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Anyone else get framerate issues with multiple physicsless parts?


allmhuran

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This isn't a gameplay question as such, but I'm not sure if it's more appropriate here on in the gameplay questions forum.

In any case: A long time ago I noticed that if you attach multiple "physicsless" parts together it seems to have a significant impact on framerate, whereas a physicsless part attached to a normal physics part doesn't seem to have the same effect.

I'm not sure if the framerate hit increases the more you string together, or if all that matters is that you have one physicsless part attached to another. I have noticed that if you have multiple strings of 2 (or more) physicsless parts connected, it does seem to have a larger impact.

I've never paid much attention to this because it's rare that I would connect multiple phyiscless parts together without any normal physics parts in the middle, but for a specific build I'm doing at the moment it's become significant.

Has anyone else noticed this? Does anyone know why it might happen?

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It's because there are no longer 'physicsless' parts - instead, it adds the physics properties of that part in realtime to the part it's attached to. So attaching multiple of them in sequence, and then to a 'physics'd' part is resulting in a whole bunch of extra calculations applied to that part every second.

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I don't think that's the reason, this effect has been around since... well... since I started playing pretty much. Not sure what version that was... 0.1(something). Also, I've seen it stated elsewhere on the forum that when physicsless parts are chained to other physicsless parts, the physical properties are lost instead of being transferred up the chain.

Eg:

Cubic octagonal strut connected to fuel tank: Mass and drag of strut added to fuel tank.

But cubic octagonal strut connected to second cubic octagonal strut connected to fuel tank? Mass and drag of first strut disappear.

Not sure if that's true and I've never tested it myself, but I've seen it stated a few times.

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