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Game crashing on load (64-BIT)


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I'm running a crap-ton of mods. I have to run this as a 64 bit installation in order to not memory crash (mods total over 5.5GB loaded). Thats partly because I'm running the higher res options in Astronomer's Visual Pack, which does nightmares on your memory usage.

The game is crashing on load. It gets near the end of the progress bar, then crashes. As a diagnostic, I created a new folder named 'Mod Holding' and moved all .dll files and folders except NASAmission and Squad into it. Launching the game again reproduced the crash. Obviously my desktop generates a native win64 crash which my laptop did not. I'm attaching the error.log and output_log.txt for diagnostic purposes. These are the versions from the unmodded crash. Modded crash logs are available by request.

output_log.txt

error.log

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Memory is definitely not an issue, as my system has 8GB and uses less than 1.5 at idle. I should have ~6.5GB available to KSP so its not a memory related crash I assume.

I just tested it and I'm still crashing on the initial loading screen. I have yet to successfully get to the main menu. Whatever is happening is not something forcing OpenGL can fix, which leads me back to my original assumption, that I've induced a KSP win64-native crash.

EDIT: to be sure, I'm going to test a brand new 0.25 64 bit install on my computer. That may or may not change anything.

EDIT 2: A brand new KSP win64 is not crashing. When I add in my custom sun flare (which requires me to edit files I'm not supposed to edit), it crashes. Problem identified!

EDIT 3: I've identified the problem as my own laziness. In an effort to save work, I copied the sharedassets10.assets from my .24.2 into my .25 so I wouldnt have to decompile it and re-insert my modded sun flare but that was causing crashes. The original problem install is working now with that overwritten with a stock file. I should be able to safely get everything working now.

Edited by Captain Sierra
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Mods, huh? This oughtta be in the modded section, then, eh? Moved to the modded Support section. :)

Actually no. I tested the same install with all mods removed and it still crashed. It was in stock for a reason. It just turned out the problem had to do with a file I hand-modded and forgot about.

Its not crashing anymore but there's still an issue, and this issue is in fact mod-related. Since Vexx moved it (even though it didnt need to be), I might as well use here than create another thread.

The game is hanging on load. WIth mods, the loading bar is getting stuck right where it used to crash. THe logs show nothing out of the ordinary while running, just the partloader doing its job.

When I close out, I get this new chunk in the logs:

[EXC 11:20:41.922] NullReferenceException: Object reference not set to an instance of an object
System.Collections.Generic.GenericEqualityComparer`1[System.String].GetHashCode (System.String obj)
System.Collections.Generic.Dictionary`2[System.String,System.Int32].TryGetValue (System.String key, System.Int32& value)
PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node)
PartLoader+.MoveNext ()
[LOG 11:22:18.058] [SmokeScreen ModelMultiParticlePersistFX] OnDestroy
[LOG 11:22:18.059] [SmokeScreen ModelMultiParticlePersistFX] OnDestroy
[LOG 11:22:18.060] [SmokeScreen ModelMultiParticlePersistFX] OnDestroy
[LOG 11:22:18.063] [SmokeScreen ModelMultiParticlePersistFX] OnDestroy
[LOG 11:22:18.064] [SmokeScreen ModelMultiParticlePersistFX] OnDestroy
[LOG 11:22:18.066] [SmokeScreen ModelMultiParticlePersistFX] OnDestroy
[LOG 11:22:18.076] [SmokeScreen PersistentEmitterManager] : OnDestroy
[LOG 11:22:18.078] [SmokeScreen ModelMultiParticlePersistFX] OnDestroy
[LOG 11:22:18.079] [SmokeScreen ModelMultiParticlePersistFX] OnDestroy

Stand by, as I'm testing the install w/out smokescreen, which may be creating issues.

EDIT: removing smokescreen removes the problem. I'm looking into their known issues now and will take this up with them.

EDIT 2: Smokescreen and nothing else does not trigger the issue. Currently testing for interactions now. Larqe quantity of mods means slow process.

Edited by Captain Sierra
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