In the last few days I've been trying to figure out which mods (if any) were causing a significant performance loss (ie, playing at 15 fps in an overlocked i5-3570K). I've created a new sandbox game, loaded an Aeris A4 at the runway and entered the tracking station to check on fps (using Steam's fps indicator). The only mod which seemed to be causing a performance loss is scatterer. But I kept getting 18-20 fps at the tracking station with the modded game. I've removed mods that affect gameplay (like KJR or Kopernicus) without any significant change, then I went to part mods with dlls, and part mods without dlls - thinking that maybe some dll was loading background processes. But the end result is that loading parts mods, even those without any type of dll, end up slowing down the game even at the tracking station, where no crafts are actually loaded and the graphic demands are minimum. Does that make sense? It's just using plenty of part mods enough to cause a performance loss even with no ship loaded? Here's the output.log file and the mod list
And, just in case, I did checked removing X Science and Tracking Station Evolved, since they are both active at the tracking station, but they have no impact in performance
In the last few days I've been trying to figure out which mods (if any) were causing a significant performance loss (ie, playing at 15 fps in an overlocked i5-3570K). I've created a new sandbox game, loaded an Aeris A4 at the runway and entered the tracking station to check on fps (using Steam's fps indicator). The only mod which seemed to be causing a performance loss is scatterer. But I kept getting 18-20 fps at the tracking station with the modded game. I've removed mods that affect gameplay (like KJR or Kopernicus) without any significant change, then I went to part mods with dlls, and part mods without dlls - thinking that maybe some dll was loading background processes. But the end result is that loading parts mods, even those without any type of dll, end up slowing down the game even at the tracking station, where no crafts are actually loaded and the graphic demands are minimum. Does that make sense? It's just using plenty of part mods enough to cause a performance loss even with no ship loaded? Here's the output.log file and the mod list
http://www.mediafire.com/file/4robt6zrwy4nsmc/output_log.7z/file
KSP: 1.4.5 (Win64) - Unity: 2017.1.3p1 - OS: Windows 10 (10.0.0) 64bit
000_AT_Utils - 1.6.1
ClickThroughBlocker - 0.1.6.7
Filter Extensions - 3.2.1
TexturesUnlimited - 1.1.2.15
Toolbar - 1.7.17.11
USI Tools - 0.12
ToolbarControl - 0.1.6.15
Astrogator - 0.8.1
B9 Part Switch - 2.3.3
BD Animation Modules - 0.6.5.4
BetterTimeWarpContinued - 2.3.10
Bon Voyage - 0.13.3
Chatterer - 0.9.95.2110
Community Category Kit - 3.0
Community Resource Pack - 0.10
CommunityTechTree - 3.3.2
ConfigurableContainers - 2.4.3.3
Contract Configurator - 1.25
CryoEngines - 0.6.1
CryoTanks - 1.0.1
DSCore - 3.0.2
Airline Kuisine - 2.2
DistantObjectEnhancement - 1.9.1
DMagic Orbital Science - 1.3.0.12
DynamicBatteryStorage - 1.3.2
Easy Vessel Switch - 1.8.6767.274
EditorExtensionsRedux - 3.3.19.3
EVAEnhancementsContinued - 0.1.13
Extraplanetary Launchpads - 6.1
Firespitter - 7.9
Flexible Docking - 1.0.6
FShangarExtender - 3.5.3.1
GroundConstruction - 2.1
HideEmptyTechTreeNodes - 1.0.1
Interstellar Fuel Switch - 3.6.7
JanitorsCloset - 0.3.4
Kerbal Attachment System - 0.6.4
KerbalAtomics - 0.5.1
Kerbal Engineer Redux - 1.1.3
Kerbal Foundries - 2.2.6.16
Kerbal Joint Reinforcement - 3.4.1
HyperEdit - 1.5.6
Feline Utility Rover - 1.2.6
KeridianDynamics Vessel Assembly - 0.8.9
Kerbal Inventory System - 1.11.6659.38842
<b><color=#CA7B3C>Kopernicus</color></b> - 1.4.5.4
KSP-AVC Plugin - 1.2.0.1
KSPRescuePodFix - 1.3.2.11
KSPWheel - 0.11.9.27
LoadingScreenManager - 1.2.5
MagiCore - 1.3.1
MarkIVSystem - 2.4.1
Modular Rocket Systems - 1.13.2
ModularFlightIntegrator - 1.2.5
NavHud - 1.3.5.1
NearFutureAeronautics - 1.0
NearFutureConstruction - 1.0.3
NearFutureElectrical - 0.10.2
NearFutureProps - 0.3.3
NearFutureSpacecraft - 0.7.10
ManeuverNodeSplitter - 1.6
NRAP - 1.5.11
PartCommanderContinued - 1.1.4
PatchManager - 0.0.14
Precise Node - 1.2.9
Precise Node - 1.2.5
Procedural Wings - 0.12.2
Procedural Parts - 1.3.14.1
QuizTechAeroPackContinued - 1.3.12
RCS Build Aid - 0.9.6.3
RealPlume - Stock - 0.11.4
DeepFreeze Continued... - 0.23.8
SCANsat - 1.1.8.7
Ship Manifest - 5.2
SpaceY Expanded - 1.4
SpaceY Lifters - 1.17.2
StationPartsExpansionRedux - 1.0.5
TAC Fuel Balancer - 2.20
Cargo Transportation Solutions - 0.5.3
TankLock - 0.2.4
TextureReplacer - 3.2
Tracking Station Evolved - 1.0.3
Trajectories - 2.2.1
Kerbal Alarm Clock - 3.9.1
Alternate Resource Panel - 2.9.3
TweakScale - 2.3.12
USI Core - 0.7
USI Exploration Pack - 0.9
Freight Transport Tech - 0.8
USI-LS - 0.9
MKS - 0.55
NuclearRockets - 0.7
USI Alcubierre Drive - 0.10
Universal Storage - 1.4
VesselMover - 1.7.2
Waypoint Manager - 2.7.2
Kerbal Actuators - 1.6
OSE Workshop - 1.2.4
[x] Science! - 5.16
And, just in case, I did checked removing X Science and Tracking Station Evolved, since they are both active at the tracking station, but they have no impact in performance
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