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Huge performance issue when landing with 72 parachutes


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Came across this last night, and after reporting it to the PD URL, a reply asked that I share it here

Steps to reproduce

  1. Build a Duna lander with 36 drogue and 36 regular chutes, all radial
  2. Get to duna orbit
  3. Timewarped to get into daylight
  4. Retroburned
  5. Landed, game froze upon landing

 

All logs and data collated by my utility KSP2_BugPackager (available:https://forum.kerbalspaceprogram.com/index.php?/topic/215344-ksp2_bugpackager-making-bug-reporting-easier-to-do/ )

https://www.dropbox.com/s/plh8a0j8silcejw/FreezeDunaLanding_logs.zip?dl=0

 

Linuxugurugamer

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Why do you need so many chutes? How big was this lander?

I imagine that when you landed and the chutes all cut, it was too much for it to handle and process so it just broke. Another optimisation issue as even a few chutes can cause the game to stutter

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3 minutes ago, Tazooka said:

Why do you need so many chutes? How big was this lander?

I imagine that when you landed and the chutes all cut, it was too much for it to handle and process so it just broke. Another optimisation issue as even a few chutes can cause the game to stutter

I guess you haven't landed on Duna before.

It was a big craft, and Duna's atmosphere is very thin (like Mars).  Even with all the chutes, it still needed a rocket assist to land safely.

Process wasn't "broken", just hideously inefficient.  Most likely, for each chute, it was checking all the parts, so 72*100 (app 100 parts in the lander) created quite the overhead

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10 minutes ago, linuxgurugamer said:

I guess you haven't landed on Duna before.

It was a big craft, and Duna's atmosphere is very thin (like Mars).  Even with all the chutes, it still needed a rocket assist to land safely.

I've landed on Duna many times. I just felt like 72 chutes was overkill :joy:

But I don't know how large and heavy your vessel is so I imagine it was needed. I usually just double the amount I usually need for Kerbin and make sure I have enough fuel to soften the landing

10 minutes ago, linuxgurugamer said:

Most likely, for each chute, it was checking all the parts, so 72*100 (app 100 parts in the lander) created quite the overhead

Yeah I imagine so, similar to clicking the parts manager when it's a more complicated ship

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