Jump to content

Game grows slow as you populate Kerbol System


Recommended Posts

Hello,

I created a new game to test and it runs MUCH faster than my 170-flight game.

Is there anything we can do? I have landed ships in every body in the system. Should I put all Kerbals inside the Command Pods and destroy all debris to decrease the amount of objects in the simulation?

Thanks.

Edited by seyss
Link to comment
Share on other sites

I haven't heard any reason for craft outside the physics range to have this much of an impact, but it's hard to dispute, you're not the first to mention it. Nuking debris and getting kerbals inside something should help. When I ran into this issue, I went so far as to create Mun bases that were all docked up so it was only a single craft.

Link to comment
Share on other sites

I haven't heard any reason for craft outside the physics range to have this much of an impact, but it's hard to dispute, you're not the first to mention it. Nuking debris and getting kerbals inside something should help. When I ran into this issue, I went so far as to create Mun bases that were all docked up so it was only a single craft.

This also depends if there are any mods involved. But getting rid of debris will help especially on lower end systems.

Link to comment
Share on other sites

This also depends if there are any mods involved. But getting rid of debris will help especially on lower end systems.

All I use is MechJeb, KerbalEngineer, and HyperEdit (for testing)

Link to comment
Share on other sites

If you have a lot of debris (and I mean a LOT) it may be easier to set your debris amount to zero to get it all cleared up than manually deleting it in the tracking station

Just remember to change it back up from zero afterwards (maybe something like 25-50 rather than unlimited depending on computer specs?)

Link to comment
Share on other sites

Is it that the flight scene runs faster, or that switching between facilities at KSC takes an age with the older game?

(I have my persistent debris set to zero, and I like it that way :P I just make sure that if I want to keep it, it has a probe core.)

Link to comment
Share on other sites

For every object extant in the game, checks are made for (at least):

  • SoI change
  • Planet surface intersection
  • 10%-surface-pressure atmospheric entry (i.e. the notorious delete-your-boosters altitude of 23 km on Kerbin)

These checks are made every tick (AFAIK) and are not computationally free. So large numbers of ships and debris will definitely slow down performance.

I do not know whether (but certainly hope that) having an object's status set to 'Landed' skips these checks so bases and Kerbals EVAing on the surface are 'free'.

And yes, this is an area where optimisations could be (and hopefully have been, in 1.0) made.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...