Jump to content

Loading all parts at startup


Recommended Posts

Lajoswinkler,

I use a great deal of mods, which I feel are basically the heart of KSP.

Multiple mods on one install are known to cause excessive memory usage and related crashes. If I recall correctly, Squad did mention somewhere that they are attempting to fix/improve the loading procedure, correct me if i'm wrong.

In the meantime, why not uninstall some lesser used mods of yours?

Link to comment
Share on other sites

I suggest trimming out any unneeded parts, including stock ones. IVA spaces tend to be the biggest users of RAM due to their textures, so if there's any command module that you don't use, you could delete its internals and change the config to refer to one of the generic spaces.

If you have any edited stock parts, using them in conjunction with model nodes or other gamedata structure features could save you from loading up multiples of the same model or texture. The same applies to certain mods, notably KW Rocketry.

Link to comment
Share on other sites

Hmm, 6Gigs used by KSP...not sure that's possible as KSP is 32bit program, and has HARD limit of 3,25Gb of memory (2^32 bits, divide by 8 for bytes and then divided by 1024 2-3 times). I have had those kinds of crashes, they are ctd's. They are also easiest crashes, much harder are crashes that happens when changing from instances, for example VAB to launch bad. The 'sorry i crashed'-message stays behind the full screen client. Enter helps on that, though.

The memory footprint is bit sad, but unavoidable situation...well, one COULD reduce the amount of mods...maybe... :cool:

Link to comment
Share on other sites

I've never understood why ALL parts are load at start-up. Wouldn't it be better to only load parts listed in the persists file of your saved game, loading at that point? Having a "reload" screen between the VAB and SPH to refresh or load parts that aren't?

I dunno...my knowledge of Unity memory management is nonexistent, but there has to be a better way.

Link to comment
Share on other sites

Indeed KSP cannot use more than 3.25GB of memory because it's a 32 bit application. There is a 64 bit Linux build though, but the OSX and Windows 64 bit builds have been very buggy so far and the devs haven't been able to figure out why. KSP itself runs great on 32 bits / 3.25GB of memory, the mods can change that quickly though. As has been suggested you're best off deleting the parts you don't use.

Don't forget that KSP is still in alpha and optimisation comes in small steps at this point (Mu has changed some things for 0.22 already!)

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...