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Showing results for tags 'physics rate'.
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I'm running a heavily modded (178 mods) installation, and lately I've been having an enormous hit to performance (both FPS and physics rate) on and around Minmus. Everything else in the Kerbin system is fine. With this particular ship (a Garage Hangar from @allista's hangars mod, with a return vessel and launch vehicle attached, a Feline Utility Rover and Trailer from @Nils277 in the hangar, but unloaded until touchdown), I get about 40 FPS and 80-90% physics rate during launch. Once I get to orbit, it goes up to 60 FPS and 98% to 100% physics. It stays there all the way to Minmus SOI. Once I'm in Minmus SOI, I'm okay until high-detail maps start to load. At that point, it drops to about 30 FPS and 70% physics, and then progressively gets worse and worse the lower I go, despite shedding more and more parts. By the time I'm near touchdown, I'm down to maybe 25 FPS and 50% physics. Then I launch the rover, and drop to 20 FPS and 40% physics. Then I launch the trailer, and drop to 15 FPS and 30% physics. The thing is, I can run this exact same setup on the Mun, or on Kerbin, at smooth framerates and 80%+ physics rate. Plus the part count is fairly low (<90 at launch, <50 for landing, ~50 for the full rover and trailer, and many of those are science parts). It's Minmus specifically that's tanking it. I read in an ancient forum post from like, 2014, someone who found (I think with @RoverDude's help) that a certain robotic arm from a certain mod had changed the physics range to 100 km, and thus the entire moon was in physics range, and that was the culprit. Could it be something like that? How would I check for that? What kind of config file would change physics range globally? I run an FX-8350 and a GTX 970, with 16 GB of RAM, so I'm quite sure it's not lack of horsepower. Something's going wrong... Mod list (All installed via CKAN (except for Kerbin Side, which was installed manually), all up to date according to CKAN and AVC)