Denko666 Posted January 25, 2016 Share Posted January 25, 2016 7 hours ago, damerell said: It serves little purpose on 64-bit, since the address space is more than large enough for any mod set. It's basically writing your own swap algorithm which is rarely a good idea. And yet it gives a performance boost. Especially when 2 large craft enter each others physics range. Link to comment Share on other sites More sharing options...
damerell Posted January 25, 2016 Share Posted January 25, 2016 8 hours ago, Denko666 said: And yet it gives a performance boost. Especially when 2 large craft enter each others physics range. Curious. How did you measure it? Link to comment Share on other sites More sharing options...
Denko666 Posted January 25, 2016 Share Posted January 25, 2016 20 minutes ago, damerell said: Curious. How did you measure it? easy, before ksp crashed when i tried to complete the build of a dsev at my station when using Dark Multiplayer and when not using DMP the game became so slow i could hardly do anything anymore. With DTL it takes a pause while loading textures, then just continues as before. hardly any speed loss. i call that a major improvement. Link to comment Share on other sites More sharing options...
Deimos007 Posted January 27, 2016 Share Posted January 27, 2016 On 1/23/2016 at 10:40 PM, helaeon said: It appears to be the way the image is saved. I popped them into photoshop and put the desired texture in over the working one then saved again, and it works. It appears the ones do not work are not on the background layer they are floating so there's an alpha layer in the file. So @helaeon, how did you manage to sort out this problem, since I also seem to have this problem, I tried recreating what you did and still got the default EVA texture helmet, could you possibly explain it in more detail what you did to solve the problem? Link to comment Share on other sites More sharing options...
davidy12 Posted January 28, 2016 Share Posted January 28, 2016 @rbray89: Just curious, why does this mod blur the IVAs and SSTU? Link to comment Share on other sites More sharing options...
rbray89 Posted January 28, 2016 Author Share Posted January 28, 2016 44 minutes ago, davidy12 said: @rbray89: Just curious, why does this mod blur the IVAs and SSTU? It shouldn't... What models is this happening to? Do you have logs? Link to comment Share on other sites More sharing options...
davidy12 Posted January 28, 2016 Share Posted January 28, 2016 That's weird. I'll post pics. It distorts the altimeter. Link to comment Share on other sites More sharing options...
davidy12 Posted January 28, 2016 Share Posted January 28, 2016 http://i.imgur.com/LM4zbqP.png Blurry parachutes. http://imgur.com/kiz1HYt Blurry items in VAB/SPH. (However, when I click on it, it returns to normal) Link to comment Share on other sites More sharing options...
rbray89 Posted January 28, 2016 Author Share Posted January 28, 2016 5 minutes ago, davidy12 said: http://i.imgur.com/LM4zbqP.png Blurry parachutes. http://imgur.com/kiz1HYt Blurry items in VAB/SPH. (However, when I click on it, it returns to normal) Items in vab have to be blurry... that is how this mod works. It shrinks the textures until they are needed I'll have to look into the parachutes though. Is that a mod using them? Do you have any mods that use/add parachutes? Link to comment Share on other sites More sharing options...
davidy12 Posted January 29, 2016 Share Posted January 29, 2016 40 minutes ago, rbray89 said: Items in vab have to be blurry... that is how this mod works. It shrinks the textures until they are needed I'll have to look into the parachutes though. Is that a mod using them? Do you have any mods that use/add parachutes? I have realchute Link to comment Share on other sites More sharing options...
helaeon Posted January 29, 2016 Share Posted January 29, 2016 On 1/27/2016 at 7:59 PM, Deimos007 said: So @helaeon, how did you manage to sort out this problem, since I also seem to have this problem, I tried recreating what you did and still got the default EVA texture helmet, could you possibly explain it in more detail what you did to solve the problem? I opened the PNG version of the helmet texture in Photoshop and used "Flatten Image", then saved the file again. Then the file will work. You should see a little padlock by a layer called "background" when you do this. You'll see all the other suit textures are already the same way. You may then use DDS4KSP or another way of converting to DDS if you wish and it will also be fine. The NRM file had the same issue so after flattening it, that also loaded correctly. I don't have the tools installed on my computer at the moment to directly open DDS files in Photoshop but I imagine it is the same issue and same procedure to fix it. Link to comment Share on other sites More sharing options...
Deimos007 Posted January 29, 2016 Share Posted January 29, 2016 (edited) 1 hour ago, helaeon said: I opened the PNG version of the helmet texture in Photoshop and used "Flatten Image", then saved the file again. Then the file will work. You should see a little padlock by a layer called "background" when you do this. You'll see all the other suit textures are already the same way. You may then use DDS4KSP or another way of converting to DDS if you wish and it will also be fine. The NRM file had the same issue so after flattening it, that also loaded correctly. I don't have the tools installed on my computer at the moment to directly open DDS files in Photoshop but I imagine it is the same issue and same procedure to fix it. Alright, il follow your instructions and see if they worked. It works EDIT: It works wonderfully, this fixes the problem, thanks @helaeon Edited January 29, 2016 by Deimos007 It works Link to comment Share on other sites More sharing options...
RYU AZUKU99 Posted January 29, 2016 Share Posted January 29, 2016 Ever since I've downloaded and deleted this mod the textures have been smeared on a lot of my craft. Anyone have a fix for something like this? I get stuff like this Link to comment Share on other sites More sharing options...
rbray89 Posted February 1, 2016 Author Share Posted February 1, 2016 Fixes for IVA issues (poor modeling and bad configs were the source of the issues) and certain normal map textures: https://github.com/rbray89/DynamicTextureLoader/releases/tag/DTL-1.6-4 Link to comment Share on other sites More sharing options...
Speedster159 Posted February 1, 2016 Share Posted February 1, 2016 Should i setup KSP on Full Res textures or would Half Res be fine? I'm running about 60 Mods altogether. Link to comment Share on other sites More sharing options...
damerell Posted February 1, 2016 Share Posted February 1, 2016 7 hours ago, Speedster159 said: Should i setup KSP on Full Res textures or would Half Res be fine? I'm running about 60 Mods altogether. The number of mods matters much less than how big they are. B9 Aerospace has more memory footprint than every partless mod out there put together. [1] I would start at full resolution and use GCmonitor to see if memory usage gets into the danger zone. [1] This assertion made without testing, but it seems likely. Link to comment Share on other sites More sharing options...
mielgato Posted February 1, 2016 Share Posted February 1, 2016 (edited) Today I gave it a try, hoping to play again with full res textures, but encountered a performance issue while in the VAB. Without DTL (dx9), the game is fluid, I get above 80fps in the VAB With DTL (dx9), the game stutter (debug say it's around 30-35fps stable, but stutter as if it was running below the 24fps mark) which make it really hard to select anything in the part selection screen, let alone move it around. same is happening with OpenGL BUT When I'm using DTL with DX11, I get to the 80+fps mark again. (Probably a Windows 10 thing doing better with DX11 than with DX9/OpenGL?) I'm playing the game minimally modded : Toolbar, DistantObject, Haystack, KAS, KIS, KER, KJR, PlanetShine, CriticalTempGauge, ScienceAlert, StageRecovery, TACFuelBalancer, KerbalAlarmClock, WindowTransferPlanner Sorry if the issue has been adressed already, I went two page back, but was too lazy to browse through the whole thing my latest dxdiag https://www.dropbox.com/s/mn5mb5m04zspxxl/DxDiag.txt?dl=0 Edited February 1, 2016 by mielgato because editing is better than making another post Link to comment Share on other sites More sharing options...
rbray89 Posted February 1, 2016 Author Share Posted February 1, 2016 58 minutes ago, mielgato said: Today I gave it a try, hoping to play again with full res textures, but encountered a performance issue while in the VAB. Without DTL (dx9), the game is fluid, I get above 80fps in the VAB With DTL (dx9), the game stutter (debug say it's around 30-35fps stable, but stutter as if it was running below the 24fps mark) which make it really hard to select anything in the part selection screen, let alone move it around. same is happening with OpenGL BUT When I'm using DTL with DX11, I get to the 80+fps mark again. (Probably a Windows 10 thing doing better with DX11 than with DX9/OpenGL?) I'm playing the game minimally modded : Toolbar, DistantObject, Haystack, KAS, KIS, KER, KJR, PlanetShine, CriticalTempGauge, ScienceAlert, StageRecovery, TACFuelBalancer, KerbalAlarmClock, WindowTransferPlanner Sorry if the issue has been adressed already, I went two page back, but was too lazy to browse through the whole thing my latest dxdiag https://www.dropbox.com/s/mn5mb5m04zspxxl/DxDiag.txt?dl=0 Thats... Odd... There shouldn't be any changes that would be graphics runtime conditional. At least not between this and the last version. Do you have the KSP log file? if it is slowing down like that, I usually blame log spam. Link to comment Share on other sites More sharing options...
mielgato Posted February 1, 2016 Share Posted February 1, 2016 (edited) Hmm, in fact it was me being overly oblivious, it seem that the mod is not the cause. Even without, I still get really bad performances in the VAB when using Dx9 (not always the case, that is weird) and OpenGL (windows 10 user?) I still link those logs as you may have more insight than me on the subject KSP.log : DX9 without DTL https://www.dropbox.com/s/1ni8rk8nxy75x7f/KSPdx9.log?dl=0 DX9 with DTL https://www.dropbox.com/s/bj3dsppzbjzypw8/KSPdx9DTL.log?dl=0 DX11 without DTL https://www.dropbox.com/s/rk911ge3d7chx1y/KSPdx11.log?dl=0 DX11 with DTL https://www.dropbox.com/s/jqm0t9zjmq5opsm/KSPdx11DTL.log?dl=0 output_log.txt DX9 without DTL https://www.dropbox.com/s/pzc0vxpj89mll9b/output_log_dx9.txt?dl=0 DX9 with DTL https://www.dropbox.com/s/a28z3u4ejambnyh/output_log_dx9_DTL.txt?dl=0 DX11 without DTL https://www.dropbox.com/s/h3fl1p8tkj3k85r/output_log_dx11.txt?dl=0 DX11 with DTL https://www.dropbox.com/s/4n209hu3pt108b8/output_log_dx11_DTL.txt?dl=0 after browsing through the logs, it seem that I have a lot of errors/missing stuff, I'll do a fresh install and compare. definitly not your mod's fault, my bad Edited February 1, 2016 by mielgato Link to comment Share on other sites More sharing options...
rbray89 Posted February 1, 2016 Author Share Posted February 1, 2016 20 minutes ago, mielgato said: Hmm, in fact it was me being overly oblivious, it seem that the mod is not the cause. Even without, I still get really bad performances in the VAB when using Dx9 (not always the case, that is weird) and OpenGL (windows 10 user?) I still link those logs as you may have more insight than me on the subject KSP.log : DX9 without DTL https://www.dropbox.com/s/1ni8rk8nxy75x7f/KSPdx9.log?dl=0 DX9 with DTL https://www.dropbox.com/s/bj3dsppzbjzypw8/KSPdx9DTL.log?dl=0 DX11 without DTL https://www.dropbox.com/s/rk911ge3d7chx1y/KSPdx11.log?dl=0 DX11 with DTL https://www.dropbox.com/s/jqm0t9zjmq5opsm/KSPdx11DTL.log?dl=0 output_log.txt DX9 without DTL https://www.dropbox.com/s/pzc0vxpj89mll9b/output_log_dx9.txt?dl=0 DX9 with DTL https://www.dropbox.com/s/a28z3u4ejambnyh/output_log_dx9_DTL.txt?dl=0 DX11 without DTL https://www.dropbox.com/s/h3fl1p8tkj3k85r/output_log_dx11.txt?dl=0 DX11 with DTL https://www.dropbox.com/s/4n209hu3pt108b8/output_log_dx11_DTL.txt?dl=0 after browsing through the logs, it seem that I have a lot of errors/missing stuff, I'll do a fresh install and compare. definitly not your mod's fault, my bad No worries, it happens Link to comment Share on other sites More sharing options...
mielgato Posted February 2, 2016 Share Posted February 2, 2016 (edited) So yeah, it was my game installation at fault, too many errors popping and slowing the game due to conflicts it caused. oddly enough, the game was running "fine" when using dx11. (definitly, more than 150% performance improvement with dx11 than dx9/opengl, when i'm having 25fps with dx9/opengl in the vab, I get 90fps with dx11! But sadly on the launchpad, performances are the same) Edited February 2, 2016 by mielgato Link to comment Share on other sites More sharing options...
chrisl Posted February 2, 2016 Share Posted February 2, 2016 Thought I'd give this mod a try and see if it might let me play for more then a couple scene changes before a crash. Unfortunately, the game won't finish loading. It doesn't crash so much as stops progressing during load up. I've got about 60 mods on here but the one where the problem seems to be occurring is ProceduralParts. Specifically, it looks as though DTL may be having an issue with the "proceduralTankOre". I can post complete log files if needed, but below are the final lines from output_log.txt and ksp.log: output_log.txt: DynamicTextureLoader: Unloading: ProceduralParts/Parts/Tanks/TankOre/proceduralTankOre (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) NullReferenceException: Object reference not set to an instance of an object at ProceduralParts.ProceduralPart.OnStart (StartState state) [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ProceduralParts.ProceduralPart:OnStart(StartState) ProceduralParts.ProceduralPart:GetInfo() PartLoader:CompilePartInfo(AvailablePart, Part) :MoveNext() (Filename: Line: -1) *PP* InitializeBells (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ArgumentException: Unable to find engine-like module at KSPAPIExtensions.Utils.EngineWrapper..ctor (.Part part) [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralSRB.get_Engine () [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralSRB.InitModulesFromBell () [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralSRB.InitializeBells () [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralSRB.GetInfo () [0x00000] in <filename unknown>:0 at PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) KSP.log: [LOG 17:04:43.188] DynamicTextureLoader: Unloading: ProceduralParts/Parts/Tanks/TankOre/proceduralTankOre [EXC 17:04:43.217] NullReferenceException: Object reference not set to an instance of an object ProceduralParts.ProceduralPart.OnStart (StartState state) UnityEngine.Debug:LogException(Exception) ProceduralParts.ProceduralPart:OnStart(StartState) ProceduralParts.ProceduralPart:GetInfo() PartLoader:CompilePartInfo(AvailablePart, Part) :MoveNext() [LOG 17:04:43.221] *PP* InitializeBells [EXC 17:04:43.222] ArgumentException: Unable to find engine-like module KSPAPIExtensions.Utils.EngineWrapper..ctor (.Part part) ProceduralParts.ProceduralSRB.get_Engine () ProceduralParts.ProceduralSRB.InitModulesFromBell () ProceduralParts.ProceduralSRB.InitializeBells () ProceduralParts.ProceduralSRB.GetInfo () PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) PartLoader+.MoveNext () Link to comment Share on other sites More sharing options...
davidy12 Posted February 2, 2016 Share Posted February 2, 2016 (edited) http://imgur.com/PIagjZF @rbray89Bug with SSTU Edited February 2, 2016 by davidy12 Link to comment Share on other sites More sharing options...
rbray89 Posted February 2, 2016 Author Share Posted February 2, 2016 7 minutes ago, chrisl said: Thought I'd give this mod a try and see if it might let me play for more then a couple scene changes before a crash. Unfortunately, the game won't finish loading. It doesn't crash so much as stops progressing during load up. I've got about 60 mods on here but the one where the problem seems to be occurring is ProceduralParts. Specifically, it looks as though DTL may be having an issue with the "proceduralTankOre". I can post complete log files if needed, but below are the final lines from output_log.txt and ksp.log: output_log.txt: DynamicTextureLoader: Unloading: ProceduralParts/Parts/Tanks/TankOre/proceduralTankOre (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) NullReferenceException: Object reference not set to an instance of an object at ProceduralParts.ProceduralPart.OnStart (StartState state) [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ProceduralParts.ProceduralPart:OnStart(StartState) ProceduralParts.ProceduralPart:GetInfo() PartLoader:CompilePartInfo(AvailablePart, Part) :MoveNext() (Filename: Line: -1) *PP* InitializeBells (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ArgumentException: Unable to find engine-like module at KSPAPIExtensions.Utils.EngineWrapper..ctor (.Part part) [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralSRB.get_Engine () [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralSRB.InitModulesFromBell () [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralSRB.InitializeBells () [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralSRB.GetInfo () [0x00000] in <filename unknown>:0 at PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) KSP.log: [LOG 17:04:43.188] DynamicTextureLoader: Unloading: ProceduralParts/Parts/Tanks/TankOre/proceduralTankOre [EXC 17:04:43.217] NullReferenceException: Object reference not set to an instance of an object ProceduralParts.ProceduralPart.OnStart (StartState state) UnityEngine.Debug:LogException(Exception) ProceduralParts.ProceduralPart:OnStart(StartState) ProceduralParts.ProceduralPart:GetInfo() PartLoader:CompilePartInfo(AvailablePart, Part) :MoveNext() [LOG 17:04:43.221] *PP* InitializeBells [EXC 17:04:43.222] ArgumentException: Unable to find engine-like module KSPAPIExtensions.Utils.EngineWrapper..ctor (.Part part) ProceduralParts.ProceduralSRB.get_Engine () ProceduralParts.ProceduralSRB.InitModulesFromBell () ProceduralParts.ProceduralSRB.InitializeBells () ProceduralParts.ProceduralSRB.GetInfo () PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) PartLoader+.MoveNext () Those errors occur in PP with or without DTL. Did you try loading multiple times? I assume you can load/run this KSP install without DTL? Is that the latest version of PP/DTL? 2 minutes ago, davidy12 said: http://imgur.com/PIagjZF Bug with SSTU If I had to guess, I'd say the creator is doing something funky/unusual in the creation of their parts. I'd have to look into this. Link to comment Share on other sites More sharing options...
armegeddon Posted February 2, 2016 Share Posted February 2, 2016 1 hour ago, chrisl said: AThought I'd give this mod a try and see if it might let me play for more then a couple scene changes before a crash. Unfortunately, the game won't finish loading. It doesn't crash so much as stops progressing during load up. I've got about 60 mods on here but the one where the problem seems to be occurring is ProceduralParts. Specifically, it looks as though DTL may be having an issue with the "proceduralTankOre". I can post complete log files if needed, but below are the final lines from output_log.txt and ksp.log: output_log.txt: DynamicTextureLoader: Unloading: ProceduralParts/Parts/Tanks/TankOre/proceduralTankOre (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) NullReferenceException: Object reference not set to an instance of an object at ProceduralParts.ProceduralPart.OnStart (StartState state) [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ProceduralParts.ProceduralPart:OnStart(StartState) ProceduralParts.ProceduralPart:GetInfo() PartLoader:CompilePartInfo(AvailablePart, Part) :MoveNext() (Filename: Line: -1) *PP* InitializeBells (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ArgumentException: Unable to find engine-like module at KSPAPIExtensions.Utils.EngineWrapper..ctor (.Part part) [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralSRB.get_Engine () [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralSRB.InitModulesFromBell () [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralSRB.InitializeBells () [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralSRB.GetInfo () [0x00000] in <filename unknown>:0 at PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) KSP.log: [LOG 17:04:43.188] DynamicTextureLoader: Unloading: ProceduralParts/Parts/Tanks/TankOre/proceduralTankOre [EXC 17:04:43.217] NullReferenceException: Object reference not set to an instance of an object ProceduralParts.ProceduralPart.OnStart (StartState state) UnityEngine.Debug:LogException(Exception) ProceduralParts.ProceduralPart:OnStart(StartState) ProceduralParts.ProceduralPart:GetInfo() PartLoader:CompilePartInfo(AvailablePart, Part) :MoveNext() [LOG 17:04:43.221] *PP* InitializeBells [EXC 17:04:43.222] ArgumentException: Unable to find engine-like module KSPAPIExtensions.Utils.EngineWrapper..ctor (.Part part) ProceduralParts.ProceduralSRB.get_Engine () ProceduralParts.ProceduralSRB.InitModulesFromBell () ProceduralParts.ProceduralSRB.InitializeBells () ProceduralParts.ProceduralSRB.GetInfo () PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) PartLoader+.MoveNext () Actually, I think this was caused by the recent updates to RealFuels and SolverEngines. The latest RealFuels that ended up on CKAN has a misconfigured file that the author fixed, but as far as I was able to tell it didn't propegate to CKAN. I ended up reinstalling both files from ckan (to satisfy RealismOverhaul dependencies), then overwriting them with the downloads from the respective mod pages. Link to comment Share on other sites More sharing options...
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