Jump to content

[0.22] B9 Aerospace Pack / R4.0c / New pods, IVAs, engines, fuselages & structures


bac9

Recommended Posts

What makes it 3.0 and not, say, 2.1 or so? I mean 3.0 usually denotes a large content upgrade. Like an expansion pack for a game would, for instance.

New significant parts.

X.Y.Z

X: Major new features/changes

Y: Minor new features/changes

Z: Bugfixes

Link to comment
Share on other sites

What makes it 3.0 and not, say, 2.1 or so? I mean 3.0 usually denotes a large content upgrade. Like an expansion pack for a game would, for instance.

The version of B9 is already 2.5, and they've stated that the upcoming version is what, 3x the size of 2.5? Seems like a lot of content getting added to me.

Link to comment
Share on other sites

We're going over the configs one last time and such, so depending on how fast we finish and Squad gets 0.20.2 out, yeah, as soon as its out.

Please try to remember we a) don't get paid for this (bac9 gets paid to do other stuff for Squad) and B) we have to like, sleep and eat occasionally :D

I try to remind folks of this fact... seems people forget this from time to time. That being said you guys (modders in general) do good work, and we thank you (if we haven't already). Take your time, eat, hell play the game for a bit.

Link to comment
Share on other sites

still not seeing this memory issue everyone is talking about, I have a ton of mods loaded right now too.

just odd how things are not consistent, some people are reporting massive memory problems, others the issue seems minor, seems im not alone and a few people are having no problems...the mind fairly boggles.

hope this aint to big a thorn in yalls side, and squad gets it sorted soon

edit:just a side thought...not even sure if it would be possible (probly not im guessin), but ive never noticed a BOOM! Ive gotten a few things up over the SoS in lower atmosphere...would be awesome to get sonic boom

I'm curious if this is anywhere related to using a 32 bit bus or a 64 bit bus. (why would anyone use a 32 bit wide bus?) I haven't had any trouble with memory apart from my usual complaint on how I need to finish rebuilding my other machine with the 64GB memory installed. I run an old AMD Athelon II x4 3Ghz (mind you I have all 4 cores configured to run at the same time) with an ATI 5670 1GB, and 8GB RAM. No crash. I have several mods too. No crash, no slow down. Hmmmn odd. Then again I have over 4TB HDD space and a good sized swap file.

Edited by Eskandare
Spelling error
Link to comment
Share on other sites

Ok, good, the overly high memory usage of mods (and even Squads own parts, I think) is a Squad problem, not a mod incompatibility. Time to F5-spam the dev blog.

Link to comment
Share on other sites

I'm curious if this is anywhere related to using a 32 bit bus or a 64 bit bus. (why would anyone use a 32 bit wide bus?) I haven't had any trouble with memory apart from my usual complaint on how I need to finish rebuilding my other machine with the 64GB memory installed. I run an old AMD Athelon II x4 3Ghz (mind you I have all 4 cores configured to run at the same time) with an ATI 5670 1GB, and 8GB RAM. No crash. I have several mods too. No crash, no slow down. Hmmmn odd. Then again I have over 4TB HDD space and a good sized swap file.

Swap doesn't matter, your amount of RAM (if over 4GB) doesn't matter, your bus width doesn't matter, your specs (really) don't matter. KSP is a 32-bit application, and when you go over the process limit for your machine, it crashes. End of.

Loading PNG textures in 0.20.1 takes way more memory than it should. You're not getting crashes because a) B9 2.5 is a lot smaller than 3.0 and B) there's only 2 large mods using png textures, B9 and Firespitter.

Its not that load png under 0.20.1 -> crash, its that load png under 0.20.1 -> png textures take 3-4x as much memory as they should. Its possible to load 2-5 under 0.20.1, but not 3.0 AND do anything, because you will be well over 3gb just at the loading screen, and that's before you load the flight scene and a craft into it.

With enough mods, its possible to crash while loading in 0.20.1, just because of that.

x32 was never an issue because you'd hit the 2GB process limit just loading base KSP and B9 2.5.

Anyway, this is all a non-discussion. The issue is confirmed, Squad is working on it, and 0.20.2 is on the way Soon; with a a few other fixes too, I bet.

Link to comment
Share on other sites

I found something that could be a very inconvenient bug.

I build a shuttle in the SPH from mainly B9 parts and powered it with the low profile B9 engine. So far so good, it took off from the runway as expected and was easy to handle. After transferring it to the VAB (and changing 'type = SPH' to 'type = VAB') and launching it 'Hermes style' on top of a rocket trouble started, the engine suddenly did no longer get fuel. I changed absolutely nothing on the shuttle. Launched from the SPH on the runway it worked, launching from the VAB on top of a rocket it failed.

Edit: I forgot to mention that replacing the low profile B9 engine with a stock version, without changing anything else, resulted in a perfectly functioning shuttle.

Edited by Tex_NL
Link to comment
Share on other sites

Swap doesn't matter, your amount of RAM (if over 4GB) doesn't matter, your bus width doesn't matter, your specs (really) don't matter. KSP is a 32-bit application, and when you go over the process limit for your machine, it crashes. End of.

Loading PNG textures in 0.20.1 takes way more memory than it should. You're not getting crashes because a) B9 2.5 is a lot smaller than 3.0 and B) there's only 2 large mods using png textures, B9 and Firespitter.

Its not that load png under 0.20.1 -> crash, its that load png under 0.20.1 -> png textures take 3-4x as much memory as they should. Its possible to load 2-5 under 0.20.1, but not 3.0 AND do anything, because you will be well over 3gb just at the loading screen, and that's before you load the flight scene and a craft into it.

With enough mods, its possible to crash while loading in 0.20.1, just because of that.

x32 was never an issue because you'd hit the 2GB process limit just loading base KSP and B9 2.5.

Anyway, this is all a non-discussion. The issue is confirmed, Squad is working on it, and 0.20.2 is on the way Soon; with a a few other fixes too, I bet.

Good to know Tav. Sadly, I can't really do anything other than putz around until the updates hit. Every one of my crafts relied heavily on B9. When my save file crashed with the update, I elected to start from scratch. Now, I can't construct anything that satisfies both my aesthetic and performance needs without it!

It's a testament to how good this mod really is. Keep up the good work!

Link to comment
Share on other sites

Several studies has shown that they actually do that.

Lies, pure lies. Everyone knows they live off the whining of people waiting for the next release.

Or that is what those people seem to think.

Link to comment
Share on other sites

The fact that I'm on 64 bit OS is possibly why I'm not having a memory issue.

OS doesn't change anything, KSP still won't be able to use more than 4gb.

Link to comment
Share on other sites

I thought they changed the asset loading? Why would it matter if you had 1 or a 100 gigabytes of mods seeing as they aren't supposedly all loaded into memory like they used to be? What's up?

Link to comment
Share on other sites

OS doesn't change anything, KSP still won't be able to use more than 4gb.

seems kinda silly, considering that even an off the shelf machine from like best buy or whatever have 8+gigs of ram

Link to comment
Share on other sites

Lies, pure lies. Everyone knows they live off the whining of people waiting for the next release.

Or that is what those people seem to think.

(shhhh, it's an implicit rule, you shouldn't say that out loud or you will topple the structure of the universe)

Link to comment
Share on other sites

I thought they changed the asset loading? Why would it matter if you had 1 or a 100 gigabytes of mods seeing as they aren't supposedly all loaded into memory like they used to be? What's up?

You still have to load everything once when you load the game.

Link to comment
Share on other sites

I thought they changed the asset loading? Why would it matter if you had 1 or a 100 gigabytes of mods seeing as they aren't supposedly all loaded into memory like they used to be? What's up?

Apparently it still loads all the assets otherwise this wouldn't be an issue. It is an amusing bug though. Generally most libraries don't really care what type of file you're loading from disk. They all end up in much the same format on the GPU. To prevent having to load all the images into memory it could have precomputed thumbnails for each model and assemble them into a texture atlas. Chop that up as necessary for lower end GPUs. Then only load full images when required in game.

Link to comment
Share on other sites

0.20.2 released, PNG/JPEG loading is fixed there.

R3 still isn't ready and probably won't be released until weekend. Good news though, it's actually smaller than R2.5 while featuring almost double the parts, thanks to awesome feature of 0.20 allowing to share textures and meshes across multiple parts. It's unbelievably small now for amount of content within, which is good both for poor spaceport servers, for your loading times, and for your in-flight performance.

Link to comment
Share on other sites

0.20.2 released, PNG/JPEG loading is fixed there.

R3 still isn't ready and probably won't be released until weekend. Good news though, it's actually smaller than R2.5 while featuring almost double the parts, thanks to awesome feature of 0.20 allowing to share textures and meshes across multiple parts. It's unbelievably small now for amount of content within, which is good both for poor spaceport servers, for your loading times, and for your in-flight performance.

So excited to see what you guys have done!

Link to comment
Share on other sites

Apparently it still loads all the assets otherwise this wouldn't be an issue. It is an amusing bug though. Generally most libraries don't really care what type of file you're loading from disk. They all end up in much the same format on the GPU. To prevent having to load all the images into memory it could have precomputed thumbnails for each model and assemble them into a texture atlas. Chop that up as necessary for lower end GPUs. Then only load full images when required in game.

Dunno if it relevant or not, but the output log shows that ksp unloads stuff after loading it - eg:

Unloading 6 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 467 unused Assets to reduce memory usage. Loaded Objects now: 100638.

Total: 69.945580 ms (FindLiveObjects: 10.391598 ms CreateObjectMapping: 2.723773 ms MarkObjects: 54.407768 ms DeleteObjects: 1.978383 ms)

Link to comment
Share on other sites

0.20.2 released, PNG/JPEG loading is fixed there.

R3 still isn't ready and probably won't be released until weekend. Good news though, it's actually smaller than R2.5 while featuring almost double the parts, thanks to awesome feature of 0.20 allowing to share textures and meshes across multiple parts. It's unbelievably small now for amount of content within, which is good both for poor spaceport servers, for your loading times, and for your in-flight performance.

So close yet so far.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...