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kithylin

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Everything posted by kithylin

  1. I had a whole thread on this with like 4 pages on this before the recent patch.. no one found anyone from SQUAD actually admitting it's an issue or actually anything they can (or can not) fix. The only thing we could do was a community mod to try and bandage the issue and that's it. I would of thought after a few months there'd be some sort of official statement.
  2. I've been out of the KSP loop since about december 2016 / jan 2017 and haven't checked in... so sorry if this has been answered already. But I'm curious.. have SQUAD staff actually acknowledged the nearly game-breaking memory leaks that read to rapid garbage collection with running KSP on 64-bit and really large (300+) part-count ships in space? I know there's a mod to extend and "pad" the memory allocation so garbage collection is less frequent, but it's a band-aid to the situation. So.. has there been any official progress on this? Have SQUAD Acknowledged it's existence and said they'll fix it some day at the very least?
  3. So we're just waiting for it to be updated to work on all the platforms KSP runs on before KSP can upgrade to use the newer garbage collector schemes?
  4. I've used Memgraph and tonight it works great. I run with 6144 (6 GB) in the config file and pad it once I get a ship loaded in the VAB and it's great for hours. With my 3770k system when it does do a mem dump it's quick and I barely notice it and it's about once every 10-15 mins even on complex ships. Thanks for the suggestion guys I Can get back to enjoying KSP now.
  5. 16GB ram here and the stalling is terrible. I might try and make a video later today and show y'all what I'm experiencing, it's just ridiculus, every 1-3 seconds, pause, pause, pause, pause. Very distracting and difficult to play with to the point I'm thinking of just (yet again) leaving the game for another few months until they can sort out this bull---- so it's actually playable.
  6. Well at least they're working on it. I'll try the mem heap mod up there above later and see if it helps. I have 16GB ram in my system maybe I can set it to something huge like 4096 or something. At least it's something to play with. They should give us a slider in game to adjust it directly.
  7. Thanks for confirming it.. I was wondering if I was alone in this. Sometimes it's -very- annoying every few seconds. I'll try the memgraph thing and we'll see how that goes. Does anyone know if the devs can acknowledge this as a performance issue and that they're trying to work on improving it? EDIT: If it's caused by a lot of in-flight objects well.. 1.2 added the comms network and we're going to have a lot of satellites in the system to make the network functional.. if that's going to make it worse then 1.2.xx is going to ruin KSP. I only have 8 satellites in orbit around KSP so far (4 @ 1.5 million meters & 4 @ 3.2 - 3.6 million meters) for a modest comms network but I'm already expecting to have to put up many more as my new play through progresses in the future.. I think it's going to make stalling/pauses worse
  8. So I'll start off saying I have a rather above average computer.. i7-3770k @ 4.8 ghz & +20% overclocked water cooled R9 290X 8GB card. Not sure why but KSP seems to have these 1-2 second "stalls" or "hitches" when launching a space ship and during orbital maneuvers, once per 5 seconds. Has anyone else experienced anything like this? Mod's I'm using: MechJeb (Of course, everyone uses mechjeb), KIS & KAS. That is all. It actually didn't start having these issues with an earlier vessel I had.. with part count around 100 - 120, then I upped part count to 296 and.. this happens. I've tried adjusting the max physics delta time per frame slider all the way in either direction it seems to have no effect. Any ideas folks?
  9. The problem with that is if there was some sort of "Limit" to what the game can do, then they (squad) should of either imposed a hard restriction on maximum part-count ships we can launch or at least give us a message. But they don't do this! There's nothing saying we can't, or shouldn't build ships this large. What if we want to? What if I wanted to build a 2000-part ship and launch it? What if I wanted to try to rebuild the millennium falcon with 500 engines and try to launch that? According to you we shouldn't do these things. In reality we should be able to. It's their software unable to handle it and they don't warn us about this. There's nothing.. we just build something and launch it and everything is fine and 60 FPS in the air and in space and then go land by other ships and suddenly *BAM* game goes to s--- and becomes unplayable. So apparently there's nothing we can do to fix this. We just have to give up and not play until they fix it. Because.. I want to do that with KSP. I should be allowed to do that with KSP since there's no restrictions. It just doesn't work, yet.
  10. Because I want to? Why not? The game doesn't have any built in limits to the amount of parts we can put together with something. Why should we be limited in what we want to put together just because the game's engine runs liquid-poor slow when we try it? It's an open-ended build game, we should be able to build what ever we want for any reason we want to. Part of why I'm sad that we're halted from doing what ever our minds come up like this The new update should fix things (hopefully).
  11. Are you trying to work with 300 - 500 total part-count between multiple ships just a couple hundred meters apart and manage more than 16 FPS? If so it would be awful nice if you could let me know your secret and how you are doing it. That ultimately is what I'm trying to find out with this thread: What am I doing wrong and how can I fix it to make it work faster.... I've had a few suggestions but nothing's come to fruit yet that actually helps.
  12. Well uh, sorry? What else would you use to describe any game that runs single-digit or 11-15 FPS ? I'm sorry if it seems rude or not so nice but "unplayable" is pretty much what I would consider anything in that situation.
  13. Not to argue but actually in single-threaded applications Cpu thread #0 is always at 100% if it is maxed out. I can run old Prime95 and it does this (CPU #0 maxed out), so does CineBench run in single-core mode, as well as for example, Ark: Survival Evolved server will run 100% on a single cpu thread, always core #0. This is what single-threaded programs do when they are reaching their limits. The very definition of "Single-Threaded" means it's not able to use more than 1 thread, ever, for any reason. It does not mean it's going to spread out it's single thread across all 8 threads.. because that would be.. a multi-threaded program. This is not what is happening with KSP. KSP Can't load any one single thread to more than 20%. Ark Evolved actually in the VAB building a ship will (and often does) throw up 70% - 80% on all 8 threads and is just happy as a clam to suck up all the CPU power available to it. I think it's physics in the in-game world that's still having issues. Regardless, it runs like excrementse at the moment and is totally unplayable at high part count ships.. regardless of the reason why. I'll hold out hope the above mentioned new update will fix it. If it doesn't.. then I guess I'll just have to delete the game and re-install later at the next update to see if it's actually playable yet. It's still pretty astounding to me that in 5 years of development they still have yet to fix this issue.
  14. Aha! So there is an update coming? Maybe I can actually play it again soon.
  15. I know you're trying to help but I very specifically said in my first message " no one cpu thread/core on the 3770k is more than 20% utilization.", so no, it's not overloading any of the cores. Not a single one is above 20%. Also KSP is now 5 years old, it was originally released in 2011. They should of fixed problems like this by now. And a system like mine should easily be able to handle even a 1000 part ship if KSP would actually use any of my computer. But it doesn't seem to. I'm using Asus Sabertooth P67 motherboard. It doesn't even allow/support using the IGP at all. Dedicated GPU only. That's not the issue. And nope, I have the task manager split to show all 8 threads, no one thread is above 20% and most are 15%. It's not using much or any of the processor at all. Windows task manager shows indiviual core utilization already, and I've enabled that. It's just a setting.. thanks but 3rd party program isn't going to show anything different. Bottom line.. I don't know what's wrong with KSP. I guess I'll just have to delete it again and hope some how in another year or more that who ever makes KSP releases an update to actually use gpu/cpu to handle large-part-count ships. I basically have a monstrous beast of a computer, there's no reason KSP shouldn't fly at 60 FPS constantly no matter how many parts or mods I'm using.... so it's pretty upsetting to see it ever dive down to single digit FPS for any reason. EDIT: Added screenshot so you can all see. Low cpu usage, 0% gpu usage.. no ISP in this system.. KSP just.. won't use anything with my computer when it's under the worst load it should be using everything..... Oddly I load it up today and it's 16 FPS.. that's still deplorable though.
  16. So.. well I quit KSP for this some time last year and ended up stuck at one point trying to do what I wanted to with the game and the performance ended up tanking terribly and couldn't even play it.. and now I've re-visited the game again some 6 months later after (finally) upgrading my computer after 6 years on the old one and tried to get back to the same spot again. There was a big game update since I quit last and so I started over.. Finally get up to where I was before and.. even with my newer computer... performance is still crap and unplayable. I don't really understand what to do with this dumb game. I'm posting here for any remote insight what so ever to try and fix this. OLD computer. Had this one from.. gosh, spring 2009 -> spring 2016. I7-920 @ 4.4 ghz 24 GB ddr3 @ 1800 mhz Pair of massively overclocked +40% water cooled GTX 470's. New computer updated 2 months ago: I7-3770k @ 4.8 ghz 16GB DDR3 @ 2397 Mhz Single AMD R9 290X, 8GB overclocked edition from Sapphire Vapor-X Tri-X version. What I'm trying to do: Use a combination of KIS + KAS and land 3 ships on the mun as a space refinery point for outer-system ships. Landed one ship down.. simple ship, 85 parts by the time it got there. Landed small single-kerbal ship down because I forgot to send an engineer. Landed 50 meters from first ship. Landed down "large" 4 x rockomax orange fuel tanks + lots of solar panels + up to 130k battery power + 4 drills + 5 storage tanks for ore + refinery / ore converter. Everything fine. Get it landed on the mun about 120 meters from the other 2 ships. Ore miner ship is about 340 parts. Then.. I start connecting hoses. After I connect hoses, then switch back to the ore refinery / miner via space center.. my FPS controlling this ship drops to 6-9 FPS. It's sitting here running on the other computer while I type this on my laptop. literally 0% gpu usage. 20% cpu usage, no one cpu thread/core on the 3770k is more than 20% utilization. There's nothing in my system that's being overloaded.. or even loaded at all. This is unacceptable and terrible FPS.. I can't move my Kerbal on EVA near this, I already accidentally knocked off some of the solar panels because it lag-bursted from the slow FPS.. This is a crazy powerful computer system and it runs an older, simple game like KSP like this? What the hell is going on here?
  17. That was it, it was the default the last time I played and now it's not so it sort of threw me off and I wondered what else they changed now.
  18. I was under the assumption that with the recent update to KSP, the only version possible to play is 64-bit now.... So I went and haven't played it for like 5 days. Come back today, there's an update and when I start up there's a prompt to start it in 64-bit or "play KSP"... what gives? I'll launch it in 64-bit I guess but When did we get 32-bit back? Did they revert something recently?
  19. I would suggest making sure you do a 100% clean install. That is.. delete the entire KSP folder (or move it somewhere else, or put it into a rar file and save it) and make sure the entire KSP is empty. All addons gone, all saves gone, everything, and start fresh.
  20. The act of setting "dedicate to physx" in nvidia control panel by switching it from "Auto" to a video card, disables CPU acceleration and enables GPU acceleration only. That's how it works. There's no point in discussing it, it's been well-established that's how nvidia works ever since physx was allowed on nvidia cards instead of AEGIA physx cards. The only time it uses CPU for even partial physx is if you have only 1 video card and leave the physx setting on "auto". So if we dedicate a secondary GPU to physx, launch a game title, and see 0% utilization for the dedicated physx card, then no the title doesn't use it at all.
  21. Nope. I set up my computer with a GTX-260 slaved below my GTX 770, loaded older nvidia drivers that supports both cards and set the GTX 260 to dedicated to physx. I verified it works first by loading borderlands 2, and saw 60% utilization on second card when I shot guns and grenades and stuff (physx heavy things). Then I went and started KSP under 1.1, flew a few ships, crashed a few times, even did heavy flaming re-entry heat during one scenario.. 0% usage on second card dedicated to physx. It was even asleep in stand-by power mode. So no, KSP does -NOT- use Physx what so ever.
  22. Like it really matters anyway. Everything is changed, Wheels, wheel phyiscs, wheel functions, aerodynamics, all of it's changed. Even if you get something to load and work you're still going to have to tear apart and re-design all your old ships/designs anyway just to get em to work again. May as well start fresh so at least it's guaranteed you won't hit any bugs resulting from old ships being used in a new environment. Just like you can't load complex 400 part ships built back in KSP 0.6 in to 1.1 and expect them to even fly at all, it won't work. If you want stability and success, start over.. if you want to create your own bugs that don't exist for the rest of us.. keep loading old saves and hope it some how maybe works for you... but people using old saves and old builds that encounter problems shouldn't be complaining to us about said problems.. because the problems may not be problems at all, but may just be incompatible old designs flipping out with how the system changed.
  23. Change the time steam updates your games to a time when you're never awake (Asleep) and thus your computer's offline, and then the game will never update.. and you can stay in 1.0.5 forever.
  24. .... As with all major updates to KSP, you're going to have to re-build everything to get it working right, espically large updates like this one with significant changes to everything. In general with KSP updates we're supposed to wipe everything, including all saves, and do clean installs. Mostly just to weed out any possible corruption from old KSP settings/items/ships as potential "Problems" with the new builds. Everyone should be accustomed to this by now if you've been playing KSP long enough.
  25. Open windows task manager while KSP is running, and if you have a second monitor there put it there and watch, or alt-tab out and look at it. Go to process lists and if you see "KSP_x64.exe" running, then you have the 64-bit version. If you see "KSP.exe *32" then you have the 32-bit version.
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