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Everything posted by Maxsimal
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not sure why the parts packs are required, though I think the point is that you have to have SOME of the realistic engines to make RP0 work. There are other mods that will give them to you, of course. But the contract mode is definitely a requirement for the adjusting the missions allowed, and the barn kit for adjusting how progression of upgrading KSC works. If you don't want to play with those, you can just play with RO, you don't have to use RP0 if you're not doing career.
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Actually, I posted in the Contract Configurator thread, and nightingale suggested some things to test. Without active contracts, and without the 'record' contracts, my garbage collector ran every 20 seconds, instead of every 5 - which is a big improvement. Certainly CC is not the only thing that allocates a lot of memory per frame, but it does turn out to be the biggest issue, from my testing, as that's a 75% reduction. He said he will try to put some fixes in for it in his 1.19 release.
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@Papa_Joe Ok I'll use the version from github. However, one thing to note is that, in my current ship manifest folder, the ShipManifest.version says that I am using 5.1.2.1, even though in the output log it does say I have 5.1.0.0 in the DLL list. The dll you have on ckan may have a mismatch between its version and its dll file. Also, now that I have the github version installed, ckan doesn't recognize that I have an SM install, which it usually does even if you don't install through ckan. BUT!! Good news, bug seems to be fixed in this version, I couldn't reproduce it after trying a bunch of times with various resources. Thanks!
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Maxsimal replied to nightingale's topic in KSP1 Mod Releases
@nightingale Ok, did some testing. My baseline was GC happening in flight ~5seconds according to memgraph. Removing Historical Contracts had no appreciable affect. I deleted it through ckan. Disabling RP0 contracts through the CC menu and cancelling the existing records contracts upped my interval to 10-11 seconds Cancelling all other contracts so my contract window was clear further increased my interval to ~20 seconds. I had 7 contracts open at that point, 6 for satellite placement, one for a scan sat scan of a planet. Renabling RP0 contracts, so I had 2 active records contracts again, put me back at 10-11 seconds for collection. So yes, a pretty appreciable difference, it's much more playable with GC happening that much slower. It seems that both parameters and contract generation are having an impact. Can I provide you with anything else? I'm happy to help out in any way, sorry for the slow reply on testing was afk for a bit here. Edit: Btw I am on CC 1.17.0, installed through ckan. I'm using Memgraph to look at ksp heap memory utilization.- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Maxsimal replied to nightingale's topic in KSP1 Mod Releases
@nightingale Hi there. We've got a bit of a minithread in the RP0 forum going trying to figure out the source of major stutter due /memory allocation & garbage collection that happens in career mode but not nearly as much in sandbox when you play RP0. For instance, right now I have GC stutter every 5-6 seconds in career, and its 10x less frequent in sandbox Do you know if there's a good way for us to rule in/rule out CC, without removing the mod completely? RP0 doesn't like having CC not available. Also, do you think there might be an issue when there are a lot of contracts both as potential contracts (due to a pack like historical missions) and also completed (my save is >10MB due mainly to data from completed contracts.) I realize this is highly speculative and we don't know for sure what's causing it, it may not have anything to do with contracts at all, but any insight would be appreciated.- 5,201 replies
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Yeah I've noticed this too - I noticed the issue with it being much better in sandbox as well, but I had thought perhaps it was due to having few ships in flight since I only used sandbox mode to test out things with science I don't have yet. The stutter is definitely due to garbage collection and memory usage - I use Memgraph - which is a great tool - and shows the HUGE amount of memory that RO + KSP runs through ( >150MB/sec). You can do a bit of a fix with memgraph by forcing KSP to allocate more memory - be careful, especially if you're on an 8GB system though as you can force it to over-allocate memory as well and start thrashing your page file. My game is getting near to the point of unplayability due to stutter but Memgraph has helped a bit. It may also be a problem that I'm playing with the Historical Contracts for RP 0 mod for the extra missions there. If it's contract configurator, it would be amazing to test and fix it. Is there any way to profile the memory a mod is using specifically, I don't think you can remove Contract configurator without disabling RP0 right now, can you? EDIT: I also wonder if it might have something to do with having a large number of completed contracts. my save file is > 10MB right now mostly because of the 100's of completed contracts in there. If there's anything in CC that allocates a lot of memory every time it iterates over completed contracts that could be a big culprit.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Maxsimal replied to Ven's topic in KSP1 Mod Development
Ah that was it! In my defense, the VSR update was on ckan before the RO one. Thank you Phineas! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Maxsimal replied to Ven's topic in KSP1 Mod Development
RD-253 seems to have been deleted out of this pack with this update. -
The contract for the meteorological satellite - ~11000km satellite, 90 degree inclination orbit, requires a level of precision in the orbital specifics that seems too high. I was at 89.996 inclination, apogee and perigee at there right points and within 15km of the correct height, and it still did not read as a proper orbit.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Maxsimal replied to tomek.piotrowski's topic in KSP1 Mod Releases
Dunno if this has been reported, but disabling remote tech through menu on the toolbar disables my ability to stage or use SAS. -
@magico13 just an idea, but it kind of bugs me that you can put a small heatshield on a big part and have it count to make it that much more recoverable - and similarly, that a big heat shield doesn't make small parts more recoverable. Would you think it would be a good idea to have an option to make heat shielding have a more complex option - but still of course an approximation? Something like Recovery Break Chance Reduction = Tuning Constant * (Heat shield_Total_Weight * Heath_Shield_Percentage) / Total_Recoverable Part_Mass So, for example, if your tuning constant there was 10, then you'd have a 100% break chance recovery if your height shield had full ablator and was 10% of the recovered part mass.
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RemoteTech users, do you use Signal Delay?
Maxsimal replied to CoriW's topic in KSP1 Mods Discussions
I'm ok using MJ or flight computer to manage signal delay... except that since 1.05 the PID controller on both of them do not work very well, constantly overcorrecting and messing up burns on my rockets. I'm using RO so I don't have masses of reaction wheels to correct for this either.. Given that, I just turn off signal delay and play as my own flight computer, it's not like I'm doing anything different when I do the manuever node burn myself. Caveat - I haven't tested either in 2-3 weeks, so they may have gotten fixed. -
[1.8.x - 1.12.x] US Probes Pack - Old and New - 8-26-21
Maxsimal replied to raidernick's topic in KSP1 Mod Releases
I see - you're one of those gruff developers who claims he doesn't care, but then goes ahead and fixes things away. I have you pegged, Mr Nick. Good on you. -
[1.8.x - 1.12.x] US Probes Pack - Old and New - 8-26-21
Maxsimal replied to raidernick's topic in KSP1 Mod Releases
Will do. It's just weird that it doesn't even show up when you show 'all' instead of just compatible. You'd think it'd still show up then. -
@blowfish That fixed it thank you! Btw, how do you see I have an old version of AJE and Solver? Ckan claims I have latest - 2.7.2 and 2.2 respectively, and AVC is not complaining. Checking their threads, those also seem be latest. Is ckan lying about which one I have installed? Just checked in the gamedata folders and both say they are correct in the .version file as well.
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[1.8.x - 1.12.x] US Probes Pack - Old and New - 8-26-21
Maxsimal replied to raidernick's topic in KSP1 Mod Releases
@raidernick I guess you might already know this, since you have a disclaimer about Ckan causing problems and possibly pulling your mods off there, but this mod and your soviet probes back are no longer available there. Anyway, posting just in case you didn't. -
@Nertea Hi there, doing a new install of RO/RP0 as it's jsut been updated to 1.1.3, and it seems this mod is now suggested, so I thought, why not. However, during load, it jams up on startup. The following is displayed on screen and it just sits there. http://imgur.com/LVcCJjb Is there any additional debug information I could provide you? For now I'm going to uninstall this mod, but I can replace it and get what you need.