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Anth

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Everything posted by Anth

  1. The rapier does it which makes sense...not so much for the jet engines.
  2. Reported Version: v0.1.4 (latest) | Mods: Lazy Orbits was used to create the 8001 test save then removed | Can replicate without mods? Yes OS: Windows 10 | CPU: i9 9900K | GPU: 3070ti | RAM: 32GB Expected Behaviour: That when a craft isn't rendered the game treats 1 craft as one entity (no matter how many parts it has) and that the craft is on rails to improve overall performance. Note: This behavior might be different then a craft is using its engines. Observed Behaviour: That KSP2 is calculating the physics of all parts of all crafts whether they are rendered or not, causing performance issues. 3 Tests: What the tests will prove: Test 1 will show KSP1 maintaining maximum performance regardless of how many parts there are in the save when theres only a 1 part craft in scene. Test 2 will show KSP2 with a massive drop in performance which is directly related to the amount of parts in a save no matter if they are rendered or not. (Used the Lazy Orbits Mod) Test 3 will show similar to test 2 (Lazy Orbits Mod Not Used) Test 1 + 2: KSP1+KSP2 8x1000 part crafts being deleted one at a time while focused on a 1 part craft on Vall. (Includes Videos + Save File) Test 3: KSP2 10x250 part crafts being deleted one at a time while focused on a 1 part craft on the Mun (Includes Video + Save File) Results from Videos on a Graph (lower is better): Note that KSP1's FPS is converted to ms/frame. Excel File: KSP12TestResults.xlsx Conclusion: KSP1 only calculates 1 craft as 1 part when it isn't rendered and is out of physics range regardless of its part count. KSP2 calculates the physics of every part of every craft in a save causing performance issues the more parts there are in a save file. Additional Information: Colonies has the potential to have players using a lot more than 8000 parts in a save file. This will affect performance even more severely and also means for longer and longer load times. Original Bug Report (0.1.1.0):
  3. Moved to its own bug report again and changed the title. Does the title describe the issue adequately?
  4. Changed it to [For Multiple Pods] Thanks for the update.
  5. Thanks for the reply Awesome. I will move this to the archive.
  6. That has already been reported in the bug report sub forum. Its definitely an issue.
  7. The way the craft breaks at the end I don't want to merge it with this bug report. It could be something different. @QwertyHpp Merged your report with this one.
  8. @Gud4loco Merged your report with this one. From your report it looks like you wanted to focus on the trajectories being missing more than the collider issue?
  9. @Abelinoss I am pretty sure that's normal. Even Cyberpunk 2077 shows a drop in performance when in the menus.
  10. @NexusHelium That was a bug for 0.1.3.2. That was fixed in 0.1.4.0. You will know which version you are in when you are in the main menu. I recommend checking to see if the game actually updated, and if it has then verify the files. If it still does it, maybe do a video to show the problem in action?
  11. Yes. And reporting this as a bug is also a good idea, especially for upvoting purposes.
  12. Maybe. Thanks for the information. @BechMeister in your case, was the docking port that stopped working originally connected to something other than another docking port?
  13. @KerbalBK I changed the youtube video so it will start at 31:46 instead of at the beginning.
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