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Heavily modded KSP with long load times in game


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I played KSP quite a lot about 2-3 years ago but had to drop out due to RL. Since then I'm back with a brand new pc and bought the game on steam. Played stock for about a week but the lure of adding my old mod list was always there (I do love mods). Now I have installed a lot of the common mods (listed below) and things were fine for a few days but I kept adding more and more. Some of these mods are dev versions but I searched all through the forums and found fixes or workarounds posted to make them work with 1.3. At first the performance was acceptable. Without mods the game runs at max fps in all situations. With some mods (I tested with a clean environment for KSPRC, AVP, Kerbinside separately) the game runs around 45-60 fps. It's with all the mods added that the problem appears.

The problem I'm having now is that in game it takes 5-10 minutes for any scene change, sometimes more (loading a save game, going from KSC to tracking center, tracking center to KSC, launching a craft etc). Also in game fps is around 15-20. Sometimes drops to about 5-10 for a second or so suddenly before going up. If someone can please look over the list and tell me if there is a mod that could cause the spikes and long load times I'll be really grateful. It has now gotten to the point that I prefer end tasking the game rather than quitting it normally as that takes so much time. My initial game loading time is high too but I'm used to that from the early days so that is not an issue.

PS- I followed themaster401's suggestion as outlined here. It actually increased fps by a little but the loading time problem was there even before I did this.

PPS - I run with forced DX11.

 

My specs are

Intel(R) Core(TM) i5-7500 CPU @ 3.40GHz

8192MB RAM (KSP takes about 5gb when running)

Windows 10 Home 64-bit

NVIDIA GeForce GTX 1070

Output.log

Spoiler

KSP: 1.3 (Win64) - Unity: 5.4.0p4 - OS: Windows 10  (10.0.0) 64bit
000_AT_Utils - 1.4.4
Toolbar - 1.7.14
USI Tools - 0.9.3
Astronomer's Visual Pack - 3.5.3
BetterTimeWarpContinued - 2.3.8
Chatterer Extended - 0.6.1
Chatterer - 0.9.93.1804
CollisionFX - 4.0
Community Category Kit - 2.0.1
Community Resource Pack - 0.7.2
CommunityTechTree - 3.2
Connected Living Space - 1.2.5.3
Contract Configurator - 1.23.2
Contract Pack: Field Research - 1.2.1
Contract Pack: Bases and Stations - 3.7.0.1
Contract Pack: RemoteTech - 2.1.4
Contract Pack: Tourism Plus - 1.5.2
CrewRandR - 1.1.4
Crowd Sourced Science - 4.1
CustomBarnKit - 1.1.15
DangIt - 0.7.13.1
Deadly Reentry - 7.6.0.1
DistantObjectEnhancement - 1.9.1
DMagic Orbital Science - 1.3.0.10
Progress Parser - 1.0.8
EarnYourStripes - 1.1.1
Easy Vessel Switch - 1.3
Firespitter - 7.6
GroundConstruction - 1.2
Galileo's Sun Flares - 1.8.2
JanitorsCloset - 0.3.2
RasterPropMonitor - 0.29
KaptainsLog - 0.1
Kerbal Attachment System - 0.6.3
Kerbal Construction Time - 1.3.9
Kerbal Engineer Redux - 1.1.3
KerbalHealth - 0.6.5
KerbalHotSeat - 1.0.4
Kerbal Joint Reinforcement - 3.3.3
KerbalKonstructs - 1.2
KerbinSide-GroundControl - 1.3
Kerbal Inventory System - 1.6.6466.37363
<b><color=#CA7B3C>Kopernicus</color></b> - 1.3.0.6
KRASH - 0.5.24
KSP-AVC Plugin - 1.1.6.2
LaunchCountDown - 1.7.9.1804
LoadingScreenManager - 1.2
MagiCore - 1.3
Infernal Robots - 2.0.12
ModularFlightIntegrator - 1.2.4
Docking Port Alignment Indicator - 6.7
NearFutureProps - 0.1
NearFuturePropulsion - 0.9.4
Final Frontier - 1.3.2.3155
OuterPlanetsMod-Galileo - 1.2
PartWizardContinued - 1.3.4
PlanetShine - 0.2.5.2
PoodsOPMVO - 0.3.4
RCS Sounds - 5.2
RealChute - 1.4.4
RealPlume - Stock - 1.0
RemoteTech - 1.8.8
AmpYear - 1.5
DeepFreeze Continued... - 0.23.6
ResearchBodies - 1.9.5
SCANsat - 1.1.8
Ship Effects Continued - 1.0.8.1
ShipManifest - 5.2
<b><color=#7080FF>Sigma Binary</color></b> - 1.6.5
Soundtrack Editor - 4.3
StageRecovery - 1.7.2
StationPartsExpansion - 0.5.1
StationScienceContinued - 2.3
Surface Mounted Stock-Alike Lights for Self-Illumination - 1.4
TarsierSpaceTechnology - 7.0
TAC Life Support - 0.13.5
TooManyOrbits - 1.1.1
Kerbal Alarm Clock - 3.8.5
Alternate Resource Panel - 2.9.2
Transfer Window Planner - 1.6.2
USI Core - 0.4.2
Konstruction - 0.2.2
MKS - 0.52.2
USI Alcubierre Drive - 0.6.2
Universal Storage - 1.3.0.1
Waypoint Manager - 2.7
[x] Science! - 5.10

 

Edited by Assassinsat
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@DrLicor Hey thanks for welcoming me. Been lurking around these forums for years but never made an account before (been around since pre 1.0. Can't remember what version). I mostly read stuff and never had a problem worth mentioning. I forgot to mention that I indeed run with dx11 forced and yes that does reduce ram use but I dont feel like the ram is the limiting factor here. Can you mention your specs and your modlist please so that I can compare.

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2 hours ago, Assassinsat said:

Isn't Kopernicus required for AVP and KSPRC? I thought lots of people would be using that and it was a stable (as much as it can be) mod.

It really sounds like mod issues (duh).  Please post a log file.

That being said, Kopernicus has some problems switching scenes, with delays of 15-30 seconds, depending on your setup.

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@Assassinsat, yep, DX11 does cut the RAM-usage, but also handles textures another way. It runs smoother. But glad to see you already use that. 
I myself use an full RSS/RO/RP-0 intall in 1.2.2 version with the following mods. 

Spoiler
RSSVE
[x] Science!
000_FilterExtensions
000_FilterExtensions Configs
000_Toolbar
AJE
AnimatedDecouplers
ASET
AtmosphereAutopilot
B9_Aerospace_ProceduralWings
B9PartSwitch
blackheart
CameraFocusChanger
CommunityCategoryKit
CommunityResourcePack
CommunityTechTree
ConnectedLivingSpace
ContractConfigurator
Cormorant Aeronology
CrewManifest
CryoEngines
CryoTanks
CustomBarnKit
DeadlyReentry
DeployableEngines
DistantObject
DMagicOrbitalScience
EasyBoard
EngineGroupController
EnvironmentalVisualEnhancements
FASA
FerramAerospaceResearch
Firespitter
FMRS
FShangarExtender
IndicatorLights
JanitorsCloset
JSI
KAS
KerbalConstructionTime
KerbalEngineer
KerbalFoundries
KerbalInventorySystemNoFun
KerbalJointReinforcement
KerbalRenamer
KerbalReusabilityExpansion
Kerbaltek
KIS
Kopernicus
KSCSwitcher
KSPWheel
MagiCore
MagicSmokeIndustries
MainSailor
MechJeb2
ModularFlightIntegrator
ModuleManager.2.7.6.dll
ModuleManager.ConfigCache
ModuleManager.ConfigSHA
ModuleManager.Physics
ModuleManager.TechTree
MrMeeb
NavyFish
NearFutureConstruction
NearFutureSolar
NEBULA
NodeSplitter
PersistentRotation
PlanetShine
PreciseManeuver
ProceduralFairings
ProceduralFairings-ForEverything
ProceduralParts
RCSBuildAid
RealChute
RealFuels
RealHeat
RealismOverhaul
RealPlume
RealScaleBoosters
RealSolarSystem
RecoveryController
ReentryParticleEffect
RemoteTech
RetractableLiftingSurface
RN_Solar_Panels
RP-0
RSSDateTime
RSS-Textures
RW Saturatable
SCANsat
scatterer
ShipManifest
SmokeScreen
SolverEngines
SovietEngines
Squad
SXT
TextureReplacer
ThunderAerospace
toolbar-settings.dat
Trajectories
TriggerTech
TweakScale
UniversalStorage
VenStockRevamp
WaypointManager

 

It's not that my game is 60fps al the time, mostly around the 20-30, but that quite acceptable with my collection. 
I've a MSI rig, with a i5 3.4ghz, 16gb ram but with an GeForce GTX 980, but graphic card doesn't matter that much. KSP is much more a processor killer, even with graphical mods installed. 


Switching scenes really doesn't take more than 10 seconds for me.  So in your situation, it's probably a mod spamming because it doesn't work with another mod or because it's outdated somehow. 

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37 minutes ago, linuxgurugamer said:

It really sounds like mod issues (duh).  Please post a log file.

That being said, Kopernicus has some problems switching scenes, with delays of 15-30 seconds, depending on your setup.

@linuxgurugamer You mean output_log right? already done in OP

Output_log

These delays are more than 15-30 seconds though. I might try removing all graphics mods and running the game again just to be sure.

@DrLicor That is a nice modlist. You have almost the same graphics mods as me except for EVE. Maybe something in EVE+AVP+KSPRC is messing with Kopernicus as linux mentioned.

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36 minutes ago, Assassinsat said:

@linuxgurugamer You mean output_log right? already done in OP

Output_log

These delays are more than 15-30 seconds though. I might try removing all graphics mods and running the game again just to be sure.

@DrLicor That is a nice modlist. You have almost the same graphics mods as me except for EVE. Maybe something in EVE+AVP+KSPRC is messing with Kopernicus as linux mentioned.

Oh, sorry, I missed that.

I didn't see anything jump out at me in the log file

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@Assassinsat, that will take ages, I would suggest to copy the entire ksp folder and make place it somewhere else. That will be your 'fix copy'. Don't delete the mods one by one but half of the mods a time. If the game load correctly and plays smooth, you now the wrong mod is in the deleted section. If not, you know the mod is in the installed section. Do this a few times and you have your mod much quicker than deleting them one by one. 

 

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@DrLicorGood point. Will try that now. 

Quick question. Are these recommendations still valid?

On 12/22/2013 at 10:47 AM, Astronomer said:

Now, if you have an NVIDIA Graphics Card, go to your NVIDIA Control Panel and add KSP.exe if you already haven't: Manage 3D Settings > Program Settings > Add > KSP.exe Now, make sure the following settings are set for KSP.exe :

  • Anisotropic filtering: 4x
  • All antialiasing is Application-controlled - don't use it at all - it kills FPS when looking at complex geometry (KSC or large spacecraft)
  • Maximum pre-rendered frames: 4 (or more if available)
  • Texture filtering - Anisotropic sample optimization: On
  • Threaded optimization: On
  • Triple buffering: On
  • Vertical sync: Adaptive

 

Update - Quite unhappy to report that halving the mods led to no results. Both sets of mods worked perfectly with no performance impact or bad loading times. Will try them all together now and see if that trend continues.

Update 2 - Full modlist still has long load times. But I reverted thestarwaster's suggestion I detailed above in OP and load times improved (a little) but now fps is about 10-15. ARGH!

here is the new output_log if that is of any use https://drive.google.com/open?id=0ByP4LaeZYZLZcEYxckducjg0aW8

Edited by Assassinsat
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