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LordAssault

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Everything posted by LordAssault

  1. For me, this issue appears on each decouple, dock/undock, part destroyed. I've got only core versions of GC and CC and a full IFS and B9, if I install full versions of GC\CC, that issue become even worse. :<
  2. @NemesisBosseret I've installed same mods manually and have the same issue W/o Kopernicus Added Kopernicus and Flight Integrator Even w\o planet and terrain packs
  3. Well, I can try to install all manually But that's a hell bunch of a mods... Usually, I'm too lazy... But in terms of testing, I'll do a full manual installation. CYA in few hours Just to clarify, can I use mods downloaded by CKAN for manual installation, or should I download them manually too?
  4. I'm curious, might it be an issue similar to that? https://www.reddit.com/r/CitiesSkylinesModding/comments/2zk3ys/bordercities_2_edge_detection_done_right/cpjnweb/ Because it was quite same, without many mods you didn't notice any performance impact, but with heavy mod load order it was terrible...
  5. Sure https://www.dropbox.com/s/fvwhmlgz53zfa1t/output_log.txt?dl=0 But as I said that exception doesn't spam, only appears once I switch scene to KSC. Maybe because I've installed two planet mods OPM and Kerbol Origins. FPS problem looks, like Kopernicus uses some memory chunk for some math, but that chunk used by other mods too and that's why the more mods you have, the more drop you get. ¯\_(ツ)_/¯
  6. When I install Kopernicus on my heavy modded game, it locks 16.2 FPS at KSC screen. It's perfectly fine with clean install, but if I add more mods like USI, NF, B9 etc. the more mods I add, the more FPS drop I get, but even with all 160+ mods installed and w/o Kopernicus I still get 60 FPS at KSC. VAB/SPH, flight and Tracking station scenes are fine even with all mods + Kopernicus. That's not critical, but pretty annoying :< I've checked logs, the only thing about Kopernicus I see is: NullReferenceException: Object reference not set to an instance of an object at Kopernicus.NumericParser`1[System.Int32].op_Implicit (Kopernicus.NumericParser`1 parser) [0x00000] in <filename unknown>:0 at Kopernicus.DiscoverableObjects.UpdateAsteroid (Kopernicus.Configuration.Asteroids.Asteroid asteroid, Double time) [0x00000] in <filename unknown>:0 at Kopernicus.DiscoverableObjects+<AsteroidDaemon>d__10.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) Kopernicus.DiscoverableObjects:Start() That exception appears each time I switch from other scenes to KSC. Might be caused by a planet mod... But frame drop is actual even w\o any planet mods. There is also dependency with Max Physics Delta-time per Frame option. 16.2 FPS locks with 0.06, if I change it to 0.03, I get 33.3 FPS lock and 10.8 with 0.12 I might blame my pretty old rig, but w\o Kopernicus I don't have that issue :< Maybe there is some critical mod incompatibility, which I don't know... P.S. I've installed most mods with CKAN, but SVE, MFI and Kopernicus manually.
  7. Yeah, I know about OPM, I was curious about combination with KASE. I will check Galactic Neighborhood, thanks in advise.
  8. Is there possibility to add mod update date in CKAN and ability sort by that date? Because now it's hard to find out which mods got updates, well, some of them go to "New in repository" even if they got updated from 1.0.5 to 1.1.2, but not all of them. And AmpYear ResearchBodies and Real Scale Boosters got updates.
  9. I'm not sure, where to ask about SpaceDock, but since CKAN is using it for DLs, I'll ask here. The thing is, that I can't update a few mods through CKAN, for example KSPI-E, and when I try to download it with browser I get the same 404 error. But when I use ZenMate(proxy) download is ok, I'm getting different URLs for download. For KSPI-E I get this URL: http://cdn.spacedock.info/FreeThinker_517/KSP_Interstellar_Extended/KSP_Interstellar_Extended-1.8.21.zip without proxy and that leads to 404 but with proxy I get spacedock.info/mod/172/KSP%20Interstellar%20Extended/download/1.8.21 and that is working properly. :/ Since I don't want to use some global proxy, I can't use CKAN to update mods :/
  10. Oh, I found out what happened. CKAN downloaded full archive but didn't install TechTreesPlugin for some reason. With manual extraction it's working fine.
  11. I guess I did something terribly wrong here D:
  12. With new dll Nres are gone, but when I open Fine Adjust game still becomes a slide show :/ FPS drops to 1.7 per sec(from 60+) after I click 'Done' FPS comeback to normal instantly :/
  13. I got a few Nres which are not listed in known issues got this two when placed this item in inventory that's from Surface Experiment pack, so that's might be mod related, I will post it in mod's thread too. Also when I place not EVA items in inventory they copy themself on the floor like this KSP.log Output_log
  14. There is some Nre that happens on game start\load . All mods and dependencies are the latest release versions installed through CKAN. KSP.log Output_log Also there is some funny bug, when you quit to main menu, in the top right corner appears this with Pathfinder icon, that disappears in a moment, I'm too slow to catch it D:
  15. Installed 3.2.8 and angle alignment turns to 0° and when you try to change it with mouse you get . But you can switch it with C/Shift+C hot-keys. Also when I turn on new feature(Fine Adjust window) instantly starts Nres spam and game starts lagging . (WBI is a single Nre on startup.) KSP.log Output_log 3.2.7 runs perfectly on my setup
  16. His mod had many options of changing shaders(as i can understand) http://steamcommunity.com/sharedfiles/filedetails/?id=410196151 It's easier to see, than explain. But this isn't the only mod, which had this issue, every mod which worked with shaders was causing this leaks i remember at least 5 mods from 4 different authors with same issues. So i would blame Unity I remember how you can diagnose this issue(because this doesn't make any exceptions) just install mod with custom shaders save game and reload it 5-10-20 times based on how heavy mod is, your framerate will drop for 1-60 fps. I'm not a modmaker, neither programmer, just a mod user and maybe a beta tester, so i'm not 100% sure that this will be helpful for KSP modmakers. :/ P.S. I'm not native English speaker, so i'm sorry.
  17. I'm not expert at this, but there was something similar with mods for other game Cities Skylines it's using Unity 5 too. One of the modmakers did a great job with his own mod and posted solution here: https://www.reddit.com/r/CitiesSkylinesModding/comments/2zk3ys/bordercities_2_edge_detection_done_right/cpjnweb Maybe that will give you some ideas :/
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