SpacedInvader
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I don't necessarily think there is a reason to rush a release, I was just reporting that the toolbar fix didn't seem to work for me. The stuttering is painful, yes, but I can bear it for the time being as I'd rather you take the time you need to make improvements rather than feel a need to rush them out asap. Just my 2 cents.
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I'd like to jump in here an state that I've tried switching to Blizzy's toolbar using the KCT settings option and it has essentially no effect on the lag that I'm experiencing. This applies to both the full install and the minimal install. Additionally it did not decrease GC frequency on either install.
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It's not that I'm attached to sails, they are just what is currently included in this mod as a means for making the journey out to the new system. I already have NFT and Karbonite+, but I'll have to have a look at the Orion drive and the Deep Space Exploration Vehicles. Ultimately the idea is to get something that can make the journey that doesn't add the 15 extra layers of complexity onto progression that KSPI-E does with its new mechanics and its refusal to use pretty much any of the CRP / Vanilla assets.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
SpacedInvader replied to tomek.piotrowski's topic in KSP1 Mod Releases
Well OK then! -
In my next playthrough I've decided I want to set a goal of placing MKS colonies on planets in an extra-kerbol system like this. Originally I was going to use Extrasolar as I was familiar with it, but within the last week the mod's dev decided without warning that they were apparently done, locking all of their threads and shutting down their github. I ended up here instead and like what I see, but I've got a few questions. First, considering my goal of putting colonies in the remote system, that's going to mean a need to send large craft across the void, but from what I can tell, the sails included in this mod are not intended for large manned ships. Are the sails capable of propelling such craft? If not, are there plans to add some that will? The reason I ask is because I'd very much like to avoid all the added complexity of KSPI-E since that mod adds so many extra mechanics that don't tend to play well with other mods. The next question I've got is whether or not you'll need a laser on both ends of the journey to accelerate and decelerate using the sails. I've been looking through the thread and haven't really come up with an answer so far. This again goes back to my desire not to have to deal with KSPI-E if I don't have to. And finally, is support for Karbonite / Kethane already included in some fashion or are there plans to add it in the future? Thanks
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[1.11] RemoteTech v1.9.9 [2020-12-19]
SpacedInvader replied to tomek.piotrowski's topic in KSP1 Mod Releases
I've started working on a MM config to patch the ReStock+ antenna to work with RT, but its been a very long time since I've done any modding and I'm running into an issue trying to figure out what the RT range should be based on the stock CommNet module's information. Is there an approximate conversion from antennaPower to RT range? -
Ok, focusing just on the minimal install, I am still getting stutters not associated with garbage collection, though they have reduced in magnitude (~.1 second vs. ~.25 - .5 second with the full install) and occur at ~3 second intervals instead of 1 second intervals. Open state of the KCT window does not have an effect on the stutters. I did have to apply the MemGraph heap increase to stop incessant GC passes as they were occurring at 6-8 second intervals. I find this more than a little confusing as my much, much larger main install never had GC occur more often than every 15 seconds, even without applying the heap increase. Disabling KCT eliminates all stutters not associated with garbage collection. My system: Win 7 x64 i7 4770K @ 3.5GHz 32GB DDR3 @ 1600MHz NVIDIA GTX 960 w/ 4GB VRAM KSP installed on a 500GB Samsung 840 EVO SSD As for the mod using memory, that is indeed reasonable, though it does seem that the stuttering I'm experiencing is directly proportional to the memory used by KCT. In my minimal install, I'm getting much reduced stuttering, though its still there, and the additional memory in the stack is around 3MB, while in my main install I'm getting .25 - .5 second stutters every 1 second and the KCT memory increase for that install is around 100MB. I imagine if I were to up the number of mods I used to something reasonable in the 25-50 range, I'd probably get stuttering of a magnitude / interval that falls somewhere between the two. EDIT: @linuxgurugamer So it appears that I am actually getting these stutters even without KCT active, I'd just never noticed them until now. I just set up a macro to keep one of my arrow keys depressed so I could try to get a better idea of the time intervals since rotating the view in the VAB is the most noticeable way to view the stutters, and I noticed that I was getting them (although barely noticeable) even without the mod active. The increase in memory used by KCT seems to be exacerbating them to the point of being easily noticeable, even with the relatively small increase of the minimal test install. I have a feeling this is also what is happening for @JeromeCareebo (though I'm hoping he'll confirm this), as KCT is one mod we both have in common that can drastically increase memory usage. The issue though is why is this manifesting in this way. With 32GB of reasonably fast RAM and an older, yet still pretty powerful computer, I shouldn't be getting stutters with such a minimal install and that addition of ~100MB of stack memory shouldn't exacerbate things so much when I have about an 8GB memory overhead even after implementing the MemGraph hack. Do you have any ideas?
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@linuxgurugamer in response to your request for a minimal install test in my original thread, I've gone ahead and done a minimal install with just KCT, Magicore, and MemGraph. The results are essentially the same: The section under "Heap Min" is the VAB with KCT active in settings while the section under "Cur" is the VAB with KCT disabled in settings. I find it interesting that the same ~10x inflation is happening even though the overall scale of the heap is much lower. I really don't know whats going on under the hood with KCT, so I could be completely off base, but this leads me to believe something similar to another issue I've recently had to track down is in play here where assets are being loaded multiple times leading to essentially a flat multiplication of used memory. Providing a couple of relevant links in case they can be of help: EDIT: Sorry this is sort of an afterthought, but here are the logs from the minimal install test. They aren't separated out into different logs for different situations like the other logs, but I can go back and do so if needed. https://drive.google.com/open?id=17iXJEYHMRXxWIT8Mnnqn8rk1vdEDkWgq
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The problem has been resolved. It turns out a mod author had left some Unity debugging files in the plugins folder for their mod and it was causing KSP to load many (if not all) assets at least twice and in some cases more. Here is the relevant post in case anyone lands here in the future with similar problems:
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Ok, so I can confirm now that whether the KCT window is open or closed, the memory issue is unaffected. This also holds true for the build list, but I can reconfirm that disabling the mod through settings does stop the problem so essentially whenever I've got KCT active, its causing the 10x+ increase in memory usage while in the VAB.
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With KCT installed, but disabled in settings, the memory Invader doesn't happen. As for the KCT window being open or closed, I would have to double-check but I am 90% sure it was open. I'm out of the house for a couple of hours, but I can check if closing the window has any effect on memory consumption as soon as I get home.
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@linuxgurugamer So I've narrowed down the cause of the issue I describe in this thread to this mod: Basically, with KCT installed and active, there is a 10x+ increase in memory usage by KSP while in the VAB and 1-second interval lagging. Without it active / installed, this does not happen. I've tried using both the CKAN install and the Githhub release specifically for KSP 1.6.1 with the same result in both cases. I'll include the same logs I posted in that thread here: Archive containing both logs in multiple situations I'll also include a link to the imgur album showing the various results found in the MemGraph window showing that this is definitely not a garbage collection issue as GC is only running at most every 15 seconds while the lag / stuttering is at 1-second intervals: https://imgur.com/a/8hDy9qW I have tried using the heap adjustment feature of MemGraph, but even going up as far as 8GB did nothing for the stuttering and lag and only increased the time between GC runs. I'm glad that you've adopted this and I really hope I'm able to figure this out with your help as this is one of the few mods I consider "required for play" whenever I load up a new KSP install. Thanks
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The only series of exceptions in the entire log are related to the "Field Science" contract pack though they are not followed by a stackdump. I will try removing that to see if this may be a cause / contributing factor. This is a distinct possibility because of the fact that KCT is not active in the sandbox mode save. Not sure about FMRS and I don't have Scrap Yard. Testing now.
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Yes, it didn't help, even when increasing the total heap up to 4GB. As you can see in the images, even without the heap trick active (which is the case for those images), GC is occurring at much larger intervals that the lag / stuttering that I'm experiencing. My VAB is lagging literally every second while GC is only occurring every 15 seconds at most.
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I'm running into an issue with a heavily modded install where I'm getting a lag spike every second in the VAB (even the kerbals on the floor stop moving momentarily), but according to MemGraph, garbage collection is happening at much larger intervals (15-150 seconds). Oddly, the problem is far more pronounced at the beginning of a career mode save than in a sandbox game, which leads me to believe that this isn't a part count issue as the latter has a significantly larger number of parts available in the VAB yet manifests the issue considerably less (almost to the point of being unnoticeable). I've been scanning the logs for clues, but there doesn't seem to be any serious errors being thrown in the VAB that might lead to performance issues, yet I can't be sure because I've never been all that great at understanding exactly whats being said in the logs when it comes to errors. There is another interesting component of this in that MemGraph is indicating that far more memory is being used in the career mode game than the sandbox mode (between 10x-20x), which reinforces the idea, for me at least, that this issue is the result of a mod that is active for a career mode game, but not for a sandbox mode game. I've been slowly trying to work through my mod list to figure out which are active only for the career mode, but I'm really not sure the best way to go about this process, so I've been reloading the game with several different mods disabled each time. Unfortunately, with over 200 mods and an approximately 15-20 minute load time to get to the main menu, this is going to take an extremely long time to sort out in this method. Which brings me to this post. There are a couple of reasons I'm posting this request for help. First, is there a more time efficient way to identify which mods are active in career mode and not in sandbox mode so I can target my testing more effectively? Second, I'm really hoping someone with a better understanding of the log outputs will be able to scan over my logs to see if they can spot either some errors that would be causing this behavior, or some indication of a culprit mod being loaded and taking up a huge amount of processing time / memory at 1-second intervals. To this end, I'm going to be posting copies of my output / ksp logs at several points in the game in the hopes that someone can make a comparative analysis that I've not been able to do. Anyway, I really hope someone can help me sort this out because, while I might eventually get there on my own, my best guess is that it will take me several days of doing nothing but loading / reloading the game in my free time to track down the issue. Thanks Archive with all the KSP / output_log files. Each is named according to when it was taken. To the the best possible options for comparative analysis, I've taken a copy after loading at the main menu and then one each for both career and sandbox mode after reaching the space center, after loading into the VAB and after adding a Stayputnik in the VAB. Here is the file I'm also including a series of screenshots of the MemGraph window as visual aids for what I'm experiencing: https://imgur.com/a/8hDy9qW As can be seen in the images, GC is occurring at relatively large intervals, even in the career mode save, while the stuttering I'm experiencing is occurring at almost exactly 1-second intervals. EDIT: Added current mod list for reference. All mods (except maybe 2-3 part only mods) are said to be working in the current version of the game by users in their respective threads, though this is not necessarily all that reliable of a testing method. 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[1.12.x] MemGraph Updated with Stutter Reduction
SpacedInvader replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer I've got a couple of questions pertaining to proper configuration of the padheap.cfg file that I've not been able to resolve through searching. I've got 32GB of RAM and my KSP install takes about 12GB fully loaded so I am considering upping the total in the padheap to 8192MB which should leave about 12GB overhead for running other processes on my computer. The first question is whether or not this is an appropriate amount of memory to be allocating in this way, or if I'd be overdoing it with that much and should aim for something more like 4GB in the padheap with the other 8GB as system overhead. Second, I've not seen any discussion about increasing the number / size of the blocks along with the total allocation of memory, so should that also be happening in this case, and if so, what would be a recommended increase to go with 4-8 GB of extra memory allocation? Thanks -
No worries, thank you for the quick fix! I know my mod load is an extreme case, but 20+ GB was clearly way out of way out of line with what ~200 mods should have needed. This fix brought that down to a much more reasonable 12GB. I have to say though, knowing what I do about Unity (which isn't all that much, but I've never liked the way it handles memory) that it doesn't actually surprise me that a few extra DLLs in one mod's folder would force the engine to load every asset in the entire game multiple times. I'm tempted to test what might happen if multiple mods had these files laying around... would the engine just keep loading copies of files until the computer exploded?
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While trying to sort out behavior identical to this post: I found out that this is apparently also the cause of an issue I've been suffering that was causing my install to take around twice as much memory to run as it should with the amount of mods I've got installed: (TL;DR: Some extra DLLs in the plugins folder were causing assets to be loaded at least twice leading to duplicated menus and flags as well as essentially doubling the memory needed to run the game.) Anyway, after doing some searching I've found that this pre-release for KSP 1.6.1 also contains the offending DLLs in its plugins folder which is causing double asset loading. The question is, do they actually need to be in there for this release of RF to work, or is it possible to remove them without losing the mod's functionality until you can release a proper version of the mod without them? Thanks EDIT: Alternatively, has anyone tried the non-pre-release version of RF built for 1.5.1 in 1.6.1 as a stopgap until a proper 1.6.1 release can be finished?
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As an update of the situation, I've been testing a little play under the current setup and finding it to be essentially unplayable. Even running -force-glcore the amount of RAM occupied by the game upon reaching the main menu exceeds 20+ GB (though some of that is "shareable") and as expected it continues to rise from there. Within a few minutes of landing in the space center, the entirety of my 32GB of RAM has been occupied (some of it by other programs like Firefox, but 32GB still should have been enough to cover that, plus the game, and have lots left over) and doing anything in the game lags horribly (30-60 seconds just for a scene change). I've started trying to go through my mod list to cut out some of the items I'd be less likely to use regularly, but considering the amount of memory being gobbled up by KSP, it seems like I'd have to get rid of at least 50% of what I've got installed to get memory usage into any sort of reasonable state and thats going to be very difficult for me to manage. I'm really wanting to know if anyone else has this issue or if I've got something special going on in my setup thats causing this. I've seen offhand mentions in more than one thread of people with hundreds of mods as recently as this month, so I know its possible to have a massive amount of mods without ruining playability, but I'm having difficulty finding the exact posts so that I can try messaging those individuals to ask what they've done differently from me. I'm also including here a list of my installed mods in case someone might be able to spot mods that could be contributing significantly to this issue: Flight Manager for Reusable Stages (FMRS) Continued (FMRSContinued 1.2.7.4) Launch Escape System (PEBKACIndustriesLaunchEscapeSystem 1:1.4.1) [x] Science! Continued (xScienceContinued 5.20) ABookCase Orbital Reference System (ABCORS 0.5.0.4) Action Groups Extended (AGExt 1:2.3.3.8) Advanced Fly-By-Wire (Windows, x64) (AdvancedFlyByWire 1.8.1.3) AECS_Motion_Suppressor (air brake, engine, & control surface) (AECS-Motion-Suppressor 1.3.1) ALCOR (ALCOR 0.9.7) ALCOR Advanced IVA (ALCORIVAPatch 0.9.7) All Y'All (AllYAll 0.11.16.3) Alternate Resource Panel (AlternateResourcePanel v2.9.3.0) AmpYear (AmpYearPowerManager 1:V1.5.4.0) Animated Decouplers (AnimatedDecouplers v1.4.2) ASET Agency (ASETAgency 1.0) ASET Props (ASETProps 1.5) B9 Aerospace - HX Parts Pack (B9AerospaceHX 1:v6.5.2) B9 Aerospace Parts Pack (B9 1:v6.5.2) B9 Aerospace Procedural Wings - Fork (B9-PWings-Fork 1:0.80) B9 Aerospace Props (B9-props 1:v6.5.2) B9 Animation Modules (B9AnimationModules v1.3.2) B9 Part Switch (B9PartSwitch v2.6.0) BahamutoD Animation Modules (BDAnimationModules 1:v0.6.5.6) Basic Procedural Textures (BasicProceduralTextures v1.2) Better Science Labs Continued (BetterScienceLabsContinued 0.1.10.2) BetterBurnTime (BetterBurnTime 1.9.1) BetterTimeWarpContinued (BetterTimeWarpCont 2.3.11.2) blackheart612's Procedural Part Textures (ProceduralParts-Textures-SCCKSCS 1) Bluedog Design Bureau (BluedogDB v1.5.2) Bob's Panic Box (BobsPanicBox 1:0.0.1.18) BonVoyage (BonVoyage 0.14.3_-_Power_of_LOx) CactEye Optics Community (CactEyeCommunity 1.5.1.15) CapCom - Mission Control On The Go (CapCom 2.10) Chaka Monkey Exploration Systems (ChakaMonkeyExplorationSystems Chaka_Monkey_161_B) Champagne Bottle Redux (ChampagneBottleRedux 0.3.9.1) Chatterer (Chatterer 0.9.96) Chatterer Extended (ChattererExtended 0.6.2) ClickThrough Blocker (ClickThroughBlocker 0.1.7.1) Community Category Kit (CommunityCategoryKit 4.1.0.0) Community Resource Pack (CommunityResourcePack 1.1.0.0) Community Tech Tree (CommunityTechTree 1:3.3.6) Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.4) Community Trait Icons (CommunityTraitIcons v1.0.2) Contract Configurator (ContractConfigurator 1.27.1) Contract Pack: Anomaly Surveyor (ContractConfigurator-AnomalySurveyor 1.7.1) Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.1.4) Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4) Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.1) Contract Pack: Giving Aircraft a Purpose (GAP) (GAP 1.6.1) Contract Pack: Kerbal Academy (ContractConfigurator-KerbalAcademy 1.1.10) Contract Pack: RemoteTech (ContractConfigurator-RemoteTech 2.1.4) Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2) Contract Parser (ContractParser 8.0) Contract Reward Modifier (ContractRewardModifier 2.6) Contracts Window + (ContractsWindowPlus 9.2) Crew R&R (CrewQueueTwo 1.1.9.1) Cryogenic Engines (CryoEngines 1:0.6.5) Cryogenic Tanks (CryoTanks 1.1.1) Custom Asteroids (CustomAsteroids v1.6.0) Custom Asteroids (inner stock system data) (CustomAsteroids-Pops-Stock-Inner v1.6.0) Custom Asteroids (stockalike config) (CustomAsteroids-Pops-Stock-Stockalike v1.6.0) Custom Barn Kit (CustomBarnKit 1.1.19.0) Dang It! Continued (DangItContinued 0.7.18.2) Deadly Reentry Continued (DeadlyReentry v7.7.1) DeepFreeze Continued... (DeepFreeze V0.25.0.0) Deployable Engines Plugin (DeployableEngines 1.0.0) Diazo's Landing Height Display (DiazosLandingHeight 2.2.0.5) Distant Object Enhancement (DistantObject v1.9.1.1) Distant Object Enhancement default config (DistantObject-default v1.9.1.1) DMagic Orbital Science (DMagicOrbitalScience 1.4.2) DMModuleScienceAnimateGeneric (DMagicScienceAnimate v0.21) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.8.3) Dr. Jet's Chop Shop (ChopShop 1:0.11.4.4) Dynamic Battery Storage (DynamicBatteryStorage 2:1.4.0.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 1.10) EasyBoard (EasyBoard 1.6) Editor Extensions Redux (EditorExtensionsRedux 3.3.19.10) Engineering Roles - Final Frontier Ribbon Pack (STMsFFRibbonPackEngineeringRoles 0.5.1) Environmental Visual Enhancements (EnvironmentalVisualEnhancements 2:EVE-1.4.2-2) EVA Enhancements Continued (EVAEnhancementsContinued 0.1.13.6) EVA Parachutes & Ejection Seats (EVAParachutes 0.1.16) ExtensiveEngineerReportContinued (ExtensiveEngRptContinued 0.1.3.3) Extraplanetary Launchpads (ExtraPlanetaryLaunchpads 6.5.1.0) Extrasolar Planets Byond Kerbol - Stock configuration (ExtrasolarPlanetsBeyondKerbol-stock 1.8.0) FASA (FASA 1:v7.2.5) Ferram Aerospace Research Continued (FerramAerospaceResearchContinued 3:0.15.9.7) Filter Extensions - Default Configuration (FilterExtensionsDefaultConfig 3.2.2.17) Filter Extensions - Plugin (FilterExtensions 3.2.2.17) Final Frontier (FinalFrontier 1.5.3-3465) Firespitter Core (FirespitterCore v7.12.0) Firespitter Resources config (FirespitterResourcesConfig v7.12.0) Freedom Textures (FreedomTex 1:v1.5.1.0) GravityTurn Continued (GravityTurnContinued 2:1.7.7) HangerExtender (HangerExtenderExtended 3.5.3.5) Heat Control (HeatControl 0.4.10) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.1.0) HullcamVDS Continued (HullcamVDSContinued 0.1.11) HyperEdit (HyperEdit 1.5.8.0) Impact! 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(TarsierSpaceTechnologyWithGalaxies 1:7.5) TDProps (TDProps 1.3) TextureReplacer (TextureReplacer v3.7) Textures Unlimited (TexturesUnlimited 1.3.6.20) The Janitor's Closet (JanitorsCloset 0.3.4.6) ToadicusToolsContinued (ToadicusToolsContinued 0.22.3.3) Toolbar (Toolbar 1.7.18) Toolbar Controller (ToolbarController 1:0.1.6.20) Tracking Station Evolved (TrackingStationEvolved 4.1) Trajectories (Trajectories v2.2.2) Transfer Window Planner (TransferWindowPlanner v1.6.3.0) TriggerAu Flags (TriggerAu-Flags v2.9.3.0) Tundra Exploration - Stockalike Dragon V2 and Falcon 9 (TundraExploration 1.3.0.5) Tundra Technologies (TundraTechnologies 1.3.0.5) TweakableEverythingContinued (TweakableEverythingCont 0.1.26) Universal Storage II (UniversalStorage2 1.6.0.9) Unmanned before Manned (SETI-UbM) (UnmannedBeforeManned 1.3.0.2) USI Asteroid Recycling Technologies (USI-ART 1:1.1.0.0) USI Core (USI-Core 1.1.0.0) USI Exploration Pack (USI-EXP 1.1.0.0) USI Freight Transport Technologies (USI-FTT 1.1.0.0) USI Life Support (USI-LS 1.1.0.0) USI Tools (USITools 1.1.0.0) Vessel Viewer Continued (VesselView 2:0.8.7.2) VesselView-UI-RasterPropMonitor (VesselView-UI-RasterPropMonitor 1:0.8.7.2) Waypoint Manager (WaypointManager 2.7.5)
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[1.1.3] RealHeat (Minimalist) v4.3 July 3
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
Has anyone tried this for 1.6.1?