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Anth

KSP Team
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Everything posted by Anth

  1. Try this first. https://old.reddit.com/r/KerbalSpaceProgram/comments/129k2lw/i_gained_1020_fps_with_this_simple_fix_in_ksp_2/ Make sure you back up the save you do this to first. Then straight after you have done it do a Quick Save then use the quicksave instead. I had a minor issue with this technique. The alternative is to use the following. Someone created this application but its slightly complicated to get working. look to the readme first: https://github.com/dbidwell94/ksp2_save_file_dedupe/releases/tag/v0.0.1-alpha Also back up everything before using this one. It will do it to all your save files. You could direct it to one save folder though if you so choose.
  2. Yeah it moves some of the parts of the craft to different positions. So it moves the parts further if the teleport is a longer distance?
  3. Additional Thoughts: With other testing when there are less available Kerbal slots within a craft the drop in FPS takes longer, or that seems to be a factor. i.e. It might be related to the available Kerbal slots that can be on the crafts (No Command Chairs were used) It might be related to the cockpits/crew cabins with gold windows that haven't had their internal parts added yet where the Kerbals aren't visible. @Dakota I don't know if you or QA relook at bug reports that have been updated or not so I am tagging you. I avoid tagging if I possibly can.
  4. I haven't used the mod since Nate Simpson talked about teleporting being a possible problem for bug reports but I have never had a crash like yours using it. Its not a perfect mod but it gets the job done most of the time in a way that isn't too bad. If your crash happened as you used the mod then maybe that is the problem, but I don't think the mod breaks KSP2 if it isn't being used.
  5. The first part of my bug report had mostly girder segments with a few probe cores to keep the parts from being debris. It shouldn't have taxed the resource system very much at all. Why would the resource system need to be applied to the 7993 girder segments? It shouldn't.
  6. The is a bug report I did. How if everything is processed all of the time can we ever get good performance...they promised high part counts for KSP2
  7. KSP2 Version: 0.1.1.0.21572 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Monitors: Using 2 Monitor Setup 1920x1080 for Both Using -popupwindow for KSP2 Mods Used: None I say approaching render range because this happens well before I see the icons pops up in scene. What is happening in Save: There is 1 craft in orbit. There are 6 crafts all in the same area on the surface of Minmus. Craft icons on the ground show up for a very short time on the ground when I pass over at approximately 50km. At 50km I can't see if the crafts are rendered or not (capture view mode). They could be under the ground but I can't find them. Video Evidence: Under timewarp (will see within 10 seconds the first drop in frame rate): https://www.youtube.com/watch?v=kqUsTkHCxMA Without timewarp on first occurrence (97fps dropping to 52fps) https://youtu.be/DZlj1xyFBzc Save File: https://www.dropbox.com/s/pkkopz7o6xukhji/PreRenderRangePerfTester.zip?dl=0 Additional information: Stuttering is when it's happening. Feels very similar to when a craft comes within render range in KSP1 I am still testing to see if I can narrow this down to a more specific cause.
  8. KSP2 Version: 0.1.1.0.21572 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods used: None. ADP-LXL-C highlighted with the wider diameter than it should be: ADTP-2-3 which is correct: Recommendation: Change ADP-LXL-C dimensions to match ADTP-2-3 exactly. More Information: There might also be a very slight difference at the bottom as well.
  9. No. This is the appropriate place for that.
  10. The capture camera angle is great, But once I get far enough away from the target craft I can actually get lost and never get back to it. Can we get a reset key/Button for it?
  11. Someone said that @Nate Simpsonsaid that the Dawn engine is unrealistic so it got nerfed? But it was in KSP1 at 2kN for every major version without complaint. This is my rover that I was trying to use for the Minmus challenge. Once 0.1.1.0 came out the rover became useless. Now its uses in this game are much more limited. Also does this nerf increase the fun factor or reduce it?
  12. KSP1 Version: 1.12.5 KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.1.0.21572 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods used: None. I think the following is part of the reason why this has happened: From Patch Notes: Re-tuned electrical systems, including adjustments to xenon engine electrical draw, xenon engine thrust, reactor fuel burn rate, and RTG lifetime KSP1 Dawn Stats are as follows: At sea level: 0.048kN In a vacuum: 2kN EC/s: 8.74/s KSP2 0.1.0.0 Dawn Stats are as follows: At sea level: 0.0kN In a vacuum: 2kN EC/s: 10.003/s KSP2 0.1.1.0 Dawn Stats are as follows: At sea level: 0.0kN In a vacuum: 0.2kN EC/s: 10.003/s KSP1 Stats via the SPH: KSP2 0.1.0.0 Stats via VAB: KSP2 0.1.1.0 Stats via VAB: The main concerns are the following: Vac kN has been reduced by 90% compared to KSP1 and compared to the first release of KSP2 EC has been increased from by 12.63% compared to KSP1 At sea level stats are 0 when they are probably higher due to the limitations of how many decimal places are shown.
  13. KSP2 Version: 0.1.1.0.21572 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods used: None. Where I first saw this issue was mostly to do with solar panels on rovers I was using because I am more likely to be 'chasing' the rover so the angle of the solar panels isn't viewed from over the top. Screenshot of the issue in relation to solar panels: Video Evidence: https://youtu.be/lX06i03fzys Note in the video that this issue is happening in the following places: With the attached solar panels (like the above screenshot) The black bands of the big fuel tanks going from crisp lines to smudged lines. But is NOT happening with the extendable solar panels that keep their quality.
  14. @Dakota Retested: I launched from KSC and travelled all the way to Eve and deorbited. No cheating other than infinite fuel earlier on. Identical results to original testing. Video Evidence: https://youtu.be/3bkNcJUUcxQ Test Game Save: https://www.dropbox.com/s/y3wudziauptijyj/TeleportCheatFreeTestSave.zip?dl=0
  15. @Dakota Did retesting for this without the Lazy Orbits mod (teleport cheat) after what Nate said for the AMA: Tested with 10 250 part crafts manually launched into Kerbin orbit and left a pod+docking port on the Mun after launching and landing that normally as well. Note the graph shows the same trend without the Lazy Orbits mod teleporting crafts Results are slightly elevated probably due to the in scene craft being a pod and a capsule instead of a girder segment. Graph Results: Save File for retesting: https://www.dropbox.com/s/h61qxnik0395zpj/Focus%202%20Part%20Craft%202502%20Save.zip?dl=0
  16. I just tested it. Removed spamming information from a 700mb file. Took me a few tries to get it right but now its 978KB and still loading. Not exactly simple to know what to delete though, and I am not even sure if I didn't delete some craft from the save unintentionally.
  17. There is information out there to counter the increasing size issue. it's usually the same things spammed again and again so they can be removed. 2.384GB is a lot of text to remove though. Someone said it fixes the issue once all the extra stuff is removed but I am not sure it won't start happening again.
  18. Anth

    Fix Rovers

    There appears to be an issue with wheels appearing to hit something on the ground. closest thing I could compare it to is a person stubbing their toe and stumbling. I have noticed it on Kerbin and at least one other planets.
  19. Not sure about that part. If you swap it out for something different? An Ibeam is what I would try as a replacement because it shouldn't be a physicless part just to test the issue.
  20. Are the wheels attached to physicless parts? (look up ksp wiki via google for the common parts that are physicless) Physicless parts are causing some issues in KSP2. If the wheels are connected to physicless parts that might be where your problems lie. I only have tested one issue with physicless parts where if two physicless parts are attached to each other that the craft will blow up just over 20000m so I wouldn't be surprized if there are other issues with them.
  21. KSP2 Version: 0.1.1.0.21572 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods used: None New Feature causing this in 0.1.1.0: Expected Behavior: Once I have turned off the autosave feature in the settings.json file all autosaves cease. Observed Behavior: The original autosave feature stops but the new one with 0.1.1.0 (SOI/Landing/Entering-Exiting Atmo) keeps working. How to replicate: Turn off the Autosave in the settings.json ("AutoSaveEnabled": false,) and start KSP2, create new campaign and load attached save file with 1 Kerbal. Wait for 10 minutes while the Kerbal remains stationary to see that the old autosave doesn't work when its set to off. Make the Kerbal jump See autosave engage (look at the save folder to see a new autosave within a few seconds after Kerbal lands on the ground. Files: Save With 1 Kerbal for test. https://www.dropbox.com/s/17pulh5wflbp0pi/KerbalJumpAutoSaveTestSave.zip?dl=0
  22. KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.1.0.21572 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods used: None. Expected Behavior: That a craft is smooth on landing and remains that way even if it's moving or rocking back and forth and that autosaves are used sparingly. Observed Behavior: KSP2 is autosaving almost constantly at times and the game is freezing momentarily every time that happens for higher part count saves. (1000 parts and over) Video Evidence: The Following Videos are showing Save files that are a little above 1000 parts in Total Which When KSP2 Gets More Optimized People Will be Using Way More Than That. Autosave Freeze When a Lander is rocking back and forth https://youtu.be/Lqp_4cvgf9A Save File: https://www.dropbox.com/s/hji481sy1th1md4/12PartCraft1012PartSave.zip?dl=0 Autosave Freeze When a rover is rotating end over end in one spot and not losing contact with the ground. https://youtu.be/t7zxMrvCyaE?t=11 Save File: https://www.dropbox.com/s/2mm7se9njtn5caa/1017PartAutoSaveFreezingSave.zip?dl=0 Spirit of Autosaves: The idea is that it's an emergency save of sorts. If the player screws up or the computer/KSP2 crashes they have the choice of going back up to 30 minutes The way this is acting it's eliminating that ability. Additional Information: If a Kerbal lands on the ground the game will freeze for a moment every time with 1000+ Parts Game will freeze for a moment on exiting the atmosphere. Game will freeze for a moment on entering the atmosphere. Game will freeze for a moment on SOI change. This doesn't make for smooth game play. Didn't happen in 0.1.0.0 New feature from the 1st patch which is causing these problems: Recommendations: Somehow determine that Kerbal's landing and rocking back and forth of crafts and rotating rovers are different from landing. Give the player the option to turn this on or off (turning off autosaves in the settings configuration file doesn't stop this new 0.1.1.0 feature) Remember that saving the game freezes the game play and that can be rather inconvenient. Somehow change it so that saving the game doesn't cause the game to freeze at all. Even 1/4 of a second is noticeable.
  23. Look for physicless parts. There is a bug where if a physicless part is attached to a physicless part the craft will explode at just over 20000m I wouldn't trust any smaller parts that might be physicless parts unless they are radially attached directly to the side of a craft like a fuel tank or capsule either. If you don't know what a physicless part is google KSP physicless parts and it will take you to the KSP wiki. My rovers work without any issues when it comes to launching from KSC.
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