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hendrack

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Everything posted by hendrack

  1. And here we go, still more RAM than Windows, but even with Parallax and the memory "offenders" I mentioned early in this thread, I get to 22/32 gb RAM usage. FPS and gameplay is also smooth as silk compared to the choppyness of openGL, even with an additional layer of emulation. With that tool https://davidotek.github.io/protonup-qt/ you can install a custom version of Proton/Wine (like this: https://github.com/GloriousEggroll/proton-ge-custom/releases) in Steam/Lutris/HeroicLauncher/Whatever and run KSP from Steam after you selected the proton version you want. KSP did not start with Lutris, but thats for another day, though Steam also does some texture converting to Vulkan thingy, which Lutris does not do I think. Kinda hilarious when you think about this, a WINE/dxvk layer runs better than the native binary (hilarious as in maniac laughing like the Joker). If you have the steam version, you can just delete KSP in steam, add the compatibility layer and re-install KSP. CKAN and the mods in GameData will be preserved. Only need to delete the old settings file and adjust settings again. There's also some minor error message when installing the Private Division launcher but it works afterwards. And for Mac you can try this Lisias: https://github.com/Gcenx/DXVK-macOS/releases
  2. You know what, I'll try WINE with a KSP windows binary on linux, because of DXVK. DirectX games with wine/dxvk run very good with Vulkan and wine-GE-custom.
  3. @LordCelestia do you have Windows installed too? There is really something weird going on with the linux ksp version. I have installed windows again despite my best efforts to avoid it, but because I have the time again to play some other games that just don't work on linux I installed it again, and guess what? The same mods, which need something like 25 gb of RAM in linux, use only 8gb of RAM in Windows, including Parallax. Performance is also like day and night, despite having updated to a nvidia 1070 with 6gb of VRAM, ksp runs very bad in linux, but butter smooth in Windows. There was a time when KSP behaved on par in linux as in windows, back in the 1.3-1.8 days or so, but now it seems openGL is really a bad option to play this particular game. Other demanding games work well even in a proton or wine layer, though.
  4. I noticed on my re-install today I had not installed Memgraph/heappadder from linuxgurugamer previously I think, does garbage collecting also free up RAM or is that something else? Edit: I answered my own question: maybe I did have heappadder installed and maybe it was set to use 8gb of RAM to garbage collect. Might explain the mystery why I had so much RAM filling up. I am an idiot, maybe.
  5. Yarrrr, there's definitely some memory leakage somewhere in one .dll. I just reinstalled KSP with some baseline mods and the memory usage is like half. Based on that I'll copy the KSP folder and experiment to see whats causing this. I'd suggest the same to the OP, make a minimal playable version and try what mod is the offender. Leave out what's not essential for playing, like ASET, RPM, Restock and so on. Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 ModuleManager v4.2.2.0 ClickThroughBlocker v2.1.10.21 FilterExtensions v3.2.9.0 / v3.2.9 0Harmony v2.2.1.0 HarmonyInstallChecker v2.2.1.0 USITools v1.0.0.0 USIToolsUI v1.0.0.0 ToolbarControl v0.1.9.9 AnimatedDecouplers v1.4.2.19194 B9PartSwitch v2.20.0.0 / vv2.20.0 PlanetsideExplorationTechnologies v1.0.0.0 BetterTimeWarpCont v2.3.13.0 / v2.3.13 BonVoyage v1.4.1.0 CameraFocusChanger v1.1.0.2 CCK v5.1.0.0 / v5.1.0.0 for KSP v1 DistantObject v0.0.0.0 KSPe.Light.DOE v2.4.2.9 DockingCamKURS v1.3.8.5 DynamicBatteryStorage v1.0.0.0 Atmosphere v1.11.7.1 CelestialShadows v1.11.7.1 CityLights v1.11.7.1 EVEManager v1.11.7.1 PQSManager v1.11.7.1 PartFX v1.11.7.1 ShaderLoader v1.11.7.1 Terrain v1.11.7.1 TextureConfig v1.11.7.1 Utils v1.11.7.1 _BuildManager v1.11.7.1 Firespitter v7.3.7660.26532 HaystackReContinued v0.5.7.6 KAS-API-v2 v2.0.7239.35367 / vKAS API v2 KAS v1.12.8285.34332 / v1.12 for KSP v1 KSPDev_Utils.2.7 v2.7.0.0 / v2.7 for KSP v1 KEI v1.2.10.5 KIS v1.29.8039.40483 / v1.29 for KSP v1.12+ KSPDev_Utils.2.6 v2.6.7847.1936 / v2.6 for KSP v1 KSP-AVC v1.4.1.9 0_MultipleModuleInPartAPI v1.0.0.0 KSPCommunityFixes v1.0.0.0 / v1.26.0.0 KerbalEngineer.Unity v1.0.0.0 KerbalEngineer v1.1.9.0 KerbalJointReinforcement v3.7.1.0 DeployableAeroSurfaces v1.0.0.0 MechJeb2 v2.5.1.0 / v / v2.14.3.0 System.Buffers v4.0.3.0 / v4.6.28619.01 @BuiltBy: dlab14-DDVSOWINAGE069 @Branch: release/2.1 @SrcCode: https://github.com/dotnet/corefx/tree/7601f4f6225089ffb291dc7d58293c7bbf5c5d4f / v4.6.28619.01 MemGraph v1.2.0.1 NearFutureElectrical v1.0.0.0 NearFutureExploration v0.4.0.0 NFPropUtils v1.0.0.0 NearFuturePropulsion v0.9.0.0 NearFutureSolar v0.4.0.0 NearFutureUtils v0.0.0.0 PartCommanderCont v1.1.6.4 PatchManager v0.0.17.6 PlanetShine v0.2.6.6 PlanetarySurfaceStructures v1.6.16.0 ProceduralFairings v6.0.0.0 / v6.3.0.0 BackgroundResources v1.12.0.0 RetractableLiftingSurface v0.2.1.2 SCANsat v1.20.4.0 / vv20.4 SCANmechjeb v1.20.4.0 / vv20.4 SCANsat.Unity v1.20.4.0 SXTContinued v0.3.29.8 scatterer v0.838.0.0 ScienceAlert v1.9.20.3 SimpleAdjustableFairings v1.12.0.0 / vv1.12.0 KSP_Log v1.2.0.0 / v1.2.0 ButtonManager v1.0.1.1 KSP_ColorPicker v1.1.0.5 KSP_PartHighlighter v1.1.0.10 SpaceTuxUtility v1.0.1.3 VesselModuleSave v1.0.1.2 Stock assembly: KSPSteamCtrlr v0.0.1.35 TacLifeSupport v0.18.0.0 / v0.18.0 TundraExploration v1.0.0.0 UniversalStorage2.Unity v1.8.0.0 UniversalStorage2 v4.0.0.8 Waterfall v0.0.0.0 Folders and files in GameData: 000_ClickThroughBlocker 000_FilterExtensions 000_FilterExtensions_Configs 000_Harmony 000_USITools 001_ToolbarControl AdditionToTantaresSP AnimatedDecouplers B9PartSwitch Benjee10_MMSEV Benjee10_sharedAssets BetterScienceLabsContinued BetterTimeWarp BonVoyage CameraFocusChanger CommunityCategoryKit CommunityResourcePack DistantObject DockingCamKURS DynamicBatteryStorage EnvironmentalVisualEnhancements Firespitter HabTechProps HaystackContinued KAS KEI KIS KIU KSP-AVC KSPCommunityFixes KerbalEngineer KerbalJointReinforcement KerbalReusabilityExpansion MechJeb2 MechJebForAll MemGraph NearFutureConstruction NearFutureElectrical NearFutureExploration NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft PartCommanderContinued PatchManager PlanetShine PlanetaryBaseInc ProceduralFairings QuickBASIC REPOSoftTech RetractableLiftingSurface SCANsat SXT Scatterer ScienceAlert SimpleAdjustableFairings SpaceTuxLibrary SpaceTuxSA Spectra Stock folder: Squad Stock folder: SquadExpansion SquiggsySpaceResearch Tantares TantaresLV TantaresRecolors TantaresSAF TantaresSP ThunderAerospace TundraExploration UmbraSpaceIndustries UniversalStorage2 Waterfall ZeroMiniAVC zFinal_FilterExtensions ModuleManager.4.2.2.dll
  6. I'd remove any further mod you don't need for gameplay and eyecandy like TUFX, Restock, Hullcam VDS etc. A memory leak can happen from any little toolbar plugin. Sometimes its just easier to make a clean install and add mod by mod and take a look that way, I had old mods in my GameData folder that I installed manually and that messed things up.
  7. Every mod that stays in after the triage to fill 32gb RAM without swap file.
  8. Cities Skylines comes to mind, somehow this game did not burst at its seams, thanks to Unity updates and some good mods (loading screen mod, fps booster). I don't presume to know what the devs did all this time, but I imagine people would have been willing to wait 5 years and pay 50 bucks for a rock solid custom physics engine and have patience for content added later. Now explain this to a big publisher... but looking at DCS, a solid foundation can pay off over time.
  9. I could care less about early access [snip] and would consider the 50 bucks more of an investment over time, no problem. I've paid 50 bucks for "finished" AAA titles that I dumped after two hours and never touched again, who cares? Its 50 bucks for crying out loud. But seeing those reddit posts from other developers talking about the fundamentals of this game, i.e. the same Unity problems, the same physics limitations, do not bode well for me. Thats the only glimmer of hope I had: a decent new physics engine. If you have a good foundation you can build all sort of shiny stuff on top of that over time, but I don't see that. I hope I am wrong.
  10. You can try Proton-GE too: https://github.com/GloriousEggroll/proton-ge-custom/releases. Frontend for installing in steam: https://davidotek.github.io/protonup-qt/ Good luck.
  11. SSPEX and Pathfinder mods seem to eat a lot of memory, removing those reduced ram usage to 30/32gb without swapping. Edit: Well, I still get to 4gb swap file when I am at launchpad. Removing Parallax frees up like 8gb of RAM. Damn... it looks so good.
  12. There's some MM patch to remove IVAs: @PART[*]:FINAL { !INTERNAL{} } Will the assets still be loaded to memory though?
  13. I was about to open a topic like that myself. The OP does not have that much mods imho. I have been playing with like 200 mods in the past and I did not get that amount of memory usage. In linux I max out at 32gb when I get to main menu and just loading a clean save takes 3 minutes, dumping another 6gb on the swap file. I also did a clean install of KSP (you never know what old leftover mods you have in the GameData folder). Aside from Parallax, SSPEX and Spectra I don't think I have that much offenders regarding texture size etc. Pathfinder etc. does have a lot of IVAs too though. Maybe I try an identical install on Windows 10. KSP in Linux and Windows behave very differently in some occasions, just ask @Lisias
  14. Came across this while searching for something, seems to be a site about museums in russia and post-soviet countries, with highly detailed mockup models. Some Kvant, Kristall, engines and probe stuff for @Beale! http://technomuzei.ru/2018/05/25/pavilon-kosmos-na-vdnh-kak-doehat-chto-posmotret/ http://technomuzei.ru/2019/02/22/pavilony-muzejnogo-kompleksa-parka-patriot/
  15. I see you're working on FGB. Now it's a good time to beg ask about the prichal node again? Good stuff coming from you anyway, thanks a lot.
  16. Stop it already with your awesome mods. *looks at GameData folder with 200 directories* There comes a moment.. *whooooshh*
  17. With 0.1.0.6 I lose somewhat between 1k-10k from recovery, just call that maintenance
  18. Hiho, I get some exceptions on 1.11.2: AdjustableModPanel.ModPanelComponent.Update () (at <0214e9a7a4e347948fb86dd0138856d1>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) KSPe.Util.Log.UnityLogDecorator:UnityEngine.ILogHandler.LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 09:51:41.387] [UIApp] Adding ResourceDisplay to Application Launcher [LOG 09:51:41.404] ScaleModList: listSize 1271 maxListSize 797 [LOG 09:51:41.404] [UIApp] Adding ResourceDisplay to Application Launcher [LOG 09:51:41.421] ScaleModList: listSize 1271 maxListSize 756 [EXC 09:51:41.541] NullReferenceException: Object reference not set to an instance of an object AdjustableModPanel.ModPanelComponent.Update () (at <0214e9a7a4e347948fb86dd0138856d1>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) KSPe.Util.Log.UnityLogDecorator:UnityEngine.ILogHandler.LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 09:51:41.541] [ResourceDisplay] OnAppStarted(): id: -7499106 [LOG 09:51:41.543] [GenericAppFrame] Reposition 0.18 338188 [LOG 09:51:41.546] [ResourceDisplay] OnAppStarted(): id: 369176 [LOG 09:51:41.546] ResourceDisplay already exist, destroying this instance [LOG 09:51:41.546] [UIApp] OnDestroy: ResourceDisplay [LOG 09:51:41.547] ScaleModList: listSize 1271 maxListSize 756 [EXC 09:51:41.801] NullReferenceException: Object reference not set to an instance of an object AdjustableModPanel.ModPanelComponent.Update () (at <0214e9a7a4e347948fb86dd0138856d1>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) KSPe.Util.Log.UnityLogDecorator:UnityEngine.ILogHandler.LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 09:51:41.802] [UIApp] Adding ActionGroupsApp to Application Launcher KSP log: https://disk.yandex.com/d/WeLu-p7JZQbz-g
  19. Some debugging for you to chew on, 3 crafts with screenshots and KSP log: recall 1.0.4-debug: https://disk.yandex.com/d/mOY3aS4t2q4lzQ?w=1 recall 1.05-debug: https://disk.yandex.com/d/zvWNiJOVAUF4GA?w=1 Lots of custom resources (CRP, Rational resources, TAC-LS, WildBlueTools stuff).
  20. So, what exactly is this? Nicer clouds for Kerbin, whole stock system overhaul?
  21. For some reason, AmpYear thinks the MOLE solar battery module does not generate electricity. Now AmpYear throws me out of timewarp because it thinks the station's power is depleting. Any ideas? Backup solar panel does show up ok. KSP log: https://disk.yandex.com/d/bkFD-Sowz7YJjw Perhaps anything wrong with the module config @JPLRepo ? Awesome mod anyways! Thanks guys. PART { name = WBI_SolarBatteryModule module = Part author = Angel-125 rescaleFactor = 1 MODEL { model = WildBlueIndustries/MOLE/Assets/SolarBatteryModule } CrewCapacity = 0 node_stack_top = 0.0, 0.1752468, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.1752468, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = advElectrics entryCost = 8400 cost = 12000 category = Electrical subcategory = 0 title = Solar Battery Module manufacturer = Wild Blue Industries description = This advanced module combines the electrical storage capacity of the Battery Module with a dual-axis solar array that tracks the sun in two dimensions. Imperial fighter pilot not included. attachRules = 1,0,1,1,0 mass = 0.45 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 1.5 crashTolerance = 12 breakingForce = 1250 breakingTorque = 1250 maxTemp = 1800 // = 1200 bulkheadProfiles = size1p5 //Y-axis of SARJ is the pivot //Z-axis of suncatcher2 points to the sun. MODULE { name = ModuleDeployableSolarPanel animationName = empty resourceName = ElectricCharge chargeRate = 0 isBreakable = false pivotName = SARJ raycastTransformName = suncatcher2 windResistance = 5 trackingSpeed = 0.25 } //Y-axis of SolarArrayPivot is the pivot //Z-axis of suncatcher points to the sun. MODULE { name = WBIDualAxisSolarArray rotationModuleIndex = 0 animationName = Deploy resourceName = ElectricCharge chargeRate = 24.0 retractable = true isBreakable = true pivotName = SolarArrayPivot raycastTransformName = suncatcher windResistance = 5 trackingSpeed = 0.25 } MODULE { name = WBIMeshHelper objects = OuterShell;OuterShellWhite guiNames = Theme: Black and White;Theme: MOLE White editorOnly = true showGui = true showPrev = false } RESOURCE { name = ElectricCharge amount = 2500 maxAmount = 2500 } }
  22. KerbalFoundries has some nice stuff for hovercraft, my little probe was speeding at comfortable 40 m/s. Brakes not included. https://forum.kerbalspaceprogram.com/index.php?/topic/27292-what-did-you-do-in-ksp-today/&do=findComment&comment=3946573
  23. Well I like Tantares' new probes and rovers but those tinnyyyy little wheels don't go well with Parallax right now so I made the Munokhod ... hover. Why use BonVoyage if you can hover at 40 m/s. I think Komrade @Beale might like that.
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