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crush3dice

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    Bottle Rocketeer
  1. Hey i am running ksp 1.0.4, a clean reinstall of it now and for some reason module manager only loads on 2.6.6 or lower... In version 2.6.7 or 2.6.8 it just doesnt load and only says "ModuleManager" in the loading bar forever. Any idea how i could fix that or what i could be doing wrong? Thx
  2. Ok i just reinstalled everything and dropped tweakscale only in my gamedata and tried around. Now i found out that everything below v. 2.6.6 of modloader will load properly. Any idea why and how i might use the newest version? greets
  3. hello i am trying to run ksp with about 30 mods wich should work with 1.0.4 and i am using the newest module manager. The problem is that the game is not doing anything as the module manager starts loading. It looks quite normal when it loads the data from the mods but when the manager loads it is just showing "Module Manager" in the loading bar and doing nothing (its not crashing but noch loading eiether). Here is a screenshot when its loading or not loading... http://steamcommunity.com/sharedfiles/filedetails/?id=516019785 I also tried to remove all mods except squad and module manager and it still stops at the same point... Does anybody have the issue or even a solution? greets
  4. Hi, for some reason b9 aerospace suddenly causes a bug when launching in my ksp. Everything gets messed up. The staging merges into one single stage, there is no picture of my kerbals, when i launch anyway the controlls are buggy and cause my rocket to spin around and sometimes the return to launch button doesnt work. I didnt have this issue in 1.25 but in 0.9 it occures as soon as i install b9 aerospace :/. Any idea how to fix it?
  5. I also think that we should wait for a proper release. I have a fast cpu and it is still laggy. I would really not get a new cpu and expect that ksp runs just fine then. But indeed the cpu will limit your gpu in some games. Anyway i wouldnt get a new one if it is just about ksp.
  6. Well every game is programmed different. Ksp is indeed poorly programmed. Calculation wich should be made on the gpu run on the cpu instead. I would just check if your gpu can run on 100% in other games or if the cpu limits the speed. My cpu runs ofcourse stable and the temps are also fine (in ksp up 45°C). I think in my case the problem are the docking ports (i got many of them). I have tried to make a planetary station. Divide it in small parts and add docking ports to dock it back together. I already found out that there are some parts like the grabbing units that cost many frames (1 grabbing unit costs me 3 frames. When i make a ship with 20 grabbing units i have about 5 frames). Also the game doesnt use all my ressources my cpu runs barely on 70% and my gpu on 12% and i don't want to spend so much time on solving the problem. I just think the game is not yet in a playable stade.
  7. Sorry but opengl is in general faster than directx even on windows. You can read that everywhere on google. I don't know how the performance is in the case of ksp in general, but as far as i can tell from the benchmark i made i can say that there is no significant difference between opengl and directx on my computer except the lower ram usuage of opengl. I have a i5 2500k clocked to 4.8ghz and even i have massive laggs here and there. So i would recommend you to only buy a new cpu if it is the bottleneck in other games too.
  8. The frames are similar on my computer. I have made a thread on that including benchmarks with 32/64bit and opengl/dx9. ATM doesn't save enough ram for me and the game runs much more instable with less free ram.
  9. things you could check: 1. cpu temps 2. cpu benchmark 3. memtest and see if it crashes or the temps get too high
  10. 1. make a shortcut to your game executable 2. add "-force-opengl" to the path of the shortcut. this should save ~ 1gb. Anyway i think the game is just not playable atm. I have a scenario with only 10 ships each 25 parts and i get 5 frames on my 4.8ghz i5 2500k. Thats really really poor.
  11. No 64bit doesn't fix it. I just deleted every ship having one of the claws and then restartet it an ran ksp in 64 bit giving me 60 frames with the same scene. 64bits gives me another 10% more frames for some reason eventhough ksp.exe never uses more than 3.75gb ram.
  12. Ok i got the exception fixed by destroying the part with the defect docking port. (a populsion tank with 2 landing leggs and 2 docking ports). But that actually didnt improve the performance. So i just destroyed every ship once and looked if it got better and there was a smallish ship with 12 parts (1 fuel, tank 4 radial engines, 3 advanced grabbing units, 1 cone, one remotecontrolpart, a seat on top of it, 1 sas wheel and a battery) wich costed me 8 frames and i had two of them. So i destroyed both and i got 25 frames now wich actually is playable ^^. I still have no clue where the bottleneck is/was but atleast i can resume building my planetary station for now. edit: ok it seems like the advanced grabbing unit is costing me massive amounts of frames. I made a ship with 13 grabbing units and 1 fuel tank an i have 10 frames on the ground without moving. I restarted ksp.exe and ran the 64bit version now and i actually hit 60 frames. Weird but i guess my problem is more or less solved eventhough my hardware didnt actually bottleneck the game...
  13. That was exactly my problem. Same error and same situation. No bottleneck but still 9 frames and a huge spam of exceptions. I will try this fix in a minute and see if it helps )
  14. http://www./download/pu9zjdq6yl8w9t7/KSP.log this is my ksp.log and the output_log.txt: http://www./download/tyfqu17l1bt73io/output_log.txt sorry for not reading carefully. I was doing something else at that moment.
  15. Ok i made some pictures of my scenario on minimus and made a huge ship with tonns of wheels and solar pannels and tanks on an other savestate to see if my savestate is corrupt. I screenshooted everything and logged my cpu's and gpu in msi afterburner. the core of my base as far: some ships scattered around my base (each about 20 parts): i usually use "-force-opengl" to lower the ram usuage to ~ 2gb and an exception i permanently get on minimus near my base (no clue what it means): Hope this might help solving the problem edit: fraps is logging the frames on the the top left corner edit2: i noticed another strange behavior. For some reason one of the docking ports has no magnetic force and is unable to dock at all. May that have something to do with the exception? O.o
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