kpstjeev
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Everything posted by kpstjeev
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I don't have noticeable freezes with stock KSP, they are there but under 60ms. On modded install I get from 180 to 400 ms freezes every 10-15 seconds, which are obvious and annoying. Not sure if this was mentioned in this thread: http://forum.unity3d.com/threads/mono-garbage-collection-can-i-get-a-summary.228199/ Basically there is discussed that the current Unity (or more likely outdated Mono that is used by unity) is using GC algo with performance level in the opposite direction of "optimal". The more references are in the heap the more time it takes to sweep through all of them, and this is only way it knows how to do garbage collection. It also seems that Unity is not going to be upgrading Mono any time soon. IL2CPP, which comes with U5, could be a solution. http://blogs.unity3d.com/2015/05/06/an-introduction-to-ilcpp-internals/ It will be shipped with Boehm GC, which generational type GC, not to mention overall performance boost from running code natively. EDIT: Nvm...
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[1.1.3] RealHeat (Minimalist) v4.3 July 3
kpstjeev replied to NathanKell's topic in KSP1 Mod Releases
@SancoPanza try this dll https://www.dropbox.com/s/w52v0veboza150i/RealHeat.dll?dl=0 it the same as latest version but with backgroundRadiationTempExposed 2x multiplier removed. At least it does not look ridiculous. @Starwaster I feel like I'm being trolled, honestly. You did not provide any details about your installation, not even platform/OS, your overconfidence in "I know what folders I was using" terrifies me. You loaded stock physics config and you had overheating all of sudden, while you where claiming that you already use stock physics, this is simply ridiculous, don't you think? You also tested on god know how configured installation with "plus a few other mods", while I tested on clean&fresh installation. I'm done proving that there is an elephant in the room, too much time wasted. It is enough for me that at least two persons have this problem, so it not just my PC/Config/Software/Whatever. Others are probably does not care or not notice it. -
[1.1.3] RealHeat (Minimalist) v4.3 July 3
kpstjeev replied to NathanKell's topic in KSP1 Mod Releases
But this is impossible. Your physics config perfectly matches to what was in clear_realheat folder, byte to byte. It also matches to what PHYSICSGLOBALS section contains in ConfigCache of clear_realheat. You can verify it with diff tools. By logic if your PHYSICSGLOBALS is different then mine from clear_realheat ConfigCache, then this mean that you are using mods that alter PHYSICSGLOBALS, not me. It feels like your radiationFactor is 1/10 of default value, which is '1' :confused::confused: Using the steps from few posts above the issue was reproduced on two Windows PCs, with fresh KSP 1.04 install. If you are using Linux build then it may be different. - - - Updated - - - My guess is that you just disabled RH and probably FAR along with it, due old and new version of MFI not being compatible, check your logs: -
[1.1.3] RealHeat (Minimalist) v4.3 July 3
kpstjeev replied to NathanKell's topic in KSP1 Mod Releases
This config matches perfectly to the config from "clear_realheat" folder, from the zip I posted above. The one you loaded was probably from "modded" folder, which is altered by Realism Overhaul, that config just makes the issue more obvious, so please check Rad Flux value. -
[1.1.3] RealHeat (Minimalist) v4.3 July 3
kpstjeev replied to NathanKell's topic in KSP1 Mod Releases
Ok...I just made sure that I'm not going crazy and my hardware is sane by testing KSP installation on nearby laptop. With same result. The exact conditions/steps to reproduce the issue: OS: Win7/Win8.1 KSP: 32bit, from Steam 1. Install KSP from Steam (remove whole directory and verify integrity to be sure) 2. Copy KSP dir to another location 3. Get RH 1.1 from Git Releases and get module manager 2.6.8 4. Install RH, FL Integrator and ModuleManager in GameData 5. Run KSP.exe, start new sandbox carrier, default settings 6. Go to Space Hangar 7. Place Mk1 Cockpit 8. Click Launch (no other parts) 9. Alt-F12 -> Physics -> Thermal > Display Thermal Data... 10. Right click on Cockpit 11. Observe "Rad Flux" value Expected Result: Rad Flux < 2 (less than two) Actual Result: Rad Flux ~ 27.29 (way over twenty) Run simulation for a bit on 100x time-warp and observe how Skin Temp slowly rises to 350 K and beyond. @Starwaster What was value of "Rad Flux" before you loaded my ModuleManager.Physics file? Could you please post your Physics.cfg? My Physics.cfg matches perfectly to ModuleManager.Physics and matches to what steam downloads. I tried to clear ModuleManager caches and also tried to remove MM along with all its files and got exactly same result, MM is not necessary to reproduce the issue. -
[1.1.3] RealHeat (Minimalist) v4.3 July 3
kpstjeev replied to NathanKell's topic in KSP1 Mod Releases
Obviously it does not for me. A log line from RH modified to report data only, without any assignments to 'fi': At rho 1.12227822776333/1.12227822776333, gamma 0, DTL 0.222761160125366, BT = 242.83/242.83 AT = 311.286419315105 ET = 311.286419315105 VET = 311.286419315105 AT/ET/VET - temperature, atmospheric/external/Vessel.external I expected second value in BT = 242.83/242.83 to be twice as large, since RH pushes the second value over 500 which is causing overheating on runaway for me. - - - Updated - - - To add, I only use ModularFlightIntegrator, RealHeat and ModuleManager. All installed by latest CKAN. No other mods. -
[1.1.3] RealHeat (Minimalist) v4.3 July 3
kpstjeev replied to NathanKell's topic in KSP1 Mod Releases
So, I enabled all kinds of debug that was in RH sources, built it and noticed the double amount of radiation assigned to backgroundRadiationTempExposed, which explains a lot. It was multiplied with comment "blunt bodies multiply BRT by 0.5, so multiply by 2 here." - apparently this does not apply to my *clean steam installation* for whatever reason, particularly to mk1 Cockpit. I removed the multiplier, rebuilt and the flux looked normal again, rad flux is around 1.3 on kerbin's runaway. So...does https://github.com/KSP-RO/RealHeat/commit/5248b74b0795a17cee848ead9c67372baae4243a still apply? How can I check if BRT is multiplied by 0.5 in KSP engine? -
[1.1.3] RealHeat (Minimalist) v4.3 July 3
kpstjeev replied to NathanKell's topic in KSP1 Mod Releases
https://www.dropbox.com/s/dushauxuqh4ammr/KSP%20RH.zip?dl=0 I just packed everything, if that helps. Two folder, in one stuff from full install in another is clear install with just RH. Both have 20+rad flux on runaway. -
[1.1.3] RealHeat (Minimalist) v4.3 July 3
kpstjeev replied to NathanKell's topic in KSP1 Mod Releases
There are at least three more that are affected by this in RO thread: http://forum.kerbalspaceprogram.com/threads/99966-1-0-4-Realism-Overhaul-v10-4-1-2015-264?p=2150057&highlight=overheating#post2150057 http://forum.kerbalspaceprogram.com/threads/99966-1-0-4-Realism-Overhaul-v10-4-1-2015-264?p=2195417&highlight=runway#post2195417 - video clearly shows overheating on runaway Running KSP 32bit in win7-64. Tell me if there anything else I can provide to help fix the issue. -
[1.1.3] RealHeat (Minimalist) v4.3 July 3
kpstjeev replied to NathanKell's topic in KSP1 Mod Releases
I don't know whats going on but Real Heat is basicaly doing Earth to Mercury conversion for me. http://imgur.com/a/BjrJt Notice the radiating flux values and skin temp. Near zero for stock, and ridiculous values for Real Heat with RO+RSS. For Stock + Real Heat they are not so ridiculous but still a lot higher than expected, even at night. KSP is latest from Steam, mods installed using CKAN, started new sandbox game for each test. -
[WIP][.90][0.43]KSAEA Tech Tree and Game Rebalance
kpstjeev replied to Pirsig's topic in KSP1 Mod Development
Neat tech tree! Regarding resize, any plans to add support for tweakscale, similar to fairings? -
@Ph34rb0t, my experience was a little bit different. This converter will gonna need a list of exceptions, as some plugins are intentionally loading PNGs, without asking database. With ATM - Toolbar become a purple mess, as well as most icons in the tracking station. 50% of parts now have pure white textures. Without ATM (and after ditching several mods so it could load) it looked mostly normal, I will wait till DSS support is integrated into ATM (or compatible with) before using it for anything other than test.
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In fact it comes with engine patches, which were not updated with the new fuel names and will cause loading to stop at 99% in conjunction with patched mods. Namely: BobCat_RealEngines_kerofix.cfg, KSPI_MFS.cfg LiquidOxygen not found in resource database. Propellant Setup has failed. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at ModuleEngines.SetupPropellant () [0x00000] in <filename unknown>:0 at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 Some tank patches still use LiquidOxygen, it would be a good idea to recheck all the configs.