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Any cure for lag from multiple ships near each other?


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I built a Mun-base by sticking lander legs on parts from the ExPI pack and using mechjeb to land them close to each other, but whenever I focus on a craft within ~300m of the base, FPS drops to about 1. Is there any way around this, or are my dreams of complex mun-bases going to have to wait for a (much) later release?

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  • 11 months later...
Lol its nearly 1 year since you posted this. No sign of lag fixes. This is KSP biggest flaw. Its massive and its going to bite Squad firmly in the ass.

Did you serieusly necro a thread just to complain?

Lag is caused by your processor having to calculate physics for each part. More parts=more work. More work=more lag

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The only proposal I have is in Squad's hands. If they could give us a toggle-able option where each ship is one rigid body and not the worm of moving parts they are, then ships or stations regardless of size or number (within reason) could be in the same area at the same time. Basically right now Squad has it where each piece of the object has it's own physics calculations, causing lag when a certain number of parts or higher are in the area. The only problem I can see they would have with this is for the launch phase where everything and anything that goes wrong happens because of the physics between the different objects of the rocket, the only way I can imagine them implementing it is as an optional feature, or only done for stations so you can build absolutely huge ones without lag, or if it's used when in need like lagsbane is, or only enabled when orbital and then disabled when suborbital. IF they gave us an option like this where the physics load could be reduced then you would see your problem remedied (unless you're trying to place >150 ships next to each other).

Edited by Ricardian19
grammatical errors
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I actually think Ricardian may have a point. Once a rocket has been through lift-off nothing more can go wrong, can it? So parts like fuel tank -> asas -> hitchhiker module should be "glued" together, leaving only moving parts like solar panels and landing legs to be calculated by the engine.

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Thread is and has been dead. Try not to necro..

Aside:

Game engine calculates physics for any and all craft that you can see. This way you can actually interact with it and when you hit it, it will react in the way it's supposed to. I don't know if there is a way to switch of physics simulation for ships that aren't commandeered, but if you did, they would be like floating rocks in space.

Also, you will still have to render the parts and details on each craft.

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I actually think Ricardian may have a point. Once a rocket has been through lift-off nothing more can go wrong, can it? So parts like fuel tank -> asas -> hitchhiker module should be "glued" together, leaving only moving parts like solar panels and landing legs to be calculated by the engine.

Sure, if you just ignore it, it should be fine.

But hit it, rotate it, throttle, RCS, do ANYTHING with it, and you need physics

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Did you serieusly necro a thread just to complain?

Lag is caused by your processor having to calculate physics for each part. More parts=more work. More work=more lag

Exactly. This is something that has been true since the first calculating device was invented (do you realize the lag when running KSP on an abacus?), and will continue to be true unless we event some kind of device that can calculate all of eternity in an instant.

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