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Ram leak


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Hi all,

Problem: RAM usage creeps up malevolently and constantly

Mods: (All up-to-date)

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ATM

Firespitter (Stripped down to just the electric engines)

HL Airships

KAS

Hyperedit

Mechjeb2

Modstatistics

ModuleManager

Nasamission

Squad

Romfarer docking camera/cameras

Scansat

Reproduction steps: Play for about half an hour, watch in horror as your game crashes.

The log tells me that It is a ram crash, so I checked activity monitor, and although my ksp uses 1.8 to 1.9 GB of RAM when I start Playing, The usage just keeps increasing until the game reaches my critical 2.45GB limit of stability. Something isn't right.

If its any help, my computer has 8GB of ram, and a 2.9GHz Intel i5 CPU (Turbo boost to 3.6GHz), and has 1GB of VRAM.

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You will need to provide more information to help diagnose this problem. The game shouldn't really get unstable until it is using significantly more than 2.45GB (more like 3.45GB, was that a typo?). An output_log.txt (yes, for a half hour run it will be very large, zip it and upload somewhere) and the version numbers of the mods would be very helpful. Have you tested if the same thing happens with a new save, e.g. create a new save and build and fly new vessels for half an hour? Also, does it depend on whether you actually use any of the mods, e.g. if you only use stock parts in a new save and don't use mechjeb or hyperedit?

If it does still crash with a new save using only stock parts then you should be able to narrow down which mod(s) are at fault by removing some and testing again as it describes in the "How to get support" sticky thread.

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2.45 was not a typo, and ill have the player.log up soon.

For what it's worth, 0.90 under OS X seems to become unstable due to RAM usage for me right around that point too. Since 0.19, I've been able to get up to nearly 3.5GB until problems; however, I've had several crashes-to-desktop under 0.90 at about that same 2.5GB point, more or less. It does take me several hours to reach that point however. This is new behavior for 0.90.

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Player.log

There you go.

I've had several crashes-to-desktop under 0.90 at about that same 2.5GB point, more or less. It does take me several hours to reach that point however.

Yeah, I seem to have a very leaky boat here, as mine takes less than half an hour. It's becoming really annoying.

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Sorry, I didn't originally realise this was on OSX. The log shows a null reference exception in Romfarer.Util.LightTexture, then a failure to allocate a chunk of memory of about 30 MB followed by trying to access the null pointer that results which crashes the program hard.

It may be worth checking with the author of the docking camera mod if the null reference exception is expected though I suspect it is caused by a previous failure to allocate memory that doesn't result in a hard crash because it is handled inside the mod code and then the game crashes when doing something more low-level inside the unity player itself.

There is probably very little you can do about it at the moment though you could try changing the ATM settings to reduce memory further. As LameLefty indicates that it takes a lot longer for his game to reach the same level of memory use it may be worth trying removing one mod at a time as there could be one that is making the issue worse. I would start with the docking camera and see if that affects how long you can play, then try scansat. Alternatively, stripping out more part based mods should generally reduce the memory usage and allow you to run for longer before hitting the limit.

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