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LORDPrometheus

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Everything posted by LORDPrometheus

  1. So I decided to come back to KSP after a 2 year Hiatus in the leadup to KSP 2 but am experiencing shockingly poor performance compared to previous years. Summary of Issue: VAB and world map performance is at 45frames consistent which feels really rather low but with the a clean install prior to mods it was at ~140 so i suspect it is almost entirely due to my modlist (Embedded is not working so direct link to Imgur post) https://imgur.com/gallery/1c9178N My last KSP game was with a very similar modlist in 1.11 on the same computer and I was getting easily three times the performance. For the first few launches of the game I was ok with this performance but every launch since has seen that number dip down further and further and now I'm at 25fps when launching a 70 part rocket. FPS does not increase when I get to orbit or switch crafts it just stays stuck at 25 now. System Resource utilization is very low and not just in the normal way of single threaded games not using a whole CPU it isnt even using a whole core: It is running CPU cores 5 and 6 (5 primary) and max utilization of either never goes above 45% with ram usage similarly fine (20GB free) and GPU rarely topping 40%. Game settings are mostly max visual quality with lighting and reflections turned down (no real difference I just find them distracting). A cursory glance through the log shows quite a few oddities but I don't have the Unity Knowledgebase to decode most of what is being said. Critical Information: PC Specs: CPU: Ryzen 7 3700X (Runs at 4.18Ghz during KSP) RAM: 32GB DDR4 3600Mhz Cas 16 (G.Skill TridentZ) GPU: MSI RTX 3060Ti (8Gb) Installed storage: Samsung 980 1TB LOG File: https://www.dropbox.com/s/6rwiv49hj5hdryw/Playerlog.txt?dl=0 I'd love to hear what you guys can figure out since I really just want to get back to launching rockets for fun. Looking through the log i see exceptions from: Mechjeb AmpYear Tweakable Everything (What else is new with this one?) Recovery Controller Kopernicus and Remote Tech Not sure if any of these are actually causing the performance issue but maybe?
  2. I don't want to have to say this but since the latest update (I am on a fully fresh install with the latest version) the issue of the errors shown by skt2008 6 posts above have gone from an annoyance to fully breaking vehicle assembly if you have more than ~30 parts in inventory. Once I hit around this threshold the VAB/SPH began to stutter so horribly that you cant actually place parts anymore since the game cant figure out where the cursor is. The log shows around 2k errors produced in 2 min it is just infinitely looping through the parts in inventory and spitting 1-3 errors per part. Been a long time fan of the mod but this is a game breaking level issue now. Unfortunately I cant even get a log for you since the game is working so hard to spit out these errors that printing the log is actually broken. No errors showing up in the default logs and it is not causing crashes. Wish I had better info for you.
  3. In regards to the kopernicus overheating bug what is the best way to bypass it? Should I just play with no over heating on all the time or is there a specific way to avoid the bug such as zooming out very slowly?
  4. I did a rebuild last night and seem to have eliminated most of the lag by cutting down the install and reducing the mod to only the most interesting stars and those with planets. Load times are still not ideal but within an acceptable range now. As for logs well I'm at work now but maybe later today. One other thing I did do was create a remoteTech patch for the antenna parts you added which is something I would suggest you look into even if that mod is no longer as popular as it once was.
  5. Only visuals are planet shine and real plume honestly this could be one of the cases where upping the graphics will improve performance but my guess is the issue is mostly some form of most conflict. When I'm out of work I'll setup my mod list in a spoiler
  6. Been noticing quite a delay with loading any scene since I installed this mod last night. The save and install are fresh but heavy. Performance after loading is still good but it's taking 40+ seconds to load a rocket with 25 parts... Is this indicative of a mod compatibility issue or more or less the nature of such a large planet pack? Logs are clean System: 32Gb RAM Ryzen 7 3700x GTX-3060Ti
  7. Well quite frankly I would rather have your problem. Did you have to change any settings to make the launchpads appear or did they just work from the start? Maybe you could take a screenshot of your KCT settings and post it here?
  8. Yeah the mod removes functionality there. On a connected note does anyone know the proper procedure for getting launch pads added via kerbal constructs into the selection menu? I have them unlocked and they show up in the VAB just fine but they don't show up in the KCT menu so I can't roll out to them. Is there a setting somewhere do I need KSC switcher? If anyone knows please let me know
  9. I've noticed that only a handful of the antennas here seem to work with remote tech are there configs available anywhere or do I just have to write my own MMPatch?
  10. Ok so 2 quick questions. 1. I have an active 1.8.1 play though can I add this mod to it while it is in progress or is that a bad idea? 2. Is it compatible with Kerbal Construction time? IE will the launch pads act correctly with rollout and reconditioning and how does building more launch pads work?
  11. I did a full fresh install with just TWB Kopernicus and module manager and still no main menu looking through the log there are a ton of NullReferenceException but nothing that screams as to why the main menu is not loading. UPDATE: Using the full version and EVE and scatterer worked not sure what i was doing wrong before
  12. Been trying to get this to work with a 1.3.1 game due to the severe lack of good mods for 1.4.5 but i am getting the bug where the main menu never shows up. The music plays but i just get a black screen. I have EVE installed but do not have the files for this mod on since i am not using scatterer and i am pushing the game's limits as it is. If anyone has advice let me know. I have narrowed it down to this mod as removing it makes everything work again. Thanks in advance.
  13. Can someone remove the poll from If this is the wrong place to ask for this please redirect me. Thank you
  14. Once class is over I will set up a new thread later today. Finals are right around the corner so the first few weeks of my return are slow but I have most of the planning completed and will be working to flesh out my older parts in the coming weeks to try and get a release ready for you guys soon
  15. I made those early effects long ago in KSP 1.3 and with a very basic knowledge of unity. My skills have improved since and when I release P.E.W's successor expect more eye candy
  16. Well boys its been awhile. I'd like to have some grand story to justify my absence but i don't. Truth be told I've just had a very rough few months of school and other life related issues have gotten in the way of KSP modding. Heck i stopped playing KSP for quite awhile. However some new adventures in game design with some friends at school has convinced me to return. And lets just say i have some grand plans. However before i unveil them i do have some sad news. P.E.W is dead. I am allowing the continued version to remain up until Version 1 of its successor arrives. Please do not ask for an ETA just yet but Trust me it is coming. (insert George R.R. Martin joke here) Most of the Weapons currently in P.E.W will return in the new mod however i intend to update the textures and models to my standards before this. I will need to converse with the other major players in this little community of ours first so if you guys see this post send me a PM i need to get up to speed on the changes and have a few proposals of my own to make. A new thread for the coming mod will be posted once i have settled on a name. Speaking of which cast a vote if you feel like it https://strawpoll.com/bfgd27r
  17. Well its been a long time since I have been posting and I wish I has nore to report. I have spent this summer working 40 hour weeks and have made fairly little progress on this mod. SpannerMonkey has graciously volunteered to get it up and running again in the near future so that you guys have a working mod untill I get settled back into school and can return to modding in force. Admittedly this will probably be in the beginning of September but I will be back. I want to say thank you to everyone who kept up with this and didnt forget about me. Until next time take it easy!
  18. I was trying to get an RP-0 install to work and I'm having the strangest bug. When i was launching a starter sounding rocket it began slowly sliding upwards through itself on the launch clamp. Like the engine and fuel tank went up but the avionics package and parachute stayed put. Then I tried to detach the launch clamp and my rocket began moving upwards at about half a meter per second despite having a TWR of 1.63. I have been playing ksp since 2012 and have never seen anything like this at all. I am positing this here because i have no idea what the cause is if anyone can help me that would be awesome.
  19. I was trying to get an RP-0 install to work and I'm having the strangest bug. When i was launching a starter sounding rocket it began slowly sliding upwards through itself on the launch clamp. Like the engine and fuel tank went up but the avionics package and parachute stayed put. Then I tried to detach the launch clamp and my rocket began moving upwards at about half a meter per second despite having a TWR of 1.63. I have been playing ksp since 2012 and have never seen anything like this at all. I am positing this here because i have no idea what the cause is if anyone can help me that would be awesome. this is what addons are installed
  20. unfortunately each turret object can only fire one weapon, multiple barrels are fine but only one type of weapon. Now i can add attachment nodes to the smoke launcher mount point and make a small smoke launcher you can bolt on i suppose
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