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elfindreams

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Everything posted by elfindreams

  1. Just to complicate things, it appears there is a fundamental issue with the way some (all?) files are read in .20+ that manifests for some people but not others: http://forum.kerbalspaceprogram.com/showthread.php/32897-Excessive-start-up-loading-times http://forum.kerbalspaceprogram.com/showthread.php/29176 That could be messing with this here, tl;dr as far as I can tell the way files are loaded has changed so that in the end it uses the windows web fetching calls so things like anti-spyware and firewalls and IE proxy settings/plugins could be mucking with things but there is more to the issue then just that and gets into realms like yielding processor time in a multi-threaded environment. tl;dr of the post + tl;dr there are a lot of people looking at it including Squad and I am not sure if they are any closer to figuring out what is going on But since it involves loading data from files, it could very well be having an impact on what people are seeing and it seems to be different for different people - just like this issue.
  2. Out of curiosity are any of the people /not/ having issues launching probe delivery vehicles with more than one probe?
  3. My guess with the duplicate entries is multiple discreet scanning sessions or different sattelites. I tend to do multiple passes (I run mapping passes while I am at work and if they aren't done when I get back I get on with my game then re-start them later, sometimes after quitting the game and re-starting it for other reasons).
  4. Or to just do it from a .bat file, put the following in a .cmd or .bat file in the KSP main directory @ECHO off CD GameData\Innsewerants Space Agency\Plugins\PluginData\ISA_MapSat IF EXIST artefacts.dat.bak DELETE artefacts.dat.bak RENAME artefacts.dat artefacts.dat.bak FOR /F %%a IN (artefacts.dat.bak) DO ( IF EXIST artefacts.dat ( FIND "%%a" artefacts.dat > NUL: IF ERRORLEVEL 1 ECHO %%a >> artefacts.dat ) ELSE ( ECHO %%a > artefacts.dat ) ) And run it and it will do the same thing. It might be a bit slow for really large artefacts.dat files because it has to search the new artefacts.dat file for every line in the old. I did that and you are right, < 1 FPS to normal FPS in one fell swoop.
  5. Ok, Here is what I have been able to find out. MapSat is something of a memory sink but there is something more at work here than just a memory sink. I launched a bunch of probes with MechJeb, LazorSystem and Kethane (along with MapSat) and put them into various orbits (Moho, Eve, Gilly, Kerbin, Mun and Minmus). By the time I got them all into orbit, I switched to Gilly to scan and I was getting around 3.5+ GB memory utilization, <1 fps my machine was unresponsive and that was even before switching to 50x speed. This was with the resolution set to 200. When I quit and ran with an empty MapSat data directory (except Hilo and the textures) I could get reasonable scanning performance even with extremely high resolutions (>1000) at 50x speedup. The FPS never dipped. The KSP memory utilization stayed around 2.2gb. Loading in all my new maps (not from old version, all recreated under the new devel version) and artifacts.dat/etc... and going back in and scanning the same planet, I got "reasonable" speeds... I was getting about 11fps on 50x speedup with anywhere from 200-1000 resolutions with the memory utilization staying around 2.25gb. None of the other plugins changed. So my questions lead me down the path of memory leak or garbage collection problems in MapSat. The key questions I have are: 1) What happens if you load a single vessel with more than one MapSat dish (i.e. a multi-stage rocket with 4 probes that get separated from each other prior to scanning? 2) When does the data files get read and is there an attempt to make sure the data file doesn't get red multiple times before whatever is used to store it is freed up.... namely if I have two MapSat satellites around Kerbin and switch between them, does the Kerbin data get loaded in twice? What about if I have a Kerbin satellite and a Eve satellite, does the Kerbin data get freed up when I switch to Eve? The reason I ask is my csv files for each of these places is extremely large (Kerbin is 750m, Minmus for whatever reason is 1.3Gb) if it is reading in each of these into memory in order to prevent writing duplicate data and not freeing up those spaces in memory when I switch away, that is a over 2Gb of memory hanging around just between those two planets. 3) How are the data structures being freed? I have not gotten into unity development but my understanding is it is C#/.NET Framework at its core. Memory management and garbage collection in .NET can be an extremely finicky/difficult thing... 4) Why is a "completed" map of Minmus' CSV file bigger than my "completed" map of Kerbin's? Why is either so large? Those are my thoughts, but as I said I have never gotten into Unity development myself. But based on the little testing I have been doing even aside from this it definitely seems to be MapSat related and affected by how long (or how many) maps you have been working with and not really related to other Mod inter-dependancies except that all the mods need to compete for the same memory state. My next step is to wait till there is a problem again and try just quitting/re-entering (should have tried this first but you know, insane) to see if it is simply a memory allocation issue and quitting the program/coming back in fixes it. Also I wonder if scanning without creating the CSV files might work better, but personally those CSV files are awesome. Either way just hoping some extra info might help.
  6. When you disable a plugin does it save the PluginData? For example if I am using ISA MapSat and disable it do I lose all of my map data when I re-enable it?
  7. To be fair, yes it is much worse in 20.1, 20.0 had the issue and (supposedly) does not have the PNG bug. I am running the dev build of ISA_MapSat and latest MechJeb and even on a reasonably high end computer [i7-2500k [3.4Ghz base, overclocking but not sure what I have it clocked to right now as not at that computer] 16Gb Memory and a GTX 560 Ti running from SSD] would get "stuttering" every time I would switch to a probe that has both MapSat and MechJeb. I have not done exclusion testing yet to see if it is MechJeb related, MapSat related or the combination of both, nor have I done resolution tweaking on 20.0 to see if it is just a case of tweaking the resolution [MapSat resolution, not graphics]. Once 20.2 comes out and I can verify that the problem is or is not still happening I will do some more rigorous testing and post more.
  8. Just and odd feature request... or maybe it is already in there (just found this plugin and am not at home to install and try it) but would it be possible to add a "Real" time alarm... so being able to set an alarm to "GO TO SLEEP YOU LOUSY SLUG" for 2am or something like that?
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