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Dweller_Benthos

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Everything posted by Dweller_Benthos

  1. I just did a few tests, and I seem to be getting different results than you. I'm not running Lazor System or Kethane though, just MechJeb, Map Sat, and a few other mods which I don't think cause much difference (Protractor, Kerbal Alarm Clock, etc). Here's what I found, answering some of your questions. Loading the game used a little over 1GB of memory. Opening the VAB and loading a ship with no map sat used a bit over 2GB. Launched it and memory went to a bit over 2.25GB. This is a very simple ship with only a few parts. Loaded my biggest ship, a Jool system mapper with a main ship and four probes, each has a map sat dish (so 5 total). This is a fairly complex ship, three main stages, lots of struts, engines, etc. Loaded a bit slow, memory use jumped to 2.5GB and frame rate dropped, maybe to below 20 FPS (is there a way to show FPS in game?), but it wasn't drastic enough to cause me any problems, and once I had it launched and started dropping stages, frame rate improved. This is with map scanning off of course. Memory still at 2.5GB. Game runs fine, though CPU and GPU are both running a bit over 50° C and fans are on high, but this is no different than with any other 3D game running like FarCry3. I am also not saving CSV files, so I just turned on CSV saving and memory didn't change yet. To try to answer your questions, already covered the first one, the second & third will have to be answered by the mod author, but as far the your last question, CSV files, as far as I know, will continue to grow in size the longer you leave the map sat active for that planet/moon. So, if you completed the visual map for Kerbin in an hour or so, but left the Minmus mapper running for several hours, it's quite possible to get a very large CSV file. I know in previous versions of map sat, I had a CSV file well over 2GB for Kerbin, as I let it run long after the visual map was completed. If you use the map gen program to render a larger map than is used in the game, you will have gaps from the data that was enough to complete the smaller map used in game. So, letting it run longer fills in the gaps that would complete a higher resolution render. If you're exporting the data to another mapping program, this might not apply, as those program may interpolate the missing data to give a complete map for a given resolution. So the TL: DR is, loading a map sat for me isn't much different than loading a normal ship, memory usage stays pretty much at 2.5GB no matter what I'm doing in the game. This is all at a scan resolution of 1500 as well. It seems that the save raw data does create an FPS hit, when I have it turned on, the MET counter goes yellow no matter what planet I'm mapping, but turning it off makes the FPS jump back to green and the game runs smoothly again. Memory stays the same though.
  2. Very strange, though I'm seeing a jump in memory usage of almost or a bit over 1 GB when running a ship with a map sat on it, I'm not seeing a huge jump like other people. Right now it's sitting comfortably at 2.25GB, which is a bit high, I will admit, but nothing near the numbers other people are reporting. I'm not running any other mapping mods like kethane, though, just MechJeb 2, Kerbal Alarm Clock, and a few others that would make no difference to what map sat does. Plus, I'm running a scan at 50X time warp with a scanning resolution of 1500, game runs smooth as silk, no red flashes in the time warp indicator.
  3. Depends on the mod and how it's written. Just because it can work in .20 doesn't mean it uses the new file structure. Check the mod's install instructions for the proper way to install that particular mod.
  4. Must be, try getting rid of the other mods one by one until it goes away. And Fyrem's posted reminds me, try turning off CSV saving (if you have it on) I haven't turned that on yet, so no idea if it causes lag or not.
  5. I don't know, it's working pretty well for me, it's actually faster changing ships than the old version was. What are your computer specs? I can't imagine there being any problem, as long as the computer can run KSP itself, there should be no problem with this mod. It may also be doing that scan for new planets which seems to make it freeze, but it's just thinking a lot I guess, give it some time or turn that option off, though it should be off by default I think.
  6. Planting a flag on Minmus? I'm sure everything goes as planned.
  7. I would like this too. The current rainbow effect is nice to see all the elevations, but having something that looks more natural for general display would be cool. Or even a way to pick and choose what colors are used for each elevation so that certain terrain features could be enhanced or muted.
  8. Sounds interesting, but when I try it, I get this: You do not have sufficient privilege to perform this operation. I'm logged in as administrator for this machine, so I wonder where I need to tell it to go scratch and do what I tell it to.
  9. I have the old parts installed as well as the new one on .20 and it works fine. I updated the config files for the old parts to use the new mechjeb and changed the surface attach rule to allow them to be used as the first part in a ship. Switching to the old flights seems to work fine. I haven't had time to actually use any of the functions in mechjeb, so can't speak for that, but at least I get no crashes or errors when loading or switching ships. Some of the textures are still messed up though, but I can live with that for now.
  10. First thing I tried was a small rover with one seat. Imagine my surprise when I tried to launch it that it can't be controlled. Seems kinda weird, it's a seat, where a Kerbal sits, to drive the rover, why can't it be used as the controlling part? So, I have to have an actual pod attached somewhere, get the Kerbal out of it in EVA and have them walk over to the rover and get in the seat? Strange.
  11. I'm really, really mad...... at the fact that I won't be able to do much with all this great new stuff in version .20 until late Monday at the earliest as I'm going away on a relaxing long weekend for the holiday. grumble..... stupid laptop not powerful enough to run KSP...... need new laptop..... grumble.. LOL, great work though, fast updates on all the mods I use, very cool.
  12. I'm hoping the trick of changing the config file for the old parts works, like it did in .19. I won't be able to test it much tonight, though, then I'm going away for the holiday weekend, so I won't be back to try it again until late Monday. I'm sure by then the solution or lack thereof will have been posted. :-)
  13. I'm sure it doesn't end in any type of explosion, I think.....
  14. Well, he's back and trying another rover landing on the Mun?
  15. I had both on a ship for a while, didn't seem to cause any problems. The main ship had one of the old mechjeb pods, and it was carrying a bunch of small probes that had the new AR202 case attached. Before the probes were separated, I had both mechjeb type tabs on the right of the screen, one on top of the other. Clicking one then the other opened both menus, also on top of each other. It was easy enough to close the one I didn't need. Once a probe was on it's own, it used the mechjeb 2 interface and the main ship still had both. Once all the probes were gone, the main ship only had the original mechjeb interface. They didn't seem to conflict with each other except for the main menus being on top of each other. I've since upgraded the old parts to the new system so it doesn't matter anymore.
  16. Yes, thanks, I noticed that afterward, d'oh! Took a really long time to map Pol, that last blank pixel just wouldn't go away.
  17. What a coincidence, I was looking for the best mapping orbit on Pol and Bop and found there isn't really a good orbit, so I thought I'd post the links I found for anyone looking for orbit info, they haven't been posted in a while. They give essentially the same info. http://forum.kerbalspaceprogram.com/showthread.php/27999-ISA-Mapsat-Ideal-and-Non-Ideal-Altitudes https://docs.google.com/spreadsheet/ccc?key=0Aicph3-KYrXadElSbUVDUU50MlZBR1B4R0o5OUUyNXc#gid=9 Long story short, Moho, Tylo, Bop and Pol do not have a best orbit, from the first link:
  18. Very nice to find this again, but I'm looking for info on Pol, and eventually will need Bop as well, anyone have that?
  19. Nope, I had been using the official download, I will try the dev build, thanks. I had noticed that it wasn't saving the config for any of my ships, so maybe that will fix it.
  20. I decided to only include things I've done since about version 0.18, so everything before that has been erased. So, I'm only up to orbiting probes now, need to finish the system then work on rovers and landers. Since I'm terrible at docking, that will probably never happen. But I expect I'll remove the probe icons when a planet/moon gets a rover, then remove that once it gets a lander.
  21. Yep, that's it, very handy. http://kerbalspaceprogram.com/subassembly-saver-loader/
  22. I do this a lot with mapping probes, just stick them to the side of the main ship with that attachment point thing (forget the actual name) and use one of those stack separators to decouple it. I also use a mod whose name escapes me at the moment, that allows you to add pre-made combinations of parts to a new ship as if it was a regular part. So, I created my mapping probe as a normal ship and saved it to this list, and then can add that to any new ship that I'm making. Just wish I could remember what it's called, a look through the mods forum isn't coming up with anything. Really handy utility, though.
  23. Someone made the "new" Galactica way back, I think in KSP v.13 or so. I remember it was impossible to control (almost) and not even close to the right size. I was just a little bigger than the launch tower back in those days. It was fast and had lots of fuel though, back then you could fly right into the middle of the sun, where the gravity was so high even that thing couldn't escape. It eventually tore itself apart in the center of the sun and I never flew it again. There were no other planets to go to, so it wasn't really much fun otherwise.
  24. No, I'm editing the parts files, thanks for the help, no need to be sorry, lol. The file that gets corrupted is mechjeb_settings_global.cfg it is located in \PluginData\mechjeb2. That is also the folder that holds the config files for each ship that has a mechjeb2 on it. These files store the information about what module windows are visible and where they are on the screen and what size they are. The main config file is the one that gets corrupted when I try to edit a part to add the new mechjeb2 controller. I have made that read only to keep it from getting corrupted, but I haven't had a chance to try one of my existing ships with the new mechjeb2 part to see if that ship's individual config also gets corrupted. Not sure why I'm the only one seeing this, and the corrupted file looks OK at first glance, just things are mostly in a different order than in the default config. I'll have to try it here on this computer and see if the same thing happens. OK, I may be able to get the missing windows back with the window editor, so hopefully that will work. But what's this? I got that from enabling the "obscurejoke" panel in the config file. Haven't tried anything in it during flight yet.
  25. Thanks, I'll have to fiddle with it a bit more. Strange. I've made the config file read only, hopefully that will fix it. I see each ship has it's own config file, will have to see how they work now.
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