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Broco

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Everything posted by Broco

  1. Or a working game without stutters and random explosions. Now THAT would be a feature.
  2. The problem isn't how long the GC take to clean out the junk, it's how often it needs to do it. The time it takes is perfectly normal.
  3. Yes but the save worked like a charm till 1.1 came out. Yes, the framerate was worse especially on big vessels but it was way more playable than now. And I guess you can understand that I don't want to throw that save away because I put a lot of effort into building all that up, it's not like you can build all those vessels and position them in about 1 hour, this is like a months or 2 of "work". If I can't play that save, I won't play at all, because this is MY space program. If this isn't fixed it's goodbye KSP for me. Period. But I'm glad to see that it's not my computer. And I'm sad to say it but this is inefficient programming at its finest.
  4. Did you use the file with all vessels in flight? Because if I just launch certain vessels of mine in a clean safe this problem doesn't occur as much, just with having my ~20 flights in progress at the same time. The vessel size doesn't matter. In fact it becomes more obvious if you use a smaller ship like the small SSTOs. And maybe I should post my specs: Intel Core i7 3770K (3,5 GHz) 16 GB Ram AMD Radeon R9 200 Series (3 GB) Though the specs shouldn't have much impact on the GC calls.
  5. Simple. Creating less garbage or optimize the handling of it. This is also mentioned in the official Unity documentation: http://docs.unity3d.com/Manual/UnderstandingAutomaticMemoryManagement.html What makes the game stuttering for me the most isn't the mods though, it's the amount of vessels in flight. While I'm willing to cut back on mods entirely (though it's a big reason why I love KSP so much, Scatterer, Chatterer and Environmental Visual Enhancements make this game a vastly different experience), I'm not willing to cut back on number of flights. This is called "Kerbal Space Program", not "Kerbal launch max. 5 vessels".
  6. Well it looks like destructive self resonance but it's not multidocking. I have no idea how to fix it :-(
  7. Sure, here's my entire career (copy it into saves): http://www.file-upload.net/download-11530848/Broco.zip.html Or just an actual save file if you want: http://www.file-upload.net/download-11530855/Broco.sfs.html
  8. Actually not, I dont use multidocking (if you mean docking 2 craft with 2 ports instead of just 1). This craft worked fine (except for the framerate) until 1.1.1.
  9. Here's another screenshot I made just now. Only mod installed is GCMonitor which shows when the GC becomes active. I also got rid of EVERY mod just for testing purposes and it was the same, except when I used a complete new safe. Every peak you see in this graph is a stutter of about 0.2-0.3 seconds. My normal framerate is also displayed (64.1 in this case), so it's clearly not a CPU/GPU issue. So it's clearly related to the amount of vessels currently in the game, which makes sense in a way. Here's a screenshot of my Tracking Station with the biggest vessel I have in the game selected (which explodes upon load in 1.1.1 ):
  10. It mainly depends on 2 things: - Mods (amount and type of the mods) - vessels (how many and how big are your vessels, which parts are on your vessels) If you want to repoduce it, try to send up 20+ vessels with 100+ parts. And I dont mean have them all together in the same proximity, send them all around the solar system so that only 1 vessel at a time is in proximity. Now you should start encountering the problem.
  11. Well this could be done but this needs to be done by Unity. Let me explain: The GC is trigerred automatically by the engine when a certain memory heap is reached. You can manually call the GC out of your application but you can not prevent it from being called by reaching the memory heap. This heap is defined by the engine, not by KSP. However, you can reduce the amount of garbage being created each frame by using methods @Padishar and other explained throughout the forum and these methods are widely known upon Unity developers. Less garbage each frame means basically that this heap is reached much slower and instead of having the GC run every 5-10 seconds you could reduce it to a point where it runs every 10 minutes and literally noone would complain about a 0.2 second hang every 10 minutes compared to the current state. Mods increase this issue because obviously there are more objects (btw. "objects" doesn't necessarily mean physical objects but also lists, data, variables etc.) to be created and destroyed each frame. And that's why having more vessels in flight increases this problem aswell as @katateochi describes. Every frame the game calculates the position for EACH vessel in the entire game (not only those you have in sight), that means there is more data being pushed around. So it is mandatory to reduce garbage creation by any means. Yes, and that's why I removed all my mods before I tested it, having the same issue (but a bit less frequent, maybe once every 8 seconds instead of 5), the only mod I reinstalled is GCMonitor just to make sure my stutters are purely GC-related. I can of course provide my safe file but I guess everyone with 20+ vessels in flight will experience this.
  12. Neither of those. This problem and the solutions for it are well known amongst Unity developers. It's not hard but it requires time. And time is money. So unless this problem gets a high priority it will not be adressed. In my and many others opinion this should have a high priority. But since it's not as evidently a problem of the game as the wheel bugs for example it would require significant development time "just" to get rid of a problem that is not "gamebreaking". Quotation marks because "gamebreaking" is purely subjective and for me it is. I won't touch KSP again until this is fixed and I won't encourage others to buy it as I did before.
  13. From a programmers point of view its just a lot of work to be done because you have to rework how things are handled. In short there is too much garbage being created which is definitely a problem that can be solved as described here: http://stackoverflow.com/questions/17481863/unity3d-optimize-garbage-collection http://www.gamasutra.com/blogs/MeganHughes/20150727/249375/Unity_Garbage_Collection_Tips_and_Tricks.php This way this "bug" can be reduced to an amount where it's really acceptable (like 1 stutter every ~10 minutes) as @Padishar describes here: I think we just have to raise more awareness and make sure @SQUAD gets how serious this is for many, many players. 90% of all my forum activity this months was related to this bug, I also bumped the bug in the bugtracker. At this point we as a community really should make clear to @SQUAD that we don't care about new features as long as the game doesn't run smoothly and stable. And since the port to Unity 5 is complete it's a very good time to fix things and get to a good working, clean code basis before more stuff is implemented. Ironically from an application point of view, KSPs programming is pretty slick because it really reduces the memory used. But now that we switched to Unity 5 and thus 64 bit we don't have to care about memory as much anymore. But even in 32bit, it is critical for a game to run smoothly, even at the cost of some memory.
  14. I really don't think @SQUAD see it this way. From a business perspective this would be a suicidal approach because happy existing customers talk positive about your company, thus increasing the number of your customers. Angry customers do the opposite, thus significantly reducing the amount of new customers. I found myself actively telling others to buy this game when everything worked like a charm and I stopped doing so until a gamebreaking bug is fixed. This is just how things go. So no, I don't think @SQUAD see us as dead weight I just think they didn't get how serious this is and how much it affects players because most people think it's just an issue with their computer.
  15. KSP Episode 1.1.1 - The Return of the Kraken!
  16. Is that sarcasm or do you mean it? If you mean it: I don't think it's either of those, I just don't think they got how many people are affected and how serious it is for some. I've been with KSP since the very early stages of the game and I can't find words to describe how awesome I would feel to work in a company and have an idea that has to do nothing with the products or services my company provides and still this company gives me the chance to realize my project, even funds it and encourages me to do it. I think it's just up to us to raise awareness so this gets addressed with higher priority.
  17. I just downloaded 1.1.1 and tried it out and noticed that the GC stuttering got significantly worse, it now occurs almost twice as often for me. I went and removed all mods (just had only environmental mods like chatterer, scatterer, eve and planetshine) just to make sure it wasn't incompatibility-related, even removed GCMonitor but it didn't get significantly better. Actually, the game has now officially entered the unplayable state for me. In 1.1 it was really, really annoying but it's unbearable in 1.1.1. I can't understand how this can't be addressed with high priority, there are so many people that are affected by this bug and it has been reported multiple times. Seriously, I can avoid destroying my buildings with wheels by just NOT CRASHING INTO THEM but I just cant do anything about this constant stuttering. So please @SQUAD , either pressure Unity to make their garbage collection more adjustible or write your code so it doesn't trigger the GC that frequently (aka create less garbage). There is enough info on how to handle the Unity GC: https://www.pluralsight.com/blog/software-development/unity-tips-and-tricks http://stackoverflow.com/questions/17481863/unity3d-optimize-garbage-collection http://www.gamasutra.com/blogs/MeganHughes/20150727/249375/Unity_Garbage_Collection_Tips_and_Tricks.php I really, really can't understand why you don't adress this issue with the highest possible priority. The game is broken for me right now. I know I have it more frequent than most people but I noticed this very problem in countless KSP youtube videos. I made one on my own to point it out: http://www.youtube.com/watch?v=nq0Z2Up1_Uw Examples (just so you know I'm not making things up): Matt Lowne (0:49, watch the opening doors hang): Also found this in bug in Scott Manley's videos and others. I can provide more video evidence, but I think everyone knows this exists by now and I think it's time to put this on top of the TODO-list. I literally CAN'T play KSP anymore at the current state. A ~0.3 second flickering every 5 seconds makes the game more annoying than fun for me. Here one more screen shot with GC-Monitor up: Please @SQUAD, fix this. You did such an amazing job in the past, don't leave me hanging after nearly 6 years I've been with you and your project.
  18. 1.1.1 made the GC-Stuttering WAY worse for me. I even went back to vanilla to double check. I think I create a new thread for this one.
  19. Running the GC every frame would turn the "game" into a dia show. Not kidding. Maybe 4 FPS or sth. By the way, 1.1.1 made it worse for me, I even went back to vanilla KSP just to double check. Anyone else?
  20. Uhm I thought the data causing the GC to awake isn't things like textures but variables and arrays etc.? If it wasn't the case, could there be a setting to increase the heap on machines with more memory? I mean I really got a lot of RAM to spare here...
  21. What about just achieving a high orbit and then set the periapsis to 9000 meters? With a heat shield you should survive the reentry. But I agree, it's way too hard for that amount of cash.
  22. Boy, Eve was really one of the toughest challenges I did, needed 3 tries to make it. My final workingdesign was basically an asperagus staged lander with a return craft I left in orbit. I also put detachable drills and ISRU-Units on it to harvest some fuel: In the end it was still WAY too close for comfort, I should have dropped those chutes. But generally I have to agree, Vector + Aerospikes are your best bet. But remember, in Eve atmosphere an Aerospike can not lift as much as of Kerbin. Plan accordingly.
  23. Yes, that seems to be the only way to have control about your craft. Those landing gears tend to turn like crazy when you have friction control on auto and reach ~20 m/s but with it being off I think saying that your brakes are less effective is one way to put it. I would say the runway has to be 10x as long :D.
  24. This is funny since I made most of my cash from the tourist missions Just put a mining base on Minmus that delivers fuel to a station in Minmus orbit and you're set for countless tourist missions. Here's my Minmus base with the Tanker (the smaller thing on the right, the green lights surround a landing platform): And the orbital station: Though I gotta admit that the refinery on Minmus as well as the station were a little bit oversized and underFPSed. Though 1.1 makes the refinery run at >10fps now. I also waited for "build a new base at XY" missions to create single launch miner-tankers like this one which can make it back into orbit, refuel a spaceplane and land again: The type of spaceplane I use fully utilizes the fuel bases. Once you have those in place (and you received money for it) you can start cashing in. Only costs you the fuel. Here's one example of planes I use: I kinda like the idea of doing the same type of mission over and over again by trying to make is as efficient as possible, reducing weight, part count, adjusting flight profiles etc. Feels like... well... the real challenges of modern space programs.
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