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1GB of mods. is that too many?


omelaw

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            "name": "PlanetShine-Config-Default"
            "name": "PlanetShine"
            "name": "KerboKatzSmallUtilities-FPSViewer"
            "name": "DistantObject-default"
            "name": "EasyVesselSwitch"
            "name": "KAS"
            "name": "SafeChute"
            "name": "KIS"
            "name": "ModuleManager"
            "name": "BetterBurnTime"
            "name": "KerboKatzUtilities"
            "name": "KerboKatzSmallUtilities-PhysicalTimeRatioViewer"
            "name": "LaserDist"
            "name": "DistantObject"
            "name": "KerbalAlarmClock"
            "name": "TriggerAu-Flags"
            "name": "KEI"
            "name": "SCANsat"
            "name": "ContractConfigurator"
            "name": "ScienceRelay"
            "name": "PersistentRotation"
            "name": "USITools"
            "name": "SVT-HighResolution"
            "name": "Kopernicus"
            "name": "ModularFlightIntegrator"
            "name": "SVE-Scatterer-Config"
            "name": "SVE-MediumResolution"
            "name": "Scatterer"
            "name": "EnvironmentalVisualEnhancements"
            "name": "TextureReplacer"
            "name": "SVE-Sunflare"
            "name": "ContractConfigurator-CleverSats"
            "name": "ContractConfigurator-KerbinSpaceStation"
            "name": "ExtraPlanetaryLaunchpads"
            "name": "CommunityTechTree"
            "name": "Karbonite"
            "name": "KerbnetController"
            "name": "Konstruction"
            "name": "GravityTurnContinued"
            "name": "USI-Core"
            "name": "CommunityResourcePack"
            "name": "FirespitterCore"
            "name": "NearFutureElectrical-Core"
            "name": "NearFuturePropulsion"
            "name": "NearFutureSolar"
            "name": "NearFutureSolar-Core"
            "name": "ContractConfigurator-Tourism"
            "name": "WaypointManager"
            "name": "SpaceY-Lifters"
            "name": "IndicatorLights"
            "name": "CommunityCategoryKit"

I think I installed too many mods..

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16 minutes ago, omelaw said:
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            "name": "PlanetShine-Config-Default"
            "name": "PlanetShine"
            "name": "KerboKatzSmallUtilities-FPSViewer"
            "name": "DistantObject-default"
            "name": "EasyVesselSwitch"
            "name": "KAS"
            "name": "SafeChute"
            "name": "KIS"
            "name": "ModuleManager"
            "name": "BetterBurnTime"
            "name": "KerboKatzUtilities"
            "name": "KerboKatzSmallUtilities-PhysicalTimeRatioViewer"
            "name": "LaserDist"
            "name": "DistantObject"
            "name": "KerbalAlarmClock"
            "name": "TriggerAu-Flags"
            "name": "KEI"
            "name": "SCANsat"
            "name": "ContractConfigurator"
            "name": "ScienceRelay"
            "name": "PersistentRotation"
            "name": "USITools"
            "name": "SVT-HighResolution"
            "name": "Kopernicus"
            "name": "ModularFlightIntegrator"
            "name": "SVE-Scatterer-Config"
            "name": "SVE-MediumResolution"
            "name": "Scatterer"
            "name": "EnvironmentalVisualEnhancements"
            "name": "TextureReplacer"
            "name": "SVE-Sunflare"
            "name": "ContractConfigurator-CleverSats"
            "name": "ContractConfigurator-KerbinSpaceStation"
            "name": "ExtraPlanetaryLaunchpads"
            "name": "CommunityTechTree"
            "name": "Karbonite"
            "name": "KerbnetController"
            "name": "Konstruction"
            "name": "GravityTurnContinued"
            "name": "USI-Core"
            "name": "CommunityResourcePack"
            "name": "FirespitterCore"
            "name": "NearFutureElectrical-Core"
            "name": "NearFuturePropulsion"
            "name": "NearFutureSolar"
            "name": "NearFutureSolar-Core"
            "name": "ContractConfigurator-Tourism"
            "name": "WaypointManager"
            "name": "SpaceY-Lifters"
            "name": "IndicatorLights"
            "name": "CommunityCategoryKit"

I think I installed too many mods..

I count 51 in your folder.  My game has 75, not including the loose module manager stuff at the bottom of the folder list.  My Game Data folder is 2.36gb.

As far as I'm concerned, you can add mods until it actually affects performance, but so far, I've seen nothing in my gameplay to warrant thinking I need to cut back.

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3 minutes ago, MaxxQ said:

I count 51 in your folder.  My game has 75, not including the loose module manager stuff at the bottom of the folder list.  My Game Data folder is 2.36gb.

As far as I'm concerned, you can add mods until it actually affects performance, but so far, I've seen nothing in my gameplay to warrant thinking I need to cut back.

I'm asking this because it can't keep 60fps in ksc main menu.. but both CPU and GPU is no in load

I wonder why is it?

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2 minutes ago, omelaw said:

I'm asking this because it can't keep 60fps in ksc main menu.. but both CPU and GPU is no in load

I wonder why is it?

Dunno.  I'm not concerned with 60fps or more.  It's never bothered me to play at 30, or even less.  The only time I get annoyed by low fps is when it gets down to about 10-15 or lower, and even then, it's an annoyance, rather than a game-stopper.

If I'm going to be honest, I have to say that I can't really understand this recent (as in the past couple years) obsession with 60 fps.  I recall 10-15 years ago when 30 fps was considered fantastic.  I mean, sure, it looks smoother I suppose, but frankly, you'd have to have a pretty discerning eye to spot the difference, and I guess I just don't care.  It doesn't bother me, so I don't worry about it.

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3 minutes ago, MaxxQ said:

Dunno.  I'm not concerned with 60fps or more.  It's never bothered me to play at 30, or even less.  The only time I get annoyed by low fps is when it gets down to about 10-15 or lower, and even then, it's an annoyance, rather than a game-stopper.

If I'm going to be honest, I have to say that I can't really understand this recent (as in the past couple years) obsession with 60 fps.  I recall 10-15 years ago when 30 fps was considered fantastic.  I mean, sure, it looks smoother I suppose, but frankly, you'd have to have a pretty discerning eye to spot the difference, and I guess I just don't care.  It doesn't bother me, so I don't worry about it.

I think it has more to do with tearing and micro-stuttering that is visible whenever game goes below 60 fps in my case. This might become quite annoying even if average fps is over 30 or 40. btw the worst example I had was micro-stops every 2 seconds with large comms network and many mods installed in 1.0.5 I think.

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Do you have more than 4GB of RAM, and are using 64-bit KSP?  Then the amount of RAM all the mods are taking up isn't an issue.  I'd be a bit wary about all the lines of code that might be there, and especially assuming that the mod coders were unlikely to test their mods against more obscure mods (a mod that interferes with mechJeb or KerbalEngineer isn't likely to last).

Even if you run into memory issues, the old tricks (wasn't OpenGL one of them?) should still work to restrict stock memory usage in KSP-64 (even though the 2GB limit won't be hard anymore).

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1 GB of mods shouldn't be an issue. I'm currently ladened with at least 3 GB of mods on top of the game.
Like those who mentioned, it's not an issue with 64 bit KSP as long as you have plenty of RAM to run the OS and the game (I currently have 16GB RAM and I'm only using around 50% of the RAM running the game plus OS requirements).

32 bit KSP, yeah 1 GB of mods might be an issue, depending on what the OS requires.

7 hours ago, omelaw said:

I'm asking this because it can't keep 60fps in ksc main menu.. but both CPU and GPU is no in load

I wonder why is it?

Might be scatterer. I tried this mod on my rig and it does slow down my graphics. The graphics do look absolutely beautiful, but depending on what kind of video card/system you have it may be the issue.

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My only problem with too many mods (and surely i also have too many mods... MOAR MODS :P) is the game startup delay. Equation is simple: too many mods = too many parts = too many textures = too many disk reads = too many time to start KSP, even if your mass storage is SSD (Solid State Drive). But... It's worth the delay for a great KSP exploration. 

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9 hours ago, omelaw said:

I'm asking this because it can't keep 60fps in ksc main menu.. but both CPU and GPU is no in load

Look: your eyes only see at 60fps, and the point at which you see separate frames comes at like 15fps. So you can handle anything at 30 or 20 just as fine.

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1 hour ago, Matuchkin said:

Look: your eyes only see at 60fps, and the point at which you see separate frames comes at like 15fps. So you can handle anything at 30 or 20 just as fine.

We heard the same thing when 60fps was getting popular on PC and consoles were stuck to 30fps. Still wrong, and you can increase the number as much you want, it will remain wrong. Eyes don't work in fps.

Seeing separate frames is a matter of how the image is shown and what the motion is. It will be easier to resolve frames from a fast-moving object. Oh, and motion blur comes messing everything up.

You can see the difference between 15 and 30fps, between 30 and 60fps (going back to 30 feels so clunky after switching to 60), and probably between 60 and 144fps (haven't tried it myself but 144Hz monitors are a thing).

The best fps is a matter of personal perception and depends on the game. I don't mind playing KSP at 15-20fps, but I want 60fps for any fast-paced shooter.

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On 11/26/2016 at 10:21 PM, Gaarst said:

We heard the same thing when 60fps was getting popular on PC and consoles were stuck to 30fps. Still wrong, and you can increase the number as much you want, it will remain wrong. Eyes don't work in fps.

Seeing separate frames is a matter of how the image is shown and what the motion is. It will be easier to resolve frames from a fast-moving object. Oh, and motion blur comes messing everything up.

You can see the difference between 15 and 30fps, between 30 and 60fps (going back to 30 feels so clunky after switching to 60), and probably between 60 and 144fps (haven't tried it myself but 144Hz monitors are a thing).

The best fps is a matter of personal perception and depends on the game. I don't mind playing KSP at 15-20fps, but I want 60fps for any fast-paced shooter.

Pretty much the only time you will see a difference is when you are tracking one object with a background moving in a different direction (or some other combination of two sources of reference).  In KSP that is likely only going to happen during docking (in chase view) and the occasional eclipse (which are sufficiently impressive that you don't want to notice framerate issues while they occur).

There's a reason why flight simulators and driving games only "need" to be ~30fps and first person shooters (especially when circling enemies) need to be ~60fps.  I always hated the opening for Oblivion (a wildly open fantasy role playing game): it pretty much needed ~30fps for its relatively slow pace, but the opening includes a slow pan of city/castle that shows a few towers passing in front of the city.  The game needs ~30fps, while the introduction needs roughly 60fps, and the difference is blindingly obvious.

Don't even ask about VR.  You might not need to update *everything*, but the "virtual screen" had better at least show what the headset is looking at (with the latency of a 90fps screen).  Finding new and interesting ways to cheat at this (and still "look" right) will make or break VR.

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I have all the visional mods and about four hundred millibites of part mods, and I haven't crashed yet. 

(But I have the 64bit version...... XD)

If you want mods, use the 64bit version, much Much more stable. 

Edited by Alpha 360
"Kouston, we have several problems, but that doesn't matter so we want to continue on with the mission."
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