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TheDog

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Everything posted by TheDog

  1. The impressive capabilities of the type 45 have caught the attention of other Kerbin based navies, too:
  2. Master is current, the rest is old stuff (99% from IAMCHAIRS), nothing in there that you'd need to consider. But before you pour too much work into this, have a look at this up-to-date and maintained mod: I feel it somewhat extends on the scope of StateFunding, and maybe even does things better (though StateFunding is the simpler solution overall)...
  3. Hi Linuxguru, Sure, if you'd like to take over wouldn't mind, indeed I'd be happy about it! Use my repo as base. Are you planning to make this a part of the Krash mod?
  4. After some experimenting, this works better in up- and downwards scaling direction: %TWEAKSCALEEXPONENTS{ %buoyancy = 2}
  5. In case anyone is interested: putting this into a part's config (directly or via an MM patch file) makes them float nicely even when scaled down* with tweakscale: %TWEAKSCALEEXPONENTS { %buoyancy = 1 } *Note: when scaling part sizes UP this will make the parts become less buoyant proportional to their mass, however.
  6. Ah, just saw that by default tweakscale scales buoyancy with exponent 3 (cubic). I'll try overriding that via MM patch, guess that'll prevent sinking...
  7. Anyone using tweakscale with the hulls? I tried building a smaller cutter (60% size), but.... It sinks stern first upon placed on the water. Does tweakscale somehow does not scale mass vs volume correctly? I noticed the same effect with some parts from other mods (LBP), while eg some SM marine hulls do work when scaled down...?
  8. These are mods you have in your install (where you suffer from low FPS), and also I have them in my install (also fps loss). You have some additional ones that I dont have, and I have some additional ones that you dont have. But if it is related to some mod interaction with Kopernicus, these "common ones" might be candidates, since it seems we two are the only 2 people experiencing this atm... :-O
  9. These are the ones we have in common (quite a lot, unfortunately): B9PartSwitch CactEye Chatterer CommunityCategoryKit CommunityResourcePack ContractConfigurator ContractPacks CTTP CustomBarnKit DeployableEngines EnvironmentalVisualEnhancements InterstellarFuelSwitch KAS KIS Kopernicus KWRocketry MarkIVSystem Mk2Expansion Mk3Expansion ModularFlightIntegrator NearFutureConstruction NearFutureElectrical NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft Nereid OPM Pilot Assistant PlanetShine SCANsat scatterer StationPartsExpansion TriggerTech UniversalStorage WaypointManager Oh, and your Kopernicus install throws some KeyNotFoundExceptions. Mine here does not - does ckan have the latest version from github?
  10. welcome to the club :-( I'll check your mod list to see which ones we have in common, maybe that can narrow it down...
  11. yes, the drop is there but not so massive (loosing maybe 15 fps, so from 95 down to 80. this is with only kopernicus and MFI). as we had discussed my case 2 pages back: I suspect it is a mod interaction, like with DOE or similar. Also, somewhere (OPM? SVE? gotta search for it...) I just recently read that Kopernicus might (accidentally?) doing a deep copy of KSP objects, thus 2 Kerbins exist at the same time. *If* that is true I could imagine that some mods might be confused and maybe do double the work that would be necessary...
  12. definitely not your drivers and not your hardware. I also have a similar large FPS drop with kopernicus (even without a planet pack). Also heavily modded install, including lots of visual mods (SVE, scatterer). I am completely unable to make out a possible cause, and have just accepted this... (no log spam, no nullrefs, ...) Out of curiosity: what is your physics delta time setting (mine is 0.10) do you have some or all of the following visual mods: sve, scatterer, doe, planetshine
  13. Me again Observing tons of log spam already during loading. Completely clean install, just Kopernicus 1.2.1-2 and MFI 1.2.2 (from the download), as well as module manager 2.7.4 present (anyway completely stock no patch ist applied anywhere). This repeats hundreds of times for me in the output_log: ArgumentNullException: Argument cannot be null. Parameter name: source at System.Linq.Check.SourceAndPredicate (System.Object source, System.Object predicate) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.All[KopernicusStar] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at Kopernicus.Components.KopernicusStar.GetNearest (.CelestialBody body) [0x00000] in <filename unknown>:0 at Kopernicus.RuntimeUtility.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Log: https://paste.ee/p/setTl
  14. I cannot solve this mystery... :-( with half-res textures (all mods +Kopernicus/OPM): no change, 30 FPS with glcore instead of d3d11: no change, 30 FPS removed only MFI (but left in Kopernicus/OPM, which doesnt work of course, but all the assets etc are loaded): 90 FPS I give up... Anyway I need to/want to play with OPM, so 30 FPS it be then... Thanks for all support & suggestions though!!
  15. Ok, hope this is what you are looking for: http://imgur.com/a/IQJjN Taskmanager & windows resource monitor report: 1) all mods -Kopernicus/OPM: resmon: commit size 5,637,336 KB; taskmanager: 3,735 KB 2) all mods +Kopernicus/OPM: resmon: commit size 5,579,212 KB; taskmanager: 4,265 KB Btw, so far I havent been able to identify any meaningful combination of mods causing this sharp drop in FPS. I am very inclined to blame this onto the fact that I am hitting a certain limit (maybe video memory, my gtx960M has 2MB only), and then it degrades (like each mod is adding a small bucket of water into a 2L canister, and at one point there is an overflow, without it being any specific mod's fault...). Already using d3d11 btw, might also try with glcore.
  16. I agree, that'll most likely be the explanation, but anyway I am doing some tests to see if I can narrow it down to something specific. Looking at the Kopernicus code I do believe there is a Monobehaviour running in the space center scene which swaps the renderer materials, though: Kopernicus.Components/KSC.cs -> MaterialFixer -> Update
  17. Drop in performance (FPS) in the space center scene from about 90 (without kopernicus) to 30 (with kopernicus and all other mods). Though Kopernicus alone in a clean install does impact my performance at all. So, a weird interaction, I'll try some mod combinations to narrow it down...
  18. Good ideas, guys! I checked with a clean install + only Kopernicus + OPM: no performance impact, no log spam! So, I have a bad interaction going on here, since "all mods -Kopernicus = OK", and "clean + Kopernicus = OK", and "all mods +Kopernicus = not ok"... I *hate* it when this happens... I'll try to find the culprit and keep you posted! btw, "all mods + Kopernicus = not ok" also does not output anything suspicious in the logs... Log here: https://github.com/TheDogKSP/ksp-backup/blob/master/output_log.txt and the same configuration, but without kopernicus/opm: "all mods -Kopernicus = OK"... Log here: https://github.com/TheDogKSP/ksp-backup/blob/master/no_kopernicus_output_log.txt
  19. Has anyone noticed huge performance impacts (FPS dropping) when using Kopernicus? I was trying to track down on my (massively modded) install what ate the most performance. Stock/clean I get 108 FPS in space center view. With all my mods in (visuals, parts, features) it is down to 30. So, taking it apart mod-by-mod I had expected to see that mostly the visual mods (SVE, scatterer) cause the most. To my surprise, they did not. After analysing one-by-one I can fully reproduce: - no visual mods, but all part+feature mods I have 30 FPS - taking out only Kopernicus and OPM (leaving in all other part+feature mods) it immediately goes up to 94 FPS - just putting Kopernicus back in (but still leaving OPM out, no other planet packs installed) I am immediately back down to 30 FPS Problem: I do want to use OPM, and thus Kopernicus. So: Question 1: anyone else oberving such massive performance impacts? Question 2: if so (and I am not alone), is there anything that can be tweaked about Kopernicus to improve the performance? (KSP 1.2.1, mods updated to latest versions as much as possible, WIndows 10/x64 with nvidia 960m. And yes, I do know that "space center FPS" is not a very scientific measurement of performance, but I used this because the difference between 90 <-> 30 in that scene alone is already so massive. In-flight performance scales similarly, at least for me)
  20. Haven't seen this reported before, sorry if it's a duplicate. I have installed quite a few mods (only ones officially updated for 1.2), and have started to notice a problem in the editor scene (VAB, SPH): the mod applications (the "buttons" for the mods) are randomly invisible - they are still there, but not drawn/shown on screen. Observations so far: 1) I cannot trace it down to a single mod, it rather seems to occur after installing a couple of mods. 2) no single mod is misbehaving - they all work as expected. 3) Only editor scenes (VAB/SPH) are affected - all mod applications are visible without problems in the space center or tracking station scenes. 4) In fact, the mod applications are correctly created and ARE there (the buttons, though invisible, CAN be clicked and the mod functionality, e.g. USI-LS or RCSBuildAid, is fully available and functioning) -> It is just the mod application toolbar that randomly becomes invisible. 5) I haven't found a reliable way to make it visible again - trying to "mouse-over" seems to make it visible often, but not always... 6) Absolutely NOTHING in the logs (no errors, no warnings, no null refs). 7) It is not affected by rendering mode - I tried D3D9, D3D11 and GLCORE on windows, all exhibit the same behaviour. Here are some screenshots of how it looks / behaves: http://imgur.com/a/TOBjW Anything else I can do to help analyse the problem? Anyone else having noticed this behaviour?
  21. Alright, here you go: https://github.com/TheDogKSP/StateFunding/releases/tag/0.5.0 It was a bit more than a recompile, since the load order of addons and scenariomodules changed, which screwed up some internal logic. I *hope* it works reliably without nullref exceptions...
  22. Anyone desperately looking for this to be updated to 1.2? I have decided I will no longer use it in my save, as there are better alternatives (contracts, funding mods) out there. However, if someone desperately depends on this I'd give it a shot to compile it for 1.2.
  23. Yes, sorry, I did the upgrade mainly for myself, forgot to mention it here.... Yes, everything should be working under 1.1.3. For being an official maintainer I seriously lack the time & dedication, I am sorry. Still hoping @iamchairs will continue the development... But dont worry: since I use it myself, I have an interest in keeping this working
  24. Never noticed a problem like that, so maybe give it a go....
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