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atomontage

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Everything posted by atomontage

  1. Hello. Let me thank you for this great mod. But the current build breaks the game if I use a part with an integrated camera. This time it is MRS Guidance Unit (from the Modular Rocket Systems mod). At ~5400m it krakenifies constantly. Looking forward for the fix! Thanks!
  2. Hello. [1.0.5 the lastest build] tl;dr: how can part-only mods affect fps (even if none of mod's parts are not present on any vessel in the current game) and why is fps NOT affected by warping as physics must be disabled during warp? Even on a pretty decent hardware. It's not physics then I guess. I have a base with like 110 parts and I have like 3 fps on it. I've spent about 3 hours to figure out what mod causes fps drops. Even at Tracking Station it has 20-25fps. Huh? Looks like removing the mods completely brings the game back to 'normal' fps values. The mods installed that actually always calculate something even while in KSC: TACLS, RT, SCANSat, KCT, StageRecovery, UKS, KAC.. I think its the list. I removed most of mods to test the performance. In stock + like 4-5 mods (just to keep my base from disappearing as it was used as a test 'vehicle') and got 60fps while in Tracking Station. Added KAC - got 40-45. Huh? Ok nevermind, it may be a coincidence. The base almost without mods (except UKS that my base is mostly built of) gets me pure 15fps. The very confusing thing is that while in non-physics warp aka on rails it does _NOT_ affect fps AT ALL. Huh? I thought it was physics that slowed everything down. Vessels are considered a plain, um, let me say body like a dot on rails or something aren't they? Ok next. After adding the mods I mentioned above (that add tons of functionality, not just parts) the FPS did not drop much. And only after adding the whole set of mods that add many many parts to the game (like KSPIE, NearFuture, DMagic and so on) it dropped the fps back to 3-4 again. And warping does not change anything for the time of warp. Im really confused. How can pure parts-only mods affect FPS even if those parts are not present on ANY vessel in the current game? Oh yeah and the last question. The bottleneck is CPU - that is the root of my confusion. The GPU gets used only for 20% of it's power (measured by Process Explorer).I intentionally do not specify my computer hardware just because a good friend of mine asked me to give him my mods archive and the savegame with the only vessel in the game. On a high-end computer with 970gtx and a decent core i7 he got 5-6 fps (mine on core 2 duo was 3-4). I am not intending to offend Squad in any way, just asking for clarification.Thanks. The game is great! <no sarcasm>
  3. Yeah I keep thinking constantly about this mod. I think soon I'm gonna add it to my personal mod setup. But then I realize that losing a $500k rocket completely having like $1.5m in my wallet is definitely not good, haha. Add some random player errors to this (bad design or extra degree of yaw that turned the whole thing upside down).. and some alcohol-dependant ones... And you get a completely screwed savegame. Lol yeah that adds some depth to gameplay as well. Im playing a decent hardcore setup that includes: KCT, DRE, FAR, TACLS, RT so often my wallet is thin enough. Also I'm getting extra crew mostly from rescue missions from LKO. And I need many kerbanauts coz I'm also running UKS with at least one orbital station and a ground base. What stops me from instantly downloading DangIt! is some reports that something can fail and _can not_ be repaired (like when all engines keep failing constantly). Plus as far as I understood this mod could prevent one from building a completely reusable ship as its lifespan will exceed limits.
  4. Hello. Does it also break satellites? I guess it does (why not?). I love RemoteTech and it would be horrible to keep constantly losing commsats. Or long range exploration ones. Thanks.
  5. @NathanKell Oh I got you. I'll dig into that when I have spare time. Thanks.
  6. @NathanKell No I didn't miss it. As a programmer I can imagine what you have to be through. Even refactoring can be pain in the ass. I would love to play KSP 64bit. Sure it'll allow the app to use more ram but how does this fix the memleak error? There is one isn't there? Thanks for your replies.
  7. @NathanKell You know what? I still have a question since you answered me. Is there a good reason for implementing more features and a good API for modding and not fixing the memory leak (as people think it is) that prevents us to play with high-res textures (I mean the stock config, not some hi-res texture pack) and some mods installed? Shouldn't it be the top priority?
  8. Awesome mod. Makes launching procedures less boring. By launching procedures I mean turning FAR windows and SAS on, bringing MechJeb Smart A.S.S. up, checking stages, setting antennas up and so on. But please make it an option to play it as a single audio file! Screw the on-screen messages. I know that you can't synchronize audio with T otherwise! My everlasting core 2 duo Undead Calculator can't handle most of my rockets real-time! Lol. It always pauses each second because of time dilation. *babycry*
  9. Im not offending Squad or anything. Im just asking how people do play the 64bit version. Is it smooth enough (not counting the buildings upgraded bug and disabled mods)? Do you guys have freezes or anything that makes the 64 build unplayable?
  10. I understand that many mods disable themselves on x64. I understand a few bugs. But how do you all even play it? I got 3 deep freezes in an hour while trying to ascend from Kerbin. Only killing the KSP process helps. (Was trying Unity 4.6.4f.) *Begs as he wants hi-res textures with all the mods*
  11. 1.0.5 - still not fixed. Its not that annoying though. Was before I found this thread so thanks to all of you. As I use many mods, 1.0.5 crashes because of OOM quite frequently. Like every 6 or 8 switches (to the KSC from space or to the launchpad from the VAB). Some of it occasionally breaks my savegames so it simply does not load properly because of the weird KSC camera bug. I've just tried to watch the whole loading process without alt-tabbing right from launching KSP and till the savegame is loaded. I can confirm that this workaround really works. Yesterday I tried to load the save like.. 30 times? And this workaround magically helped. I play in windowed mode.
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