Chevronie Posted July 2, 2024 Share Posted July 2, 2024 (edited) because I was quoted in this, figure i'd help out: Player.log the craft with the most egregious stuttering: https://drive.google.com/file/d/1iI3mZlqW0KFyqsI6Gzfv2tKpBlvItwwx/view?usp=sharing hope this helps On 7/1/2024 at 10:23 AM, linuxgurugamer said: All of you who have had recent problems, you need to provide log files (Player.log) and the craft file, otherwise I can't do anything @Fizzlebop Smith @SyrusDrake @newvegasmatt LGG Edited July 2, 2024 by Chevronie Quote Link to comment Share on other sites More sharing options...
Zah Posted July 4, 2024 Share Posted July 4, 2024 (edited) +1 from me. I spent 3 days debugging my install that randomly caused massive stuttering freezes with only some rocket builds as decribed above. I did some binary search on my mod installs (as far that was possible considering the rockets that caused issues, also did binary search part removal). It ended up being all-yall. I don't have time to redo the bugged install for logfiles right now, maybe over the weekend, just adding another voice with this exact issue for now. There's probably something broken in this! Edited July 4, 2024 by Zah Quote Link to comment Share on other sites More sharing options...
Ker Ball One Posted July 7, 2024 Share Posted July 7, 2024 It it took me a few hours of bracketing all of my mods. (CKAN clone, remove half your mods, test, Repeat). But finally narrowed it to this mod. It's annoying because I've had this mod for a long time, but it only shows up when you have certain types of parts with I guess certain part modules like RCS. And the stuttering might not be noticeable until your part count is high enough. For me, I only noticed when I built a Saturn V, with a command module, service module, and LEM. I've uninstalled this mod for now, but easily await y'all's resolution. Quote Link to comment Share on other sites More sharing options...
Zah Posted July 7, 2024 Share Posted July 7, 2024 3 hours ago, Ker Ball One said: It it took me a few hours of bracketing all of my mods. (CKAN clone, remove half your mods, test, Repeat). But finally narrowed it to this mod. It's annoying because I've had this mod for a long time, but it only shows up when you have certain types of parts with I guess certain part modules like RCS. And the stuttering might not be noticeable until your part count is high enough. For me, I only noticed when I built a Saturn V, with a command module, service module, and LEM. I've uninstalled this mod for now, but easily await y'all's resolution. there's some bad scaling with physics sim happening I think. I was able to reduce the stutter by taking off parts one by one Quote Link to comment Share on other sites More sharing options...
Wurmi Posted July 25, 2024 Share Posted July 25, 2024 (edited) Same same. It took me also a whole day to find the stutter and lag issues are coming from this mod. This is the craftfile: https://drive.google.com/file/d/1CAcEuzOM4O1EEF-lIQS0w6OVJrrw1zQj/view?usp=sharing Also i can reduce the incompatibility to any mod to this list: B9 Part Switch (B9PartSwitch v2.20.0) Breaking Ground (BreakingGround-DLC 1.7.1) Community Resource Pack (CommunityResourcePack v112.0.1) Community Tech Tree (CommunityTechTree 1:3.4.4) Cryo Tanks (CryoTanks 1.6.5) Cryo Tanks Core (CryoTanks-Core 1.6.5) Cryogenic Engines (CryoEngines 1:2.0.6) Deployable Engines Plugin (DeployableEngines 1.3.1) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0) Harmony 2 (Harmony2 2.2.1.0) Internal RCS (InternalRCS 1.3) KerbalEngineer Kerbalism (Kerbalism 3.19) KSP Community Fixes (KSPCommunityFixes 1.35.2) Making History (MakingHistory-DLC 1.12.1) Module Manager (ModuleManager 4.2.3) Near Future IVA Props (NearFutureProps 1:0.7.1) Near Future Spacecraft (NearFutureSpacecraft 1.4.3) Procedural Fairings (ProceduralFairings 1:v6.6.1.0) SIMPLEX Kerbalism (SIMPLEXKerbalism 2:3.18) Un Kerballed Start (UnKerballedStart 1.3.0) Universal Storage II Finalized (UniversalStorage2 4.0.1.2) Edited July 25, 2024 by Wurmi Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 26, 2024 Author Share Posted July 26, 2024 (edited) On 7/7/2024 at 2:02 AM, Ker Ball One said: It's annoying because I've had this mod for a long time, but it only shows up when you have certain types of parts with I guess certain part modules like RCS. And the stuttering might not be noticeable until your part count is high enough. It's probably the RCS, that was a recent addition. I've made a test copy with some change trying to address this, please try it out: https://www.dropbox.com/scl/fi/fnkt2m385pxvirhkug27k/AllYAll-0.11.21.b1.zip?rlkey=hzdbhkncr80ss1x4k72qw9wrf&dl=1 Let me know the result. If it still happens, then: I'd need a copy of your craft file 4 hours ago, Wurmi said: Same same. It took me also a whole day to find the stutter and lag issues are coming from this mod. This is the craftfile: https://drive.google.com/file/d/1CAcEuzOM4O1EEF-lIQS0w6OVJrrw1zQj/view?usp=sharing Also i can reduce the incompatibility to any mod to this list: I looked at your craft file, you have a lot of RCS thrusters on it For both of you, try replacing the file AllYAll.cfg with the following (or just delete the first 15 lines of the file), this will disable the RCS part of the mod. Let me know how it goes. Also, I don't have time to install dozens of mods. Please try making the vessels using only stock parts, or at least as few other mods as possible. Spoiler @PART[*]:HAS[@MODULE[ModuleEngines]] { MODULE { name = AYA_Engine } } @PART[*]:HAS[@MODULE[ModuleEnginesFX]] { MODULE { name = AYA_Engine } } @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]] { MODULE { name = AYA_Solar } } @PART[*]:HAS[@MODULE[ModuleDeployableRadiator]] { MODULE { name = AYA_Radiator } } @PART[*]:HAS[@MODULE[ModuleActiveRadiator]] { MODULE { name = AYA_ActiveRadiator } } // // Following tree for AYA_Science // @PART:HAS[~name[kerbalEVA*],~name[*maleEVA],@MODULE[ModuleScienceExperiment],!MODULE[WBI*],!MODULE[AYA_Science]] { MODULE { name = AYA_Science } } @PART:HAS[~name[kerbalEVA*],~name[*maleEVA],@MODULE[ModuleOrbitalSurveyor],!MODULE[WBI*],!MODULE[AYA_Science]] { MODULE { name = AYA_Science } } @PART:HAS[~name[kerbalEVA*],~name[*maleEVA],@MODULE[*Scanner],!MODULE[WBI*],!MODULE[AYA_Science]] { MODULE { name = AYA_Science } } // // This ModuleManager code is because the Serenity DLC has duplicate kerbal parts, // apparently used to add new modules to an existing kerbal // This was causing modules to get duplicated. // // By only adding to those kerbalEVA parts which do NOT have the ROCScience experiment, // we ensure that duplicate entries aren't made // // maleEVA // femaleEVA // kerbalEVA_RD_Exp // kerbalEVA_female_Exp // kerbalEVA_RD_Future // kerbalEVA_female_Future // kerbalEVA // kerbalEVAfemale // kerbalEVAVintage // kerbalEVAfemaleVintage. // kerbalEVAFuture // kerbalEVAfemaleFuture @PART[kerbalEVA*]:HAS[@MODULE[ModuleScienceExperiment]:HAS[~experimentID[ROCScience]]] { MODULE { name = AYA_Science } } @PART[*maleEVA]:HAS[@MODULE[ModuleScienceExperiment]:HAS[~experimentID[ROCScience]]] { MODULE { name = AYA_Science } } @PART[*]:HAS[@MODULE[ModuleScienceContainer]:HAS[#canBeTransferredToInVessel[True]],!MODULE[AYA_Science]] { MODULE { name = AYA_Science } } @PART[*]:HAS[@MODULE[ModuleScienceContainer]:HAS[#canBeTransferredToInVessel[True]]] { MODULE { name = AYA_ScienceBox } } // Following is for all the DMMagic science modules @PART[*]:HAS[@MODULE[DM*],!MODULE[AYA_Science]] { MODULE { name = AYA_Science } } @PART[*]:HAS[@MODULE[ModuleAsteroidDrill]] { MODULE { name = AYA_Drill } } @PART[*]:HAS[@MODULE[ModuleReactionWheel]] { MODULE { name = AYA_SAS } } @PART[*]:HAS[@MODULE[ModuleCargoBay]] { MODULE { name = AYA_CargoBay } } @PART[*]:HAS[@MODULE[ModuleDeployableAntenna]] { MODULE { name = AYA_Antenna } } //@PART[*FuelCell*] @PART[*]:HAS[!MODULE[ModuleEngines*],@MODULE[ModuleResourceConverter]:HAS[@OUTPUT_RESOURCE:HAS[#ResourceName[ElectricCharge]]]] { MODULE { name = AYA_FuelCell } } Edited July 26, 2024 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 26, 2024 Author Share Posted July 26, 2024 I am considering removing the RCS from the main All Y' All mod and releasing it as a separate mod, since it seems to be causing issues when there are lots of RCS parts (and parts in general) on a vessel. I'm waiting to get a response from my previous message before doing this Quote Link to comment Share on other sites More sharing options...
Ker Ball One Posted July 26, 2024 Share Posted July 26, 2024 15 hours ago, linuxgurugamer said: I've made a test copy with some change trying to address this, please try it out Did not work with AllYAll-0.11.21.b1. Same issue. 15 hours ago, linuxgurugamer said: try replacing the file AllYAll.cfg with the following (or just delete the first 15 lines of the file), this will disable the RCS part of the mod. Let me know how it goes. This did not work either. 15 hours ago, linuxgurugamer said: If it still happens, then: I'd need a copy of your craft file https://www.dropbox.com/scl/fi/dkp7of6u30mtsvwef9vko/Apollo-13.craft?rlkey=fm3rvc43utowf5foi77dhhguj&st=4gykclh6&dl=0 2 hours ago, linuxgurugamer said: I am considering removing the RCS from the main All Y' All mod and releasing it as a separate mod, since it seems to be causing issues when there are lots of RCS parts (and parts in general) on a vessel. This is very much appreciated. Thank you. If the problem is only with the RCS, which I don't really use, then the rest of the mod can still be useful Quote Link to comment Share on other sites More sharing options...
Wurmi Posted July 27, 2024 Share Posted July 27, 2024 On 7/26/2024 at 3:24 AM, linuxgurugamer said: It's probably the RCS, that was a recent addition. I've made a test copy with some change trying to address this, please try it out: https://www.dropbox.com/scl/fi/fnkt2m385pxvirhkug27k/AllYAll-0.11.21.b1.zip?rlkey=hzdbhkncr80ss1x4k72qw9wrf&dl=1 I made some tests on a complete stock install and only Module Manager and this Mod installed. It is for sure the RCS parts. Installing the 0.11.21.b1 does not fix it. Also removing the RCS part from the config file did not fix it. I made my vessel only with stock parts: (As soon as you remove the 4 RCS parts from this vessel the stuttering is gone) https://drive.google.com/file/d/1sotBQgr2ZDuTTlPeIxIGFh24ii73HICU/view?usp=drive_link Log: https://drive.google.com/file/d/1dCBLxCI-SsdK3RccHOcXJbCvAkx3sMAH/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 29, 2024 Author Share Posted July 29, 2024 There is one more thing I'm going to try, I'll post here when I have a version to test. LGG Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 29, 2024 Author Share Posted July 29, 2024 (edited) Ok, please try this: https://www.dropbox.com/scl/fi/df5uhswjhy5qhup3amlsd/AllYAll-0.11.21.b2.zip?rlkey=x8kozxjokeodsezdeucovzpb9&dl=0 The overall lag should be gone, I would like to know how it works for you. @Wurmi @Ker Ball One @Zah LGG Edited July 29, 2024 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 29, 2024 Author Share Posted July 29, 2024 As a test, I created a 3 stage vessel with 540 RCS parts in total, and ran it for about 5 minutes both with and without All Y'All. There is a very slight degrigation , I'm not sure if it's significant: Without All Y'All installed: With All Y'All installed (using latest beta): Quote Link to comment Share on other sites More sharing options...
Wurmi Posted July 29, 2024 Share Posted July 29, 2024 5 hours ago, linuxgurugamer said: Ok, please try this: https://www.dropbox.com/scl/fi/df5uhswjhy5qhup3amlsd/AllYAll-0.11.21.b2.zip?rlkey=x8kozxjokeodsezdeucovzpb9&dl=0 The overall lag should be gone, I would like to know how it works for you. @Wurmi @Ker Ball One @Zah LGG Yes this works. No stuttering with this update. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 29, 2024 Author Share Posted July 29, 2024 1 hour ago, Wurmi said: Yes this works. No stuttering with this update. Great. I’ll make a formal release later on Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 29, 2024 Author Share Posted July 29, 2024 New release, 0.11.21.1 Fixed the RCS stuttering issue by not doing constant updates in the vessel module for the stages. Now it checks only when needed New release, 0.11.21.1 Fixed the RCS stuttering issue by not doing constant updates in the vessel module for the stages. Now it checks only when needed Quote Link to comment Share on other sites More sharing options...
Ker Ball One Posted July 30, 2024 Share Posted July 30, 2024 8 hours ago, linuxgurugamer said: New release, 0.11.21.1 Fixed the RCS stuttering issue by not doing constant updates in the vessel module for the stages. Now it checks only when needed New release, 0.11.21.1 Fixed the RCS stuttering issue by not doing constant updates in the vessel module for the stages. Now it checks only when needed Thank you for such a quick turn around. Quote Link to comment Share on other sites More sharing options...
Ker Ball One Posted July 30, 2024 Share Posted July 30, 2024 BTW, actions like Activate all engines/RCS in this stage, do not work. I can still activate individual engines or RCS with the stock buttons, and the AllYall buttons for Extend All solar panels and Extend All Antenna do work. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 6, 2024 Author Share Posted August 6, 2024 On 7/30/2024 at 3:40 PM, Ker Ball One said: BTW, actions like Activate all engines/RCS in this stage, do not work. I can still activate individual engines or RCS with the stock buttons, and the AllYall buttons for Extend All solar panels and Extend All Antenna do work. Only related to RCS? Quote Link to comment Share on other sites More sharing options...
Ker Ball One Posted August 6, 2024 Share Posted August 6, 2024 53 minutes ago, linuxgurugamer said: Only related to RCS? And also "engines". Pretty much any action button that is for "in this stage". I don't know of any other than RCS and engines. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 6, 2024 Author Share Posted August 6, 2024 ok,m so both rocket engines and rcs thrusters. I'll take a look Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 6, 2024 Author Share Posted August 6, 2024 5 hours ago, Ker Ball One said: And also "engines". Pretty much any action button that is for "in this stage". I don't know of any other than RCS and engines. On 7/30/2024 at 3:40 PM, Ker Ball One said: BTW, actions like Activate all engines/RCS in this stage, do not work. I can still activate individual engines or RCS with the stock buttons, and the AllYall buttons for Extend All solar panels and Extend All Antenna do work. I just tested this, it all looks ok. So now I'll need the following: Log file ModuleManager.configcache Video showing the issue Quote Link to comment Share on other sites More sharing options...
DustDragon Posted March 16 Share Posted March 16 Hi! Sorry to necro the post, but I have a strange bug happening when having All Y'all (literal Must Have, period) and some other mods (I use ckan to download and manage mods most of the time). I think it might have a link with mods adding solar sources/suns, because it happens when I play with Zive System, for example. And right now I still have that bug with my modlist, and I suspect Kcalbeloh System to be the other culprit. The bug in itself hides several options All Y'all provides when right-clicking on a part through the vab or while in flight, orbit, whatever. Only with solar panels. I can, first (only) extend all. Then, I have no other options than to undeploy all extendable parts, and clicking on it DOESN'T DO ANYTHING. And I repeat, it only affects solar panels. I've also asked the Zive System mod author if he could look into it, make a patch or help find a way to make both mods compatible, but at the time he couldn't do much, Zive System being an older of his mods, on witch he wasn't working anymore. He said his mod provided a way to prevent problems with solar panels, but that he couldn't help me further than that, and I have found a cfg file concerning solar panels in the zip file of his mod, but... All in it was so cryptical to me, I have no actual clue what to do with it. It goes like this: // If any modder adds useKopernicusSolarPanels = false to a module instead of a part, add it to the part: @PART:HAS[@MODULE:HAS[#useKopernicusSolarPanels[?alse]]]:FINAL { %useKopernicusSolarPanels = false } // Uses regular expressions to convert any case variants like FalSe to false @PART:HAS[#useKopernicusSolarPanels[*]]:FINAL { // This cfg will enable KopernicusSolarPanels // to allow support for multiple lightsources // // If you want to avoid this, add "useKopernicusSolarPanels = false" to the PART node // That will stop Kopernicus from changing the behaviour of SolarPanel @useKopernicusSolarPanels,* ^= :F:f: @useKopernicusSolarPanels,* ^= :A:a: @useKopernicusSolarPanels,* ^= :L:l: @useKopernicusSolarPanels,* ^= :S:s: @useKopernicusSolarPanels,* ^= :E:e: } //First delete all old "KopernicusSolarPanels" fixers @PART:HAS[@MODULE[ModuleDeployableSolarPanel]]:FINAL { !MODULE[KopernicusSolarPanels] {} } // Converts all ModuleDeployableSolarPanel modules within a part to KopernicusSolarPanels unless the part has useKopernicusSolarPanels = false @PART:HAS[@MODULE[ModuleDeployableSolarPanel],~useKopernicusSolarPanels[false]]:FINAL { @MODULE[ModuleDeployableSolarPanel],* { @name = KopernicusSolarPanel } } //B9PartSwitch support, changes the identifier to a generic identifier, just to be safe, but only runs if the part does not have useKopernicusSolarPanels = false ... @PART:HAS[@MODULE[ModuleB9PartSwitch],~useKopernicusSolarPanels[false]]:FINAL { @MODULE[ModuleB9PartSwitch],* { @SUBTYPE,* { @MODULE:HAS[@IDENTIFIER[ModuleDeployableSolarPanel]] { @IDENTIFIER[ModuleDeployableSolarPanel] { @name = KopernicusSolarPanel } } } } } // clean up @PART:HAS[#useKopernicusSolarPanels[*]]:FINAL { !useKopernicusSolarPanels = delete } @PART:HAS[@MODULE:HAS[#useKopernicusSolarPanels[*]]]:FINAL { @MODULE,*:HAS[#useKopernicusSolarPanels[*]] { !useKopernicusSolarPanels = delete } } Apparently, there is a problem between Kopernicus, mods adding other stars, and All Y'all. And the order in which you download the mods doesn't matter. Could you help, pretty please? I'll keep on trying to find a solution, because maaaan I want my other solar system mods in addition of stock solar system anyway xD My KSP fever is real... Quote Link to comment Share on other sites More sharing options...
DustDragon Posted March 16 Share Posted March 16 I might have found a solution to this exact bug, which is also combined with another: solar panels are deploying while in vab for no ducking reason. This link might help =) Please, play this game with moderacy, for it is some hard drug ;D Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 16 Author Share Posted March 16 3 hours ago, DustDragon said: The bug in itself hides several options All Y'all provides when right-clicking on a part through the vab or while in flight, orbit, whatever. Only with solar panels. I can, first (only) extend all. Then, I have no other options than to undeploy all extendable parts, and clicking on it DOESN'T DO ANYTHING. And I repeat, it only affects solar panels. I've also asked the Zive System mod author if he could look into it, make a patch or help find a way to make both mods compatible, but at the time he couldn't do much, Zive System being an older of his mods, on witch he wasn't working anymore. He said his mod provided a way to prevent problems with solar panels, but that he couldn't help me further than that, and I have found a cfg file concerning solar panels in the zip file of his mod, but... That would happen if the solar panels are not retractable. I would need to know the part name and the ModuleManager.configcache to be sure Quote Link to comment Share on other sites More sharing options...
DustDragon Posted March 17 Share Posted March 17 After a few more researches, it has nothing to do with your mod: it's a Kopernicus thing. As it has been updated recently, the mods adding solar systems haven't been updated and most are holding onto some Kopernicus files from past versions. Would I have had your mod installed or not, it would have turned the same: I couldn't have used the solar panels properly. It just prevent their use, and the non-deployable ones don't produce electricity either. Kopernicus' mod author knows about the problem, and he can't do anything since the solar system adding mod authors wouldn't update their mods (some have stopped working on them anymore, others couldn't bother xD I'm not blaming them, though). It seems that the old Kopernicus files coming from mods like Zive System are competing with the solarpanels.cfg from the newest Kopernicus update, and corrupting saves, something about persistency... Well, now, the SOLUTION is to delete the multisolarpanels.cfg thingy from mods having them (and possibly other mods altering the deployable solar panels, I'm trying to figure out which ones in my load order), and if a save was started with the file still in the zive system folder, the save is to be considered loveed. New game it is! Sorry for the inconvenience, it had nothing to do with your mod (as it is immaculate ), but if anyone struggles with the same problem, at least they'll find somewhat of a solution in the tale of my own suffering... xD Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.