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1.1 should be an optimisation update


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I agree. Apart from the constant CTD the game runs fine. It's a shame it takes me 5 mins to load the game after a CTD due to all the mods. I'm in a conundrum... do I take out mods and make the game boring to play thereby not play, or do I mod and don't play because of frustration as a result of CTD events. Oh wait I can play with mods on Linux 64 bit but then I get terrible FPS with large ships due to no SLI support. My god, my brain.... Perhaps if I could afford a better graphics card to replace the 2 aging SLI cards I would be in business. Where can I find some money?

Slight digression, but have you considered running KSP 32-bit Windows on OpenGL? Significant RAM savings would make CTDs very very rare.

I myself ran 80+ add-ons in KSP 32-bit on a decent desktop PC with no CTD-related issues.

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To say the game is not to blame, is like saying Toyota is not to blame for their faulty elc handbrake failures on the first gen Prius's, occurring in 1/1000 cases, because drivers probably loaded their groceries wrongly for the COG so they should buy less groceries.

This depends. Let's say the owners manual CLEARLY STATES that the car could only handle X amount of groceries, then the owner would certainly be at fault. More recently, the owner's manuals of electric cars have some very specific notes about how to charge the car and warns against keeping it overcharged (past 80%) or under charged past (20%) and that when left for extended periods of time undercharged the battery pack will FAIL TO CHARGE and hence you'd have an expensive brick on your hands.

If used improperly, anything can fail.

I know very little about game design, but if every game used Squad' system for managing textures we wouldn't have the graphics we have today. There is something regarding memory that every single game developer is doing and Squad is not. Most likely, not loading every texture into RAM at the beginning of the game and keeping them there, whether they are used or not. And we have nothing from the devs in this regard.

Except every gamedev that is using Unity. Say it with me "Unity Sucks!" Unity is a VERY bad core engine and after playing with several different unity games I find that they all have the same problems and issues when it comes to memory management. It's very easy for them to crash under memory stresses, and everyone seems to be loading every texture at once rather than using streaming.

Really, with a scripting language like C# (or "excessively runtime dependent") that gives you very little control over the actual hardware of the machine, you aren't going to get the same level of optimization as is possible with C or C++, even C++11. Let alone the hell that is garbage collecting. And given my new found hate of Unity, well... I'm not going to place bets on optimizations leading anywhere.

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