swimmingly - until I tried to build something in the VAB.mine doesn't work no matter what i do Link to comment Share on other sites More sharing options...
JordanL Posted June 13, 2014 Share Posted June 13, 2014 hey Jordan, did you perform a clean install prior to moving the x64 unity player an mono.dll in to your game?Took me over 1.5 hours to track it down. It was TweakScale in conjunction with Interstellar. Link to comment Share on other sites More sharing options...
razorblade75 Posted June 13, 2014 Share Posted June 13, 2014 a fix that work for me: 1) backup your ksp folder2) follow the steps here http://forum.kerbalspaceprogram.com/threads/82118-KSP-64bits-on-Windows-%28this-time-it-s-not-a-request%293) copy all the folders presents in ...\Unity\Editor\Data\PlaybackEngines\windows64standaloneplayer\Data in ...\KSP_Data (overwrite all)4) copy the folders Gles2 - Gles3 - Managed presents in...Unity\Editor\Data\PlaybackEngines\windows64standaloneplayer\Data\ in KSP_Data (overwrite all)i use directx 9. Hope this will help Link to comment Share on other sites More sharing options...
Walsht9 Posted June 13, 2014 Share Posted June 13, 2014 a fix that work for me: 1) backup your ksp folder2) follow the steps here http://forum.kerbalspaceprogram.com/threads/82118-KSP-64bits-on-Windows-%28this-time-it-s-not-a-request%293) copy all the folders presents in ...\Unity\Editor\Data\PlaybackEngines\windows64standaloneplayer\Data in ...\KSP_Data (overwrite all)4) copy the folders Gles2 - Gles3 - Managed presents in...Unity\Editor\Data\PlaybackEngines\windows64standaloneplayer\Data\ in KSP_Data (overwrite all)i use directx 9. Hope this will helpDo you think this would help with the decoupler issue? Link to comment Share on other sites More sharing options...
razorblade75 Posted June 13, 2014 Share Posted June 13, 2014 decoupler and separator work fine for me. Procedural fairing have no eject force anyway Link to comment Share on other sites More sharing options...
Tourman Posted June 13, 2014 Share Posted June 13, 2014 KSP is freezing in opengl or DX when I enable high timewarp > 100x. Using the 64bit unity.dll just makes the game even more unstable. I'm about to call 64bit KSP a bust. It's just as unstable if not more. At least 32bit worked if you did not go crazy on mods. Link to comment Share on other sites More sharing options...
Crashy_McSplodey Posted June 13, 2014 Share Posted June 13, 2014 (edited) Pushed the screen resolution upto 1080p and now after the load screen, i get the loading icon bottom right, with a blank screen for about 1 minute, then audio bugs creep in with the start screen song and then it causes my computer to freeze. Now crawling through files to drop the resolution back down.::edit:: computer freezes at 1080x and 1684x900, going to monitor RAM load as i scale the window up from 1024x768 and report back.Yeah.... No... It's repeatedly glitching and causing my computer to freeze and 1x BSOD too. Looks like I'm out guys :/ Edited June 13, 2014 by Crashy_McSplodey Link to comment Share on other sites More sharing options...
nebuchadnezzar Posted June 14, 2014 Share Posted June 14, 2014 KSP is freezing in opengl or DX when I enable high timewarp > 100x.I had the same issue with an old version of Crew Manifest. If you're running that mod I'd suggest moving to Ship Manifest. Link to comment Share on other sites More sharing options...
bigyihsuan Posted June 14, 2014 Share Posted June 14, 2014 It's fine for me, except for the fact I can't see the orbits of anything that's not the active craft from far away, and some problems with right-clicking. Link to comment Share on other sites More sharing options...
Shalashalska Posted June 14, 2014 Share Posted June 14, 2014 OpenGL seems mostly stable for me, with crashes about as often as 32, but there's some weird visual derps in the map view, mostly planets and stuff shifting around. Link to comment Share on other sites More sharing options...
vexx32 Posted June 14, 2014 Share Posted June 14, 2014 KSP is freezing in opengl or DX when I enable high timewarp > 100x. Using the 64bit unity.dll just makes the game even more unstable. I'm about to call 64bit KSP a bust. It's just as unstable if not more. At least 32bit worked if you did not go crazy on mods.This is one of the reasons Squad aren't distributing a 64-bit executable with the game yet. Link to comment Share on other sites More sharing options...
Cetera Posted June 15, 2014 Share Posted June 15, 2014 It took me a long, long time, but I finally got this to function. I was trying to extract the new files from the unity installer, rather than copying from the installed client. For whatever reason, for me the extracted files were different from the installed, and it would not work. It is entirely possible I was doing something incorrectly with the extraction. If you are having issues, try copying from the installed unity client. Link to comment Share on other sites More sharing options...
Lilleman Posted June 15, 2014 Author Share Posted June 15, 2014 (edited) Hello everyone!It's been a week now since my last modification on the first post, and I would like to thank all the people who take some time to try this and to leave some comments.It seems that the ratio for "usable with no major glitches with directX", is stable around 66%. Also, some recurrent glitches have been found, so there is probably some updates to make to this thread.I'm looking (again) for ideas/things that need to be added to the first post, and maybe a new poll to make the troubleshooting easier.On my side, I found a recurrent glitch that cause the game to crash, and the solution, who can't be applied yet, sadly(but a workaround):Due to a bug in Unity and it's way to handle PhysX, somes meshes collisions causes the application to crash.This can be reproduced with any rocket by using at least one AV-T1 Winglet. The game will then crash randomly, in the VAB or during flight (it can also occur after several launches), leaving in the error.log:"Read from location ffffffff caused an access violation.", and in output_log.txt "(0x000000014088C91C) (KSP): (filename not available): NxCreateCoreSDK + 0xd390c"Now the only information I have on this problem is this thread: http://forum.unity3d.com/threads/hybridobbcollider-crash-issue-in-x64-standalone-player.224486/ , that seems to indicate the problem can be solved by upgrading Unity to version 4.5.x. (no fix to expect with 23.5)This also means this error could appear with another part. For now (and for me), it only occur when using a AV-T1 Winglet, but every others parts are fine.Lazy workaround: don't use AV-T1 Winglet if you find "(0x000000014088C91C) (KSP): (filename not available): NxCreateCoreSDK + 0xd390c" in a crash report. Edited June 15, 2014 by Lilleman Link to comment Share on other sites More sharing options...
AlternNocturn Posted June 15, 2014 Share Posted June 15, 2014 (edited) The 64-bit install of my game has started crashing on loading with a memory access violation. I can't figure out how this is possible, the game barely uses 2 gigs of my 16 total gigs of RAM.EDIT: got it, I pinned the icon to the taskbar and apparently when you do that it defaults to the exec and not the shortcut. It was launching in d3d9 mode, which causes crashes for me.EDIT2: Scratch that, it was launching in OpenGL mode the whole time, but that's started causing crashes for me. Reverting to D3D9 mode.EDIT4: It crashes on D3D9, as expected. Since OpenGL won't work and D3D11 has visual glitches, this is now unplayable for me. Edited June 15, 2014 by AlternNocturn Link to comment Share on other sites More sharing options...
Lilleman Posted June 15, 2014 Author Share Posted June 15, 2014 Not sure, but I guess DirectX try to write or read in a location already used by another application. A software issue.Have you tried to update your graphic card's drivers? Try Directx11 or OpenGL? Link to comment Share on other sites More sharing options...
asmi Posted June 15, 2014 Share Posted June 15, 2014 For me the game sometimes crashes once I get into the flight, but other times it works rock-stable for 6+hrs. It only seems to crash during scene transitions, so once I get mission going I can fly it for as long as I please without any issues. And it allowed me to use super-HD texture/normal map for the Earth (I play with RSS) so it looks just amazing!I had to remove Engine Ignitor since it caused a lot of crashes and spammed NullRef' all over the place (same is in 32bit BTW - it just doesn't cause crashes there). Link to comment Share on other sites More sharing options...
AlternNocturn Posted June 15, 2014 Share Posted June 15, 2014 Not sure, but I guess DirectX try to write or read in a location already used by another application. A software issue.Have you tried to update your graphic card's drivers? Try Directx11 or OpenGL?Ah, I'm an idiot, I re-read the OP and it's probably a mod causing problems. I have up-to-date drivers and I'm already using OpenGL. D3D11 works but with graphical problems. Might have to use lower res EVE textures. Link to comment Share on other sites More sharing options...
asmi Posted June 15, 2014 Share Posted June 15, 2014 (edited) Just look at that:http://www.asmitech.com/Stuff/KSP/Title.png Edited June 15, 2014 by asmi Link to comment Share on other sites More sharing options...
Victus Posted June 15, 2014 Share Posted June 15, 2014 Just looks at that:http://www.asmitech.com/Stuff/KSP/Title.pngOh do share with me that graphical mod. Link to comment Share on other sites More sharing options...
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