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Everything posted by Jognt
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jognt replied to Thomas P.'s topic in KSP1 Mod Releases
[JNSQ_Default preset] RoCSeed = -1 26.4m from lander -> 60-70 FPS (ShowFPS mod), no ROCs. RoCSeed = [old value] 26.4m from lander -> 28-35 fps (ShowFPS mod, 44FPS with RoC arrows off), no RoC data in ALT+F12 (stat gathering = on) 192m from lander -> 28-35 FPS, 4 quads, 347/87/20 munstone/crater/largecrater. 400m from lander -> 55 fps (65fps with RoC arrows off) *Flying back* 199m from lander -> yellow clock, 28-35 fps. So uhm. I have no idea why a single tiny vessel combined with ROCs would tank framerate like that whereas ROCs and the tiny vessel by themselves are perfectly fine. @Diddly Feelerino and @Starwaster - Could you check to see if you're seeing similar behavior? You have to move away further than 200m for KSP to pack up the other vessel (400m did the trick for me) and it should unpack when you get within 200m of it. (Or atleast, that is my assumption based on current behavior. Maybe it has nothing to do with vessel packing?) -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jognt replied to Thomas P.'s topic in KSP1 Mod Releases
I didn’t bring it up in relation to the FPS issue. It was a tangent I went on while I was reading about the FPS issue. Sidenote: isn’t it possible to add JNSQs planets to the stock presets to prevent that problem (and subsequent questions) from happening? Though I guess it might conflict if KSP doesn’t see the eveOcean PQS in the stock presets? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jognt replied to Thomas P.'s topic in KSP1 Mod Releases
@Starwaster @Diddly Feelerino Just did my first test run. I disabled ground scatter to make sure I wasn't in any way shape or form CPU/GPU limited (4670k, GTX980). The ship was a basic 1.875m pod, shield, coupler, tank, cheetah engine that Infinite Fueled its way over to Mun. (16 TWR is fun..) For some reason my usual FPS counters don't want to work so I have to go by experience based guesstimates: Space, high above Mun (90km) -> no FPS problems at all, no RoCs shown in ALT+F12. FPS probably at 80fps cap. Space, low above Mun (16km) -> fps degrades slightly, probably around 30-40. 128 quads of MunStone, Crater, LargeCrater each. (486, 125, 29 features respectively) So no absurd amounts like you've seen @Starwaster Landed -> Horrific FPS. Probably around the 15-25fps mark, no big change in RoC stats. Then I took Bob out for a little stroll and flew away from my lander. 200m out FPS improves significantly, and 350m out FPS is back to smooth 60+ levels. Flying back to the lander I again noticed it dropping to about 30 when I came within 350m of my lander, and FPS tanked back down to the 15-25-ish mark when I got within 200m of my vessel. Nothing here indicates the RoCs having anything to do with it IMO, but I'm going to test with RoCSeed -1 to see what happens. One thing I did notice is that ticking the "Surface Feature Scan Points" box in ALT+F12 would flood the console with nullreferenceExceptions. At a rate of about 1200 per second. (I ticked it twice and unticked it within a split second. Log has ~2400 nullrefs from that) I have no clue what that box does, but I thought I'd mention it for completeness-sake. Be right back with RoCSeed -1 and ShowFPS results. Edit: Nullref in question: Exception: NullReferenceException: Object reference not set to an instance of an object Error: Exception handling event OnDebugROCFinderToggled in class ROC:System.NullReferenceException: Object reference not set to an instance of an object at ROC.UpdateRocArrow () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jognt replied to Thomas P.'s topic in KSP1 Mod Releases
Yes it is a bit of a tangent I admit. Personally I was unsure whether it made an impact beyond "UI breaks" but I'd rather inspect too many options than too few. At this point I'm more interested in the dynamic and factors at play for the purpose of improving performance than to blame anyone. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jognt replied to Thomas P.'s topic in KSP1 Mod Releases
Below is what I see with JNSQ. I was under the impression that was normal. I'll do some checking later with regards to FPS and RoCs. I really don't feel like doing a JNSQ bug report as I doubt I'll be welcomed after my recent "ohmygod you used FINAL?!" spree. https://imgur.com/a/gpSCqqO Edit: I removed the entire Terrain{} section in Settings.cfg and let it rebuild it. Nametags were fine on first start and reverted to the pictured behavior after that. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Jognt replied to Nertea's topic in KSP1 Mod Releases
Good to hear you found the cause! Enjoy -
[1.12.5] Restock - Revamping KSP's art (August 28)
Jognt replied to Nertea's topic in KSP1 Mod Releases
Do you mean “they’re not in the blacklist file” or “they show up next to the ReStock parts”? -
[1.12.5] Restock - Revamping KSP's art (August 28)
Jognt replied to Nertea's topic in KSP1 Mod Releases
If you ever find yourself wondering what patches (and in what order) get applied to parts, open the modulemanager log or the KSP output log and do a search for the part in question Especially when multiple patches affect a specific part this can help track down who changes what. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jognt replied to Thomas P.'s topic in KSP1 Mod Releases
I'd ask the Principia guys what build they tested with then considering there's no official 1.7.2 build that I know of. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jognt replied to Thomas P.'s topic in KSP1 Mod Releases
I've removed the entire Settings.cfg several times. But you're saying it's supposed to always show JNSQ_[level]? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jognt replied to Thomas P.'s topic in KSP1 Mod Releases
Yeah I set it to the second to last "High", which should be JNSQ_Medium. Mun FPS is still lower than I'd like for my PC (GTX 980, 4ghz 4670k) but I haven't done any scientific comparing. (FPS is still above 20 with a small MH parts lander, so I'm not annoyed enough to quit and test) Do you actually see JNSQ_[setting]? I only saw it the first time when I had removed the settings.cfg. I thought it was normal that it reverts to either 4x High settings in a row or something else while throwing array out of bounds errors. You make me wonder.. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jognt replied to Thomas P.'s topic in KSP1 Mod Releases
You guys with FPS issues, what happens if you move away from your vessel (EVA a kerbal) far enough to pack the main vessel? (2.5km?) I also have a weird FPS issue around other planets (using JNSQ), and I noticed that the framerate instantly recovered once my main vessel got packed up while I was on EVA. Unfortunately I can't really remove Kopernicus/sigma stuff due to running JNSQ (and not wanting to break the stuff I have flying around) so I'm at a loss what's causing it, but I'm curious if you guys also experience improvements after vessel packing. -
[1.12.x] MemGraph Updated with Stutter Reduction
Jognt replied to linuxgurugamer's topic in KSP1 Mod Releases
Nice! Is this identical to MemGraph but without the GUI? Or does it do it differently? (Better?) -
Agreed, in the sense that the pro of being very customizable and lego-like is overshadowed by the con of having to customize it to be able to do anything with it. I'm glad the other engines don't require such work and I'll probably just stick with Airplane Plus which adds ready-to-go prop engines. Maybe they'll add one or two basic prop engines down the line for those that like to .. just play KSP. Edit: I don't mind having the choice of how many prop blades I want (and more blades being more thrust) but having to deal with groups to deploy them instead of just having one control (throttle) feels annoying. Doesn't make his point less valid though.. It's the little things that count for a lot
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Jognt replied to girka2k's topic in KSP1 Mod Releases
Hey. I’m playing around with manually welding a few parts and was wondering whether anyone knows which values to use. As far as I know all I need is the position and rotation of each model in relation to CoM, but the craft file also has values for attPos/attPos0 and attRot/attRot0. Are these of importance? what I’m trying to achieve is to merge a couple of smaller RCS thrusters in specific places on the MH MEMlander so I have one part that has properly balanced RCS. (Best I can do with just MM patches) -
Breaking grounds slowed down KSP
Jognt replied to Kerbonaut M's topic in KSP1 Technical Support (PC, unmodded installs)
Hmm, I’m going to try this (rocseed -1) out later since I’m definitely noticing FPS problems. -
Might I ask what mod changed the resource window in the top right? It looks very nice!
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Oh, good idea! I’ll just truncate them manually next time I use it. Thanks!
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[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
Jognt replied to Kobymaru's topic in KSP1 Mod Releases
I’m not the mod maintainer/creator so all I can do is explain current behavior. Anything beyond that is out of my knowledge-scope- 981 replies
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[1.12.x] MemGraph Updated with Stutter Reduction
Jognt replied to linuxgurugamer's topic in KSP1 Mod Releases
The “Total: “ amount can be user-adjusted. I recommend only touching the other numbers if LLG recommends it or if you know what you’re doing (or are just _very_ curious) -
Works fine so far. I added a custom tweak to add a small amount of Supplies to each command pod, but that's it. For a trip to the Mun (+landing) and back I bring about 150 supplies per kerbal. They haven't chewed through it all yet. (Well unless I count that one time that I timewarped through Kerbin and Val had to do that circle again..)
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[1.12.x] MemGraph Updated with Stutter Reduction
Jognt replied to linuxgurugamer's topic in KSP1 Mod Releases
I dont know what .NET ksp runs on, but the Unity GC article mentioned an experimental GC routine that can be enabled for those wanting to play around with it. Might be be an idea to look at that? Looks like it GC’s over time to eliminate stutters completely by checking objects on the fly in the ‘left over’ time of each frames (so let’s say there’s 16ms until next refresh and the frame is done after 10, it’ll spend 6ms on GC.) Source: https://docs.unity3d.com/Manual/UnderstandingAutomaticMemoryManagement.html#incremental_gc -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Jognt replied to Boris-Barboris's topic in KSP1 Mod Releases
Whelp.. looks like I wont be using propellers then. Thanks for the heads-up!