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Is having plenty of parts mods supposed to affect performance even in the Tracking Station?


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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

Spoiler

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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41 minutes ago, HansonKerman said:

I think so, because all mods add to the RAM usage of KSP. 

Uninstall part mods, and let's see.

Yes, ram I get, but I'm getting heavy cpu usage as well - in the tracking station, where no physics calculations are taking place because everything is "on rails"

Edited by juanml82
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I hae the exact problem as well.

 

I have a lot of mods installed and some of them are causing slowdowns when in map mode. The weird thing is the when i look at the ship the fps are fine, just the map is slown down.

I would really like to know if there's a way to figure out which mod is taking so much cpu.

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  • 4 weeks later...

Short answer: stay out of 1.4.5 as much as You can.

Longer answer: I play moded KSP, usually keeping about 100 plugins (with EVE, GPP, BLO). At first glance 1.4.5 is quite good - somewhat faster loading times, less crashes, got steady 60-70 fps during launches, but no matter what I do, got 22.6 fps and yellow stuttered physics marker in map view. From some strange reason, more textures (parts) You load, slower Tracking Center works.

NO ! Having plenty of part mods shouldn't affect Tracking Center performance this heavy - but it does.

Looks like Squad lately  doesn't like moders much.

Had to revert to 1.4.2 (still had my installers :P)

 

Edited by Ravien
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