Jump to content

1.0.5 causes failure of "ignore collision" and lags out with models over 255 polys


Recommended Posts

From 0.24 thru 1.0.4 I've never had a problem with models over 255 polys but now in 1.0.5 I get a lot of lag when handling such models in VAB and at the pad load


[IMG]http://imageshack.com/a/img911/9928/U6g6W7.jpg[/IMG]
[IMG]http://imageshack.com/a/img908/2694/AIOGOb.jpg[/IMG]



Also service module fairings ( SDHI style for example ) are impossible to use now because the ignore collision is suddenly failing... again never had this problem in previous versions.



[IMG]http://imageshack.com/a/img903/8148/PzZYYf.jpg[/IMG]


Unrelated, in 1.0.5 I seem to get tons of lag under time warp.
Link to comment
Share on other sites

I can concur that severe lag happens whenever a model with >255 polys is put into the game scene (or however it's called- my game lags in both the SPH/VAB when one attempts to place a >255 poly part, and then whenever I attempt to launch a ship with said >255 poly part.
Link to comment
Share on other sites

Yeah It's pretty rediculous when a poly count that works great in ksp 0.21 on a laptop lags down to 1fps on a 3.5ghz system doing nothing more complicated that floating Bobcat's Orion model under a chute, presumably for it to land softly on the exploded wreckage at the pad caused by ignore collider failures a few moments before.

[IMG]http://imageshack.com/a/img905/6073/adaUBG.jpg[/IMG]
Link to comment
Share on other sites

Yeah, I get it.

And Bobcat was probably smoking something back in 1992 when he made the American Pack Orion model, but we love it anyway, faults and all.

Perhaps 1.0.5 is the end of the road for that motley collection of poorly modeled and textured parts, forced to be brilliant and greater than the sum of their bytes by the will of a monkey. Edited by YANFRET
Link to comment
Share on other sites

As I said privately, I will say publicly: AFAIK 1.0.5 is using exactly the same Unity version as 1.0.4, and neither I nor (AFAIK) anyone else changed how KSP handles colliders. I'm as mystified as you are as to why this is only an issue now, although it certainly is, as I mentioned, indicative of something that was a problem before but that Unity let you get away with for whatever reason.
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...