Jump to content

Yellow MET, always, forever.


Recommended Posts

Greetings everyone,

I'm not really sure where I should post this as i'm running a (very lightly) modded installation, but it's something that is also happening on stock installation. So i'm going Jebediah and post this over modded section :P

It has been adressed already, but I'd like a fresh point of view with data that may have been distilled over multiples threads.

To put it bluntly, the MET timer is ALWAYS yellow and will turn red when going over the mach1 bar with a 150parts aircraft. Which mean there is time dilation for calculation, that I understand. What I don't, is why i'm having the MET flickering fast green/yellow with a 19parts aircraft sitting on the runway ?

This is also happening in kerbin's orbit, regardless the craft size (well, with smaller craft >20parts the MET flicker from green to yellow, any bigger will make it stop flickering for a steady yellow, anything over 100parts, is almost unplayable)

I tried to set KSP's afinity on only one core, then two core, to see if there is a difference, but definitly no. (probably my CPU is too weak to allow the game to run without time dilation ?)

I tried fiddling with the max physic delta-time per frame option, but while I can get me the green MET again by doing so, I get a performance hit (getting under the 25fps bar, which is what I get with default settings of 0.04, half res). If I was playing on a laptop, I could have understood, but that's totally not the case for me as i'm using a custom desktop rig with a decent CPU (looks, it's an amd fx8350 black ed, I said decent, not awesome, yeah ok, its single core performances barely compare to an I5 4690K, but still, is that the cause ?)

dxdiag : https://www.dropbox.com/s/mn5mb5m04zspxxl/DxDiag.txt?dl=0

Mod list : Toolbar, DistantObject, Haystack, KAS, KIS, KER, KJR, PlanetShine, CriticalTempGauge, ScienceAlert, StageRecovery, TACFuelBalancer, KerbalAlarmClock, WindowTransferPlanner

 

Basically the question is :

Is there a community made fix ? Or should I wait for 1.1 (soon™) and pray that Unity5 will fix KSP's performances issues ?

 

edit: Ok, I played a bit with CPU overclocking, went from 4ghz up to 4.2ghz + went from 1.325vcore up to 1.4vcore, to see if there is a difference, and there is one slight, i'm getting a few more fps on the runway (3 exactly... I'm running on stock cooling, so I'm not overclocking more anyway), but time dilation code yellow is still there.

edit2 : I gave another try with a fresh stock installation, yup, 100parts craft sitting on the runway, steady yellow. 19parts craft sitting on the runway, flickering yellow. No change, it's definitly not coming from the mods I had

Edited by mielgato
Link to comment
Share on other sites

have you tried changing your physics tick (is that the right name?) in the options?

Increasing the minimum time slicing will make the game run closer to realtime although at the cost of physics accuracy.

 

Mine also always runs yellow and I have SSD, 4Ghz cores, 24GB RAM and a GTX 690

 

EDIT : Ah, I see you already have. It seems we have to choose the trade off we want, high FPS or more physics ticks as one comes at the cost of the other.

Edited by John FX
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...