omelaw Posted November 26, 2016 Share Posted November 26, 2016 Spoiler "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.. Link to comment Share on other sites More sharing options...
CrashTestDanny Posted November 26, 2016 Share Posted November 26, 2016 I think you missed SpaceY-Expanded... Danny Link to comment Share on other sites More sharing options...
Gaarst Posted November 26, 2016 Share Posted November 26, 2016 I also have over 1GB of mods on my 1.1.3 game, my laptop handles it just fine. I define too many mods as the point when loading the game becomes longer than the average time between two crashes. Link to comment Share on other sites More sharing options...
MaxxQ Posted November 26, 2016 Share Posted November 26, 2016 16 minutes ago, omelaw said: Reveal hidden contents "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. Link to comment Share on other sites More sharing options...
omelaw Posted November 26, 2016 Author Share Posted November 26, 2016 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? Link to comment Share on other sites More sharing options...
MaxxQ Posted November 26, 2016 Share Posted November 26, 2016 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. Link to comment Share on other sites More sharing options...
riocrokite Posted November 26, 2016 Share Posted November 26, 2016 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. Link to comment Share on other sites More sharing options...
Frank_G Posted November 26, 2016 Share Posted November 26, 2016 I have 5 MB of Mods installed and i wish they werent necessary... Link to comment Share on other sites More sharing options...
ades Posted November 26, 2016 Share Posted November 26, 2016 34 minutes ago, Frank_G said: I have 5 MB of Mods installed and i wish they werent necessary... No mods are necessary. It's all down to preference. Link to comment Share on other sites More sharing options...
wumpus Posted November 26, 2016 Share Posted November 26, 2016 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). Link to comment Share on other sites More sharing options...
GDJ Posted November 26, 2016 Share Posted November 26, 2016 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. Link to comment Share on other sites More sharing options...
Guest Posted November 27, 2016 Share Posted November 27, 2016 My only problem with too many mods (and surely i also have too many mods... MOAR MODS ) 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. Link to comment Share on other sites More sharing options...
Triop Posted November 27, 2016 Share Posted November 27, 2016 (edited) My computer says yes. Edited November 27, 2016 by Triop Link to comment Share on other sites More sharing options...
Matuchkin Posted November 27, 2016 Share Posted November 27, 2016 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. Link to comment Share on other sites More sharing options...
Gaarst Posted November 27, 2016 Share Posted November 27, 2016 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. Link to comment Share on other sites More sharing options...
BRAAAP_STUTUTU Posted November 27, 2016 Share Posted November 27, 2016 Nah,not at all,i had 5GB of mods installed recently but my VAB lists got so cluttered i restarted (aswell as having broken my solar system: kerbin was the only planet orbiting the sun,lol.) Link to comment Share on other sites More sharing options...
Astrofox Posted November 28, 2016 Share Posted November 28, 2016 Rule of Thumb: There's never enough mods until the game lags to the point of unplayability or the PC melts due to overheating - whichever one happens first. Link to comment Share on other sites More sharing options...
sidfu Posted November 29, 2016 Share Posted November 29, 2016 1gb of mods isnt much and still dont get why people so hung up still on 60fps. ksp is a game that its not the fps that counts its the stablity that counts. Link to comment Share on other sites More sharing options...
wumpus Posted November 29, 2016 Share Posted November 29, 2016 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. Link to comment Share on other sites More sharing options...
kunok Posted November 29, 2016 Share Posted November 29, 2016 Too many? too little Link to comment Share on other sites More sharing options...
ZentroCatson Posted November 30, 2016 Share Posted November 30, 2016 (edited) Well, my current modlist has just a little less mods. It is a pain to update tho, I started downloading the newest versions for them on Monday and still haven't downloaded and installed all of them... Edited November 30, 2016 by ZentroCatson Link to comment Share on other sites More sharing options...
Alpha 360 Posted December 1, 2016 Share Posted December 1, 2016 (edited) 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 December 1, 2016 by Alpha 360 "Kouston, we have several problems, but that doesn't matter so we want to continue on with the mission." Link to comment Share on other sites More sharing options...
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