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How many parts can you handle in 1.0?


Frozen_Heart

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Over the versions of KSP I've noticed that my PC has been able to handle more parts gradually due to on going optimisations. Back in 0.17 when I first got KSP I could run about 200 parts. By the time 0.90 came around this had climbed to 500!

However as of 1.0 I can only manage 200 or less again. Has anyone else experienced a similar performance drop like this?

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Over the versions of KSP I've noticed that my PC has been able to handle more parts gradually due to on going optimisations. Back in 0.17 when I first got KSP I could run about 200 parts. By the time 0.90 came around this had climbed to 500!

However as of 1.0 I can only manage 200 or less again. Has anyone else experienced a similar performance drop like this?

Sadly yes....

I used to be able to spawn 3 ~300 part capital ships and shoot at em with some stutter but nothing that made it difficult to actually aim.

Now, i spawn in 2 of them and i get roughly the same stutter as i had before. Its not unplayeable with ~1000 parts, which was my 0.90 limit too, but it sure aint enjoyeable either. I seem to get far better performance at lower part counts then i did before at lower part counts, and less lagginess near the ground, but i seem to have slightly worse performance when i have more parts spawned as well. Now i have no proof of this, and its just a gut reaction (i dont exactly test FPS or anything), but it does FEEL slightly worse with high part counts, and feels slightly better at low part counts.

Also, capital ships break apat too easily with 1.0, you can nolonger reenter a 500t ship and survive the thing!

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30! The VAB upgrade is too expensive for me still! :sticktongue:

Ugghh, I know the feeling. :)

I could handle about 1100 parts in 0.90 without an unreasonable amount of lag... haven't put anything near that size into 1.0. Not much point in it either.

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I used to do around 1800 - 2000 part ships (heavy asparagus staging to get complete stations with multiple Kerbodyne tanks worth of fuel with science lab, crew habitation, and multiple docking ports and escape pods up to orbit). I even sucessfully launched a Stanford Torus (from Michaelhester07) from the pad, and got it to the ground on Minmus (back when I used to do Kethane) It had 4 biodomes and the near VAB diameter torus part (the one with the forest and stream inside, and I think, a 44 Kerbal crew capacity). I discovered that fuel lines have a length limit when I built that... Had to hang oscar tanks from girders, and run fuel lines from one asparagus stage, to and oscar, then another fuel line from the oscar to the next asparagus stage. I think I had 12 peripheral stacks of Kerbodynes, and one central stack, plus a set of ejectable tanks and engines that didn't stick below the landing gear... SO. MANY. LANDING. LEGS!!! Each of the 12 peripheral stacks was either a fuel tank or a kethane tank, and I either had 3 or 4 sets of octo-symetrical landing legs on each stack... The center had the drill. I think that's at least 288 landing legs alone?

Right now... My VAB is still stuck at the 255 part limit. I haven't upgraded. I spammed R&D on science modules, but I'm still stuck on the first liquid rocket engines, and the first three SRB sizes... I need to spam KSC science to get some bigger engines, as i've only been to orbit once so far. I had to get creative with the heat shield flipping bug (before the fix was figured out). I launched a ship with 5 heat shields attached to cubic struts and used 8 nosecones (to shape the aerodynamic disaster that 5 heat shields made), and 8 small torque wheels to keep it oriented. 2 service bays worth of batteries and science gadgets, and three command modules (for increased crew experience)... I got that to orbit on the entry liquid engines. Once...

I can't wait to unlock Mainsails and the quad clusters again... I'm going crazy without them! :confused:

If i ever get passed my grind... and the Stanford Torus mod gets confirmed to be 1.0 compatible, or updated... I'll have a go at seeing how much I can punish my computer in 1.0! :P

Edited by richfiles
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None of my ships were ever more than @200 parts, so I'm no real authority, but I can say that I still get ocean lag and general slowdowns like in 0.90.

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I need to spam KSC science to get some bigger engines, as i've only been to orbit once so far. I had to get creative with the heat shield flipping bug (before the fix was figured out). I launched a ship with 5 heat shields attached to cubic struts and used 8 nosecones (to shape the aerodynamic disaster that 5 heat shields made), and 8 small torque wheels to keep it oriented. 2 service bays worth of batteries and science gadgets, and three command modules (for increased crew experience)... I got that to orbit on the entry liquid engines. Once...

Wow.. overengineer much?

Here's a re-entry design for you:

- mk16 parachute

- mk1 capsule

Just arm the parachute before re-entry, and it will slow you down long before you reach fatal temperatures, even on violent approaches (I've done upwards of 250kmx10km re-entries like that, and even higher ones with a heat shield, with the parachute supposedly acting as a stabilizer). Note: do not attempt this in real life. There's no such thing as an infinite-temperature hypersonic parachute, and only Chuck Norris would withstand the acceleration.

A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.

- Antoine de Saint-Exupery

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My $0.02:

I think the slow downs due to part numbers you are experiencing is due, at least in part, to the higher resolution textures and graphical effects used in 1.0. You might gain some performance by backing down your texture quality and terrain scatters in the settings menu. Outside of that, Active Texture Management is 1.0 compatible now.

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