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Found 11 results

  1. For reference, I am running version 1.11 on a PS4 Pro, with both the Making History and Breaking Ground DLC packs installed. Control preset is set to radial. I have the latest version of the PS4 system software installed (7.51). 1). Game crashes often - By often, I mean at least once a day. It's always the same error code when it happens; CE-34878-0, though it's not always under the same circumstances. It's mostly when transitioning between different areas of the interface (going to or from the tracking station, for example), but it sometimes crashes while I'm working on a craft in either the VAB, or the Spaceplane Hangar. 2). Corrupted Save Files - Sometimes, but not always, the aforementioned crashes result in the corruption of my save game data. This prompts the loading of a previous version that was backed up by the system. I was hoping this problem would have been solved by now. I lost my entire career save last summer due to this, including dozens of ship designs, and space stations. While this thankfully hasn't caused a complete career loss again, it does result in a net loss of progress with whatever I happened to be working on. 3). Abysmal frame rates - This mostly rears its head in the VAB and Spaceplane Hangar. It get to a point where my cursor skips around, with a few seconds of freezing in between movements. This is extremely frustrating, and makes it almost impossible to build a rocket at times. The craft in question aren't near the parts count limit for even a level 2 VAB or Spaceplane Hangar, let alone anything you would need a level 3 facility in order to construct. I have turned off the ground crew in an attempt to combat this, to no avail. Other times it's during a launch, where the frame rate tanks so badly that staging a section of my rocket will freeze the display for up 15 seconds before anything actually happens, and the flight is otherwise running at what can only be single digit frame rates. The game is almost unplayable in these instances. 4.) Incorrect craft loading onto the runway and landing pad - This one is extremely annoying, and happens quite frequently. I will be working on a craft, and when I go to launch, the craft that appears is not the one I was working on. Sometimes it's a previous iteration of the craft, and sometimes it's a different craft entirely. This seems somehow tied to the auto-saved craft file. I have resorted to deleting the auto-save craft before launching, which sometimes results in me being kicked to the KSC main interface (presumably because the game was trying to load a craft that no longer existed). 5). Camera getting locked while in VAB and Spaceplane Hangar - At times, while building a craft, the camera will become locked, and unresponsive to any attempts to zoom, rotate, or pan around. While this will usually be resolved by enabling the cursor, grabbing something from the parts tree, and dropping it back, I will sometimes have to exit out to a different part of the interface in order to regain functionality of the camera. 6). Autorotate during EVA does not always work - My Kerbalnauts will sometimes travel in a completely different direction than where the camera is facing (even with orient with camera toggled), or just spin around uncontrollably. Disengaging and re-engaging SAS and RCS appears to have no effect in these instances. 7). Target being dropped during a maneuver burn - My selected target will sometimes be dropped mid-burn, causing the remaining Delta-V meter for the burn to reset to full, and my maneuver node icon on the navball to be in a completely different location. This effectively ruins the maneuver and wastes excessive amounts of Delta-V. From what I have observed, this occurs during a burn that will end up transferring your ship from one sphere of influence into another. 8). Target vessel rapidly changes orbit during rendezvous - When performing a rendezvous maneuver, and closing within the last few hundred meters, the target craft will sometimes speed away suddenly for no apparent reason. The vessels were, at the time of incident, in 0.0° inclination of each other, and the orbits were circular. Upon checking the map, the target vessel's orbit had changed from circular, to suborbital with an extremely high apoapsis. 9). Rovers, landers, debris, etc. floating up off of the ground after changing focus to another object/vessel/EVA Kerbal - This is a strange one. My first experience with this issue was while testing a mobile missile launcher on the KSC runway. I fired one of the missiles, and switched focus to the missile so that I could better observe the trajectory. Upon switching focus back to the launcher, I found it slowly levitating up off of the ground at 2 m/s. The probe was still active, and I could toggle SAS off and on, but it was otherwise completely uncontrollable. It reached an altitude higher than the Mun before physics regained control and sent it crashing down into the desert. I have also observed this happen with an entire field of debris from a crashed vessel. One of my brothers, who plays on Xbox One, has confirmed that this phenomenon is not exclusive to the PS4 version. *Fixed in EE patch 12 10). I have no idea what to call this aside from the end of the world - This one, I have seen only once, but it was game breaking. The series of events leading up to it were Kraken related, however. I had a rover tucked away inside of a Mk3 cargo bay, en route to Eeloo. After performing the transfer burn, and confirming that it was on its way to an intercept, I left it alone to continue other projects in the game that I was working on. At a point in time, where everything else was finished with, I switched to the tracking station and time warped to where a mid-course correction burn was located for the craft carrying the rover. Upon loading into space to control the vessel, the rover began violently vibrating inside of the cargo bay, instantly tearing the entire ship apart in spectacular fashion. I reloaded my last quicksave, and performed the same actions. This time, the rover didn't experience RUD, but every object in the solar system turned completely black, as though Kerbol no longer existed to shine light upon anything. I went around to my different orbital satellites, and it was the same everywhere. Back at the KSC, where the buildings should have been, there were instead transparent areas in the shape of the buildings that you could see the starfield through the ground. Reloading save games did not clear the anomaly. I had to exit out of the game entirely and reload it in order for it to return to normal. Honesty thought I was going to lose another career save here.
  2. So this is not a new question; I've seen many other posts on the same general topic. The previous one with this exact title was a bit outdated, though, so I thought I'd open a new one. The question is: what can you do to improve performance of your game (outside of bying new computing kit). More specifically: what can you do to improve performance around space stations. The reason I ask is I've been having inconsistent results with my station designs. I've had massively big stations, 500+ parts, with reasonable (given the total part count of station, docking and approaching vessels) though not stunning performance: And then I've had this tiny station ... : (Modlist for above spacestation: https://drive.google.com/file/d/1vajct196DKoGFBZJ_YWFe_QXjAEuXLRe/view?usp=sharing) ... which sports an entirely reasonable 200 parts (including a few docked tugs) but drops my framerate down to single digits per second - and I didn't even try to make the rings rotate (the rings were just a convenient shape for getting stuff to orbit). So obviously, it's not just the part count, but the type of parts that matter. Some guesses as to what type of parts have the potential to affect framerate: Solar panels: they have to keep track of the orientation of the station relative to the Sun and, if they're the tracking type, adjust their angle. Docking ports: they may be scanning for nearby targets and adjust their behaviour accordingly. (Though the first pic shows a station with massive numbers of docking ports that nevertheless performed way better than the one in the second pic...) The USI Kolonization mod I'm using probably recalculates the current life support status of habitation modules every other. In the above stations I cheated by using the UbioZur Welding mod to reduce part count, by welding most continuous 'inactive' parts together (like adjacent crew cabins, girders or fuel tanks). Now theoretically this should reduce the load and therefore improve framerate. But I'm not a coder; I have no idea how the code for this mod works or how the code of the game proper has evolved since this mod was first developed. It may be that it's not just about the actual parts, but about the modules inside those parts, which aren't welded - I presume. So, mods installed, type and number of parts ... what else affects framerate? Can I - can we - come to some kind of consistent set of guidelines for constructing stations big enough to be worth having that don't cause you to grind your teeth at every docking manoeuvre? What parts to avoid, how to avoid them; what mods to install, and which mods not to ... I'd love to hear your advice and your experiences. Thanks! EDIT: Another thing, I forgot, that may have impact: settings. Like the max DT per frame spent on physics calculations. The Max DT was lower with the top station than with the one below, but I've been told that bigger is better in this case. Soit, I'll have to experiment with this a little. SUMMARY TO DATE: Limit the number of docking ports. Docking ports, especially unshielded ones, scan the environment for partners to mate with, which puts extra load on the CPU. Also, if you limit the number of docking ports, you'll be limiting the number of craft that are docked at any given time, which limits total part count. Limit the number of solar panels. All solar panels, not just the ones that actively track the sun, need to be able to calculate their position and attitude relative to the sun, and whether or not any obstacles are present between them and the sun. Limit the potential for fuel crossfeed. Modularize your station: all fuel (or presumably consumables of any given kind) in one section. See Starman4308's mention of Stratenblitz's video here. Following AlpacaMall's suggestion: limit the number of lights. I haven't had this problem myself, but I can see how lights might require CPU intensive calculations. And of course, try to limit the overall number of parts. Mods like UbioZur's Welding mod my help here, or things like the various Station Parts modules I occasionally see mentioned. Sure, you can build grandiose stations just for the kick of it; try and match Stratenblitz's Kerbol 0 if you dare. But if you're looking for something to use as a staging area and (re)fuelling post for forays into the system, then Simpler Is Better (which is what gave me the initial idea for the station in the first pic in this post: basically just a bunch of girders, docking ports and fuel tanks).
  3. I tend to run fairly heavily modded games, as ive exhausted the stock game and i need more to enjoy it and challenge me. However, with modded installs i tend to run into performance issues sometimes. I have a pretty decent pc, ryzen 5 2600, 2070 super, 16gb 3200mhz ram. With the stock game i can run it at max settings over 100 fps, but with modded installs it tends to to down, which is fine, but not as low as it is sometimes. With ksp being pretty cpu dominant, and single threaded at that, i imagine graphics mods wont affect me that much? As i have a powerful gpu with 8gb vram, and 16gb ram should be more than enough too? Im using ksp 1.8.1 at the moment, as i want to play with sigma dimensions. I was using 6.4x scale with 9.6x orbits. I was also using astronomers visual pack with the 8k textures. About 150 mods total installed with ckan. I was getting 1 fps. Not even 2. I had a few guesses as to what it could be, maybe the 8k textures, or the ground scatter being scaled as well, which was weird. But if i went eva, i got 50 fps, but not inside the ship? I downgraded to 4k textures for avp, uninstalled my skybox mod, and fixed the ground scatter, and its at 20fps roughly now, but thay may well be just cos i restarted the game. Using alt f12 and looking at the performance tab, it looks like im only using 4gb ram, with 5gb allocated? I installed this mod called heap padder, as i thought it would improve performance. I havent uninstalled it yet, but maybe thats causing a bug? All i really want is a general idea of what kind of mods affect performance the most. Part mods, plugins etc. Sorry for rambling but its getting on my nerves especially with my pc being more than up to par.
  4. I'm doing a KSP cinematic that requires a framerate of 24 frames per second. Can I get this framerate by editing the config file? Also, using capture software doesn't apply because I have a motion blur mod installed, and the blur will look wrong if the framerate is too high.
  5. I'm doing a cinematic that required 24 frames per second, and I have a motion blur mod installed. The blur is therefore too "short" when capturing the game running at a higher framerate. Is it possible to set the limit this low?
  6. 1)it's very useful the auto-checker system but sometimes when I use a lot of mods its very boring to manually download and install those mods at folders all the time so is there any way to automatically download the newer version of mods directly into a folder? 2)ksp 1.4.2whatever when I reach 1000 m+ altitude suddenly my framerate drops down to 10 fps is there any way to fix that? .i use lots of mods so tell me if one of those has a bug causing this problem or has an update patch here is the list of the mods that I correctly use (i will send you a reply if I add more mods) and also even happens with a simple stock vessel like jumping flea but only on kerbin
  7. Hello everyone! I'm having frame rate issues in FLIGHT scenes. It just started happening recently, but I haven't been able to track down the cause yet. I was hoping perhaps that someone else has seen something similar or knows of the cause. SOLVED: The cfg file for DatedQuickSaves got wiped out somehow, and it was autosaving once per second. Here's the default DatedQuickSaves/PlugInData/settings.cfg: DateString = yyyy-MM-dd--HH-mm-ss FileNameTemplate = quicksave_Y[year]D[day]H[hour]M[min]S[sec] MaxQuickSaveCount = 20 AutoSaveTemplate = autosave_Y[year]D[day]H[hour]M[min]S[sec] AutoSaveFreq = 15 MaxAutoSaveCount = 20 FillSpaces = True ReplaceChar = _ ORIGINAL POST: Here's what I've found so far: Running KSP 1.2.2 Lots of mods, but everything via CKAN (except for Infernal Robotics, see next point), and everything seemed to be OK (I think) until I tried IR. Manually installed IR v2.10 beta (and IR legacy parts), which supposedly works with KSP 1.2 Disk access ~0 in non-FLIGHT scenes, ~2-3Mb/s in FLIGHT scenes (includes MAP view during FLIGHT) Changing back to non-FLIGHT scene, disk access drops back to ~0, UI is smooth and fluid (e.g. dragging tracking station view) Checking output_log.txt shows an enormous amount of lines generated during FLIGHT scenes as opposed to other scenes: order of 1e3 lines in non-FLIGHT scenes vs. 10e4 in FLIGHT Tried old saves, creating new games- still have framerate problems in FLIGHT scenes. Removed IR, still having frame rate issues even with new games as well as saved games- so I'm wondering if I need to do something else (besides removing the MagicSmoke directory from GameData) to completely remove IR. It *seems* to be linked to IR, but I'm not exactly sure... I updated some mods via CKAN at the same time that I installed IR, so... I'm about to flush and try virgin install, but I was wondering if anyone can help in the meantime. I'll attach logs (they're huge!) and screenshots of disk access rates/debug lines generated if desired (I'm not on my gaming machine ATM). TIA, Max
  8. KSP runs reasonably well for me right now. However, sometimes when I'm in a high part-count scene the frame rate I'm able to draw drops down to about 20fps. This isn't horrible, but it is noticeable. I'm considering upgrading some components. However, I'm not certain if the bottleneck is in the CPU or GPU. Is there a way to easily find out which is the constraining resource? - Garrett
  9. So I was thinking I could just play ksp one day but when I did the game had insane fps lag. I'm not sure what exact fps I got but previously I had 60 or more easily. I thought removing mods could help. nope. reinstalling? nope. I have no idea what happened but it's only happening in 1.1.3 1.1.2 was fine and all versions before. I know it's not part count or anything like that it happens with just a pod. I tried setting the fps limiter to different values and no help. so far that's all I've tried but I don't feel like anything else can help as nothing was wrong before this. system: amd FX-6350, 16 GB ddr3 1600, asus strix NVidia GeForce GTX 960 4gb gddr5, windows 10 home 64 bit,
  10. In a previous post I asked advice about the suitability of a 2011 HP EliteBook Mobile Workstation 8740w (17" WUXGA). They are occasionally offered on eBay for ~$400US. Replies were almost unanimously against the purchase but I went ahead anyway as I need a mil-spec notebook for my photography work. Don't have a SSD installed yet but am pleasantly surprised at the performance. I know it won't hold a candle to a cryogenically-cooled overclocked desktop but it's good enough for this space cadet You be the judge: https://youtu.be/IPHYUmI75iA Specs: i7 3rd gen quad Intel Q740 2.67GHz - nVidea Quadro fx3800M 1920x1200 16:10 Dreamcolor® display - 12Gb RAM - W7PRO - OBS,0.657 recording software
  11. There was a pretty popular post on this forum with a download for a settings.cfg file that made ksp run pretty fast on my computer. now that the forum changed, I can't find it anymore. Can anyone tell me where to find it or what settings to change? Thanks!
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