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Maxsimal

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Everything posted by Maxsimal

  1. You can get much cheaper by using the a-4 engine as your first stage, not sure why noone is mentioning it here. In RP0, all the solid-rocket engines are not price-efficient for the net impulse they deliver, compared to liquid-fueled engines, IMHO, and due to the interaction of test-flight burn times and rocket mass, you don't need any sort of booster or kick when using it, your rocket should have decent TWR if you're using a 70second burn with the A-4 and put reasonably sized, aero-bee based 2nd & 3rd stages on top of that. My sounding rocket high rocket was coming in at less than 800 for a 5500km rocket. I'm sure you can manage something similar.
  2. @nightingale Huge improvement! My GC is running at around every ~20 seconds in flight - basically what I was doing with no active contracts before. That's definitely liveable, and probably some other mod causing it now. When I get a chance I'll try uninstalling CC and seeing if that still makes a different, but way to go, so much better!
  3. I'm playing 1.81.1 Garbage rate is very high both in space center and in flight. So... you're saying you're going to fix generation, which won't impact the dramatic stutter in flight? And which frankly is the part that makes the game difficult to play - there's a 1-2 second pause every 5 seconds when I'm doing RO. The stutter in the space center is not as bad, since it doesn't happen when I'm in the VAB - I'm really only in the space center briefly.
  4. You obviously know the internals of CC better than I do, but from my testing in flight, contract generation was not the biggest source of stutter. When I cancelled all active contracts, but still had CC running, I had a 75% decrease in garbage rate. That alone shows that it's the active contracts, not just generation.
  5. @steve_v Nightingale said he'd have something in the works for the next update. Glad to see others are testing this too. I really hope it works better, I have the same issue you do. Also, I have an issue now where my game is no longer generating anything besides vanilla Satellite contracts - no synchronous, no molniya, no stationary. I can't tell why they might have broken, are you seeing anything like this?
  6. Btw, are you supposed to eventually stop getting synchronous & molniya orbits? haven't seen one in my game for a long while, dunno what might be the matter.
  7. I've done that too. The think is - 2/LEO and 1/LEO work just fine, I don't know what the difference between the two are.
  8. Does the new .dll have anything to improve memory usage? I'd love to try it out if so.
  9. Couple of bugs with missions in RP0 For both the weather satellite contract missions, which ask you to put up 3 satellites each, they are satisfied as soon as you put up the first. For the 1/LLO mission, which asks you to put a kerbal into low lunar orbit, I will get the ship to the proper orbit, check the mission and see that it's counting down for the 20 hour orbit, set a kerbal alarm clock for the 20 hours - and come back to find the timer reset.
  10. Mine's still working even without this workaround... is it because I'm using realchutes?
  11. @politas Oh I don't expect it to be slickly produced at all. Btw I'not running two ckans at once. Do you think it would be possible/easy to add a 'consistency' check? Something like doing a checksum check between the expected .zips in the user's ckan download folder and the ones that are in the repository, and then also compare the files in the zip folders and the ones in game data? It just seems wonky to expect users to just wipe their gamedata and start over 'just because' at unspecified time intervals because their might or might not be an issue, and if I had to do that every time I was looking at a bug in a mod, I'd be spending days on end at it.
  12. In this case Ckan isn't even keeping track of SM though, even though it's invisible. I don't understand why the versioning update should fail - isn't it just downloading the zip, and deleting and reinstalling from it?
  13. That's odd - the recyclers are there even though I've removed non- RO parts. And tbh, the values on the CO2 scrubbers in the pods are MUCH more unrealistic than the ones on the TAC LS stand alone scrubbers.
  14. Does anyone else have this issue in the tech tree, where advanced colonization is *prerequisite* for recycling? Tech tree picture
  15. @politas Btw When I ran into the issue, it was not a clean install, I was just doing version updates though ckan, rather than deleting a mod and reinstalling it.
  16. @gamerscircle It's weird that you're not getting them more frequently, where are you at in the contracts?
  17. Saw this is updated to 2.3.0 on ckan, but not seeing new changes in the github - I'm curious what's new.
  18. not sure why the parts packs are required, though I think the point is that you have to have SOME of the realistic engines to make RP0 work. There are other mods that will give them to you, of course. But the contract mode is definitely a requirement for the adjusting the missions allowed, and the barn kit for adjusting how progression of upgrading KSC works. If you don't want to play with those, you can just play with RO, you don't have to use RP0 if you're not doing career.
  19. Actually, I posted in the Contract Configurator thread, and nightingale suggested some things to test. Without active contracts, and without the 'record' contracts, my garbage collector ran every 20 seconds, instead of every 5 - which is a big improvement. Certainly CC is not the only thing that allocates a lot of memory per frame, but it does turn out to be the biggest issue, from my testing, as that's a 75% reduction. He said he will try to put some fixes in for it in his 1.19 release.
  20. @Papa_Joe Ok I'll use the version from github. However, one thing to note is that, in my current ship manifest folder, the ShipManifest.version says that I am using 5.1.2.1, even though in the output log it does say I have 5.1.0.0 in the DLL list. The dll you have on ckan may have a mismatch between its version and its dll file. Also, now that I have the github version installed, ckan doesn't recognize that I have an SM install, which it usually does even if you don't install through ckan. BUT!! Good news, bug seems to be fixed in this version, I couldn't reproduce it after trying a bunch of times with various resources. Thanks!
  21. @Papa_Joe Here you go, hopefully this shows it, I quit KSP right after it happened. http://pastebin.com/wWLCp7yB Usually what happens is I'll dump one thing no problem, but the next item that reaches 0 causes the issue.
  22. @nightingale Ok, did some testing. My baseline was GC happening in flight ~5seconds according to memgraph. Removing Historical Contracts had no appreciable affect. I deleted it through ckan. Disabling RP0 contracts through the CC menu and cancelling the existing records contracts upped my interval to 10-11 seconds Cancelling all other contracts so my contract window was clear further increased my interval to ~20 seconds. I had 7 contracts open at that point, 6 for satellite placement, one for a scan sat scan of a planet. Renabling RP0 contracts, so I had 2 active records contracts again, put me back at 10-11 seconds for collection. So yes, a pretty appreciable difference, it's much more playable with GC happening that much slower. It seems that both parameters and contract generation are having an impact. Can I provide you with anything else? I'm happy to help out in any way, sorry for the slow reply on testing was afk for a bit here. Edit: Btw I am on CC 1.17.0, installed through ckan. I'm using Memgraph to look at ksp heap memory utilization.
  23. @nightingale Hi there. We've got a bit of a minithread in the RP0 forum going trying to figure out the source of major stutter due /memory allocation & garbage collection that happens in career mode but not nearly as much in sandbox when you play RP0. For instance, right now I have GC stutter every 5-6 seconds in career, and its 10x less frequent in sandbox Do you know if there's a good way for us to rule in/rule out CC, without removing the mod completely? RP0 doesn't like having CC not available. Also, do you think there might be an issue when there are a lot of contracts both as potential contracts (due to a pack like historical missions) and also completed (my save is >10MB due mainly to data from completed contracts.) I realize this is highly speculative and we don't know for sure what's causing it, it may not have anything to do with contracts at all, but any insight would be appreciated.
  24. Yeah I've noticed this too - I noticed the issue with it being much better in sandbox as well, but I had thought perhaps it was due to having few ships in flight since I only used sandbox mode to test out things with science I don't have yet. The stutter is definitely due to garbage collection and memory usage - I use Memgraph - which is a great tool - and shows the HUGE amount of memory that RO + KSP runs through ( >150MB/sec). You can do a bit of a fix with memgraph by forcing KSP to allocate more memory - be careful, especially if you're on an 8GB system though as you can force it to over-allocate memory as well and start thrashing your page file. My game is getting near to the point of unplayability due to stutter but Memgraph has helped a bit. It may also be a problem that I'm playing with the Historical Contracts for RP 0 mod for the extra missions there. If it's contract configurator, it would be amazing to test and fix it. Is there any way to profile the memory a mod is using specifically, I don't think you can remove Contract configurator without disabling RP0 right now, can you? EDIT: I also wonder if it might have something to do with having a large number of completed contracts. my save file is > 10MB right now mostly because of the 100's of completed contracts in there. If there's anything in CC that allocates a lot of memory every time it iterates over completed contracts that could be a big culprit.
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