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Launch Framerate


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Hi guys,

Has anyone figured out how to reduce frame-rate issues at launch with larger crafts?

I just built a budget performance machine that I thought could handle anything. the VAB is no issue whatsoever, but launches are as laggy as ever.

if it matters, Im running with system monitor open and my launch is only useing about 10-15% of my CPU (i7-5820k) and 3.5gigs of my 8g of ram. the VAB uses about 20% CPU and 4.5 gigs of ram.

reverting flight has also crashed the game twice too. with how cleanly the VAB worked I expected launches to be the same :(

Edited by parzr
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The program isn't currently multithreaded, that's why it isn't taxing your CPU but still running laggy.

There's a max physics delta slider in the settings you can change to alter the physics calculations per frame that will help somewhat but until multithreading is introduced it still won't use more of your CPU resources.

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3.5GB of RAM is skating really close to the edge of what the current 32-bit KSP process can handle. If it goes over, it just shuts down, so that might be what's causing some of your outright crashes. Are you running with a bunch of part mods? Might try removing some of those (or at least selectively ditching parts that you never use).

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Thanks for all the extra advice, ill try zooming out. that makes sense.

Only running MechJeb on the craft. have TAC fuel and Hyperedit installed but that's probably not the issue. It is 1428 parts so.... yeah.

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It is 1428 parts so.... yeah.
Well there's your problem! That many parts is extreme, it'll cause severe lag on any hardware. In 1.0.x most players find 300 parts or so is the limit before the lag gets bad, and maybe 500-600 before it gets really unplayably bad.
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