
Once it has assembled the list of mod names, it runs a set of :BEFORE, :FOR, and :AFTER passes for each mod name.Īny patch that doesn't specify :FIRST, :FINAL, :BEFORE, :FOR, or :AFTER runs in a pass called :LEGACY between :FIRST and the first :BEFORE. Any name by which a patch identifies itself in a :FOR clause.All loaded DLLs, regardless of their location under GameData.MM generates a list of mod names from three sources: Does MM connects every config in a subfolder of Gamedata to the existing dll in that subfolder? You're on your own to figure out what code should have disposed of something to prevent the crash.ġ.0 probably won't be the end of memory leaks, but I do hope to see some incremental improvements.Īh, thx then I perhaps missed something.

And when the crash happens, the stack trace tells you only what was trying to allocate memory when you ran out. Automated analysis tools can't tell whether you've leaked that memory or just haven't run the code you were saving it for. The more common type of leak is one where an object remains reachable somewhere even after the programmer is no longer interested in it. The system garbage collector doesn't allow unreachable memory to remain allocated (usually there are a few lower-level bugs where garbage collecting a managed object fails to deallocate an unmanaged allocation that it uses). NET applications like Unity are hard to debug. There are enough bugs open on the tracker for apparent leaks that opening another one probably won't add any useful information. I've seen address-space pressure cause basically the same failure modes you're describing across a couple of different versions of KSP and OS X. KSP is a 32-bit process on OS X, so you'll start to see glitches as you approach 4 GB of RAM used. First, I need to know if any other Mac users or having any similar problems then I can report this as a bug. I can cope with this, irritating as it is, but as we lurch towards a 1.0 release I think t needs to be sorted. I tend to just use KSP in short bursts now or quicksave a lot. It has all the hallmarks of a memory leak. If I go orbital, there isn't quite the same problem but going back to the Space Centre or sometimes even switching ships causes black screen and a hang. Soon after this any change in area status moving between SPH and runway, VAB and pad, causes the game to go black screen and hang. To try and explain, there appears to be a corrupted texture leaking over the top of the correct texture, like a grey mash-up grid. The iMac is running 10.9.5 (Mavericks) and has 16Gb RAM, 2.9Ghz i5.Īs my KSP session progresses, if I spend too long on Kerbin (airplane stuff rather than orbital), the ground textures begin to go.


I've just started playing KPS on a new (to me) iMac
