Briefmoment Posted December 4, 2014 Share Posted December 4, 2014 Haha yes I know Felger, I just wanted to say that... .-. Link to comment Share on other sites More sharing options...
Briefmoment Posted December 4, 2014 Share Posted December 4, 2014 http://forum.kerbalspaceprogram.com/threads/49756Keep an eye on this! Link to comment Share on other sites More sharing options...
thyriel Posted December 4, 2014 Share Posted December 4, 2014 I got some strange minor problem with RAM and the mods for this:- fresh install of KSP (win7, 64bit, KSPx86, 16GB RAM)- installed RO with CKAN- when i start KSP then it works all fine. I can play, RAM used is ~2,4GB after startupBut if i close KSP then and try to restart it, it just freezes at the starting screen while applying the "mesh wrapping" on Eve body. RAM used it then at 3,7GB which seems to be the problem why its freezing. (there is no error message, ksp.exe process is still running according to taskmanager). This happens everytime now, i can't find a way to startup KSP again then. After restarting the whole computer it starts again with only 2,4GB used, but only once.No idea what could cause this, seems very strange to me that the program behaves in different ways if its running for the first or second time since windows started.I already tried making new clean installs of KSP and new clean installs of RO, three times now with the same strange result.Modlist: - Advanced Jet Engines- Community Tech tree- Cossfeed Enabler- Custom Biomes (+RSS config)- DDSLoader- Deadly reentry- docking port alignment indicator- engine ignitor- FASA- FAR- Hot Rockets- Kerbal Alarm Clock- Engineer Redux- Joint Reinforcements- KW Rocketry- Module Fixer- Module manager- module RCSFX- Orbit Manipulator- PlanetShine- Procedural Fairings- Proc. Wings- proc. parts- RasterPropMonitor (+Core)- Real Effects- Real fuels- Real Chute- Realism Overhaul- Realistic Progression zero- RSS- RemoteTech (+RSS Config)- SXT- TAC Life Support (+RSS Config)- TechManager- TextureReplacer- Toolbar- TweakScale- 8192x4096 DDS Textures Link to comment Share on other sites More sharing options...
Bender222 Posted December 4, 2014 Share Posted December 4, 2014 Important note:It has been brought to my attention that the launch options previously in the OP don't actually do anything (Thanks NathanKell for investigating the launch options further)The launch options in the OP have been updated, and should now actually do things:Follow these steps to set launch options for Kerbal Space Program to reduce RAM footprint and allow alt-tabbing while loading:Edit settings.cfg in the root KSP install folder, change FULLSCREEN = True to FULLSCREEN = False Create a desktop shortcut for KSP.exe Right click on it, and open up the properties of that shortcut Add -force-opengl -popupwindow following the path to your KSP.exe. Launch the game, if you get graphical glitches (My text is glitchy with -force-opengl) try: Replace with -force-d3d11 -popupwindow in the path to your KSP.exe. In the end, your Properties window should look like one of these:http://i.imgur.com/Oemlrlq.pngShould update "repalce with -force d3d...." typo in origina post and this post here Link to comment Share on other sites More sharing options...
Hattivat Posted December 4, 2014 Share Posted December 4, 2014 I got some strange minor problem with RAM and the mods for this:- fresh install of KSP (win7, 64bit, KSPx86, 16GB RAM)- installed RO with CKAN- when i start KSP then it works all fine. I can play, RAM used is ~2,4GB after startupBut if i close KSP then and try to restart it, it just freezes at the starting screen while applying the "mesh wrapping" on Eve body. RAM used it then at 3,7GB which seems to be the problem why its freezing. (there is no error message, ksp.exe process is still running according to taskmanager). This happens everytime now, i can't find a way to startup KSP again then. After restarting the whole computer it starts again with only 2,4GB used, but only once.No idea what could cause this, seems very strange to me that the program behaves in different ways if its running for the first or second time since windows started.The amount of RAM that KSP uses does not change linearly. It tends to spike during loading, which can temporarily push you over the limit. One such spike is the RSS loading (in fact the reason RSS is set up to load separately instead of together with the rest of KSP is precisely to make the spike less severe), which is probably why your KSP hangs. As for why it works the first time - no idea, someone else might be able to explain. Based on your modlist the solution I would recommend is to replace part of the textures with lower-resolution ones. There is little reason to load 8k textures for things you are not going to see, personally I only keep Earth and moon at 8k, and the rest is at 4k. If I planned extensive exploration of some particular planet, then I'd add 8k textures for that particular planet as well, but other than that, 4k is more than enough. Link to comment Share on other sites More sharing options...
Felger Posted December 5, 2014 Author Share Posted December 5, 2014 Should update "repalce with -force d3d...." typo in origina post and this post hereI guess I'm missing something, I don't see the typo... Link to comment Share on other sites More sharing options...
Bender222 Posted December 5, 2014 Share Posted December 5, 2014 Aies is not available on ckan, its not marked. Link to comment Share on other sites More sharing options...
Felger Posted December 5, 2014 Author Share Posted December 5, 2014 Aies is not available on ckan, its not marked.Hmmm, good point. I thought I built one. I'll look into it. Link to comment Share on other sites More sharing options...
thyriel Posted December 5, 2014 Share Posted December 5, 2014 The amount of RAM that KSP uses does not change linearly. It tends to spike during loading, which can temporarily push you over the limit. One such spike is the RSS loading (in fact the reason RSS is set up to load separately instead of together with the rest of KSP is precisely to make the spike less severe), which is probably why your KSP hangs. As for why it works the first time - no idea, someone else might be able to explain. Based on your modlist the solution I would recommend is to replace part of the textures with lower-resolution ones. There is little reason to load 8k textures for things you are not going to see, personally I only keep Earth and moon at 8k, and the rest is at 4k. If I planned extensive exploration of some particular planet, then I'd add 8k textures for that particular planet as well, but other than that, 4k is more than enough.Thanks, replacing all with 4k textures did solve that problem After i replaced all except moon and earth it just hanged up at mun instead eve, so i replaced now all of them and it seems to work. At least i could start it 4 times in a row without problem now. Link to comment Share on other sites More sharing options...
Bender222 Posted December 5, 2014 Share Posted December 5, 2014 (edited) Follow these steps to set launch options for Kerbal Space Program to reduce RAM footprint and allow alt-tabbing while loading:Edit settings.cfg in the root KSP install folder, change FULLSCREEN = True to FULLSCREEN = FalseCreate a desktop shortcut for KSP.exeRight click on it, and open up the properties of that shortcutAdd -force-opengl -popupwindow following the path to your KSP.exe.Launch the game, if you get graphical glitches (My text is glitchy with -force-opengl) try:Replace with -force-d3d11 -popupwindow in the path to your KSP.exe. In the end, your Properties window should look like one of theseIm not a grammer-.... I just quickly glanced at it today because I was not sure of the correct syntax and I saw that. I remember you Talking about it so I personally knew but someone that did not know and was just quickly glancing or copy/pasting like I waswould grab the old one.Wow, I am a moron, I didn't even fully read it. I just assumed it was like the old one and when I saw "replace" I just copied it without even reading it. To top it off I came here and said it had a typo still not having read it. Edited December 5, 2014 by Bender222 Link to comment Share on other sites More sharing options...
Phylan Posted December 5, 2014 Share Posted December 5, 2014 Is there some sort of adjustment or patch to MechJeb that's required? I'm building rockets that show an initial TWR of 1.1 or 1.2 that just fall right back to the ground, or accelerate far more slowly than they should. Link to comment Share on other sites More sharing options...
NathanKell Posted December 5, 2014 Share Posted December 5, 2014 Real Fuels includes a correction: Isp is a measure of the thrust one gets from fuel, and fuel pumps don't magically work faster at sea level, so instead of fuel flow varying with pressure, thrust does. That means the thrust you get in vacuum is not the same as what you get at sea level. In Mechjeb's Delta V Stats window, click all stats. SLT is your Sea Level TWR. (Then click on the columns you do want hid). I suggest looking at the RO wiki (linked in the OP) which will explain that and many other things. Link to comment Share on other sites More sharing options...
Phylan Posted December 5, 2014 Share Posted December 5, 2014 Real Fuels includes a correction: Isp is a measure of the thrust one gets from fuel, and fuel pumps don't magically work faster at sea level, so instead of fuel flow varying with pressure, thrust does. That means the thrust you get in vacuum is not the same as what you get at sea level. In Mechjeb's Delta V Stats window, click all stats. SLT is your Sea Level TWR. (Then click on the columns you do want hid). I suggest looking at the RO wiki (linked in the OP) which will explain that and many other things. Yes, that was the piece I was missing, thank you. Couldn't figure out what SLT stood for. Great continuing work on this. Link to comment Share on other sites More sharing options...
Felger Posted December 5, 2014 Author Share Posted December 5, 2014 Im not a grammer-.... I just quickly glanced at it today because I was not sure of the correct syntax and I saw that. I remember you Talking about it so I personally knew but someone that did not know and was just quickly glancing or copy/pasting like I waswould grab the old one.Wow, I am a moron, I didn't even fully read it. I just assumed it was like the old one and when I saw "replace" I just copied it without even reading it. To top it off I came here and said it had a typo still not having read it.No worries! Happens to the best of us.- - - Updated - - -Yes, that was the piece I was missing, thank you. Couldn't figure out what SLT stood for. Great continuing work on this.If you have a look at the Realism Overhaul Wiki, we have some pretty awesome guides on there, should help give you some pointers on how to get started with the terminology and whatnot. Link to comment Share on other sites More sharing options...
Trase Posted December 5, 2014 Share Posted December 5, 2014 Don't know if it's a problem or not, but it's been stuck atfor about 20 minutes now. Clean KSP install, with these mods: Link to comment Share on other sites More sharing options...
Hattivat Posted December 5, 2014 Share Posted December 5, 2014 You are out of memory. Use lower resolution textures for RSS, 8192 is a "luxury option" that works pretty much only in Linux64 (and even then is not necessarily worth the hit on performance). Link to comment Share on other sites More sharing options...
Trase Posted December 5, 2014 Share Posted December 5, 2014 Thank you. Before I reinstall the textures, what is the difference between the "normal" ones and DDS? Link to comment Share on other sites More sharing options...
Hattivat Posted December 5, 2014 Share Posted December 5, 2014 DDS is a format optimized for graphic cards, so they load much faster and use slightly less memory. So yes, use DDS whenever you can. Link to comment Share on other sites More sharing options...
Yaivenov Posted December 5, 2014 Share Posted December 5, 2014 So I was tinkering with some boosters and pairing up smaller engines with larger for steering and what not and I got to thinking, exactly why do I need to dink about with a thrust plate?The procedural fuel tanks already allow me to make some rather nice looking (and functional) tank bulkheads, and it pretty much already looks like a thrust plate if you size it right, so why not cut out the middle man and make it so you can mount engines on the ends radial style? I don't need game constraints to tell me that putting an F-1 on the side of the main body is probably a bad idea, but why not let me build my engine clusters with ease? Added bonus, reduced part and joint counts.tl;dr: Just make all the engines radially mountable with their "normal" node as the mounting point.Alternate solution: Incorporate the thrust plate node system right into the procedural fuel tanks. Link to comment Share on other sites More sharing options...
Carraux Posted December 5, 2014 Share Posted December 5, 2014 So I felt a little out of it earlier. So I opted to launch a Delta IV Heavy with a 4 meter DCSS and my KROL-001 satellite on top of it. It was odd since it had close to 18000 m/s Delta V. which is extremely close to being able to launch to the moon... .-.One dumb question, if you don't mind: How do you get these big boosters firmly attached to the main stage? On my large rocket, the radial decouplers are just too weak to hold them straight and no matter how much struts I use, they point more diagonally or inwards the stage. Link to comment Share on other sites More sharing options...
thyriel Posted December 5, 2014 Share Posted December 5, 2014 As it seems i'm not the only one that had the RAM problem because of 8k textures, wouldn't it be better CKAN selects the 4k DDS as default instead the normal 8k ? Link to comment Share on other sites More sharing options...
Bender222 Posted December 5, 2014 Share Posted December 5, 2014 quick question. I thought I would have figured it out by now but Im just going to ask. What is descent mode? Link to comment Share on other sites More sharing options...
NathanKell Posted December 5, 2014 Share Posted December 5, 2014 Yaivenov: We have made most engines radially attachable, IIRC, and we can do it for more of them.Bender222: It shifts the center of mass of the pod to allow you to perform a lifting reentry. Link to comment Share on other sites More sharing options...
plasmeus Posted December 5, 2014 Share Posted December 5, 2014 Quick Question:Is anyone working on making Infernal Robototics compatable with RO?By the way I would not bother trying to use descent mode. It is broken for a lot of the pods and makes them flip over (Not like some don't do that with it off). Link to comment Share on other sites More sharing options...
ANWRocketMan Posted December 5, 2014 Share Posted December 5, 2014 (edited) Quick Question:Is anyone working on making Infernal Robototics compatable with RO?By the way I would not bother trying to use descent mode. It is broken for a lot of the pods and makes them flip over (Not like some don't do that with it off).You're probably going too deep into the atmosphere too rapidly if that is happening. The descent mode is set up so that the pod can have the proper AoA and be stable there so that it performs a lifting re-entry and stays in the thinner parts of the atmosphere for as long as possible bleeding off as much velocity as possible.If you have high velocity in dense atmosphere the force on the pod will be much greater, following this and the shifted CoM the pod will have a greater rotational force which will exceed the correctional forces from RCS and other aerodynamics. Once you slow down enough the denser atmosphere shouldn't be a problem. Edited December 5, 2014 by ANWRocketMan Link to comment Share on other sites More sharing options...
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