NecroBones Posted May 10, 2016 Share Posted May 10, 2016 2 minutes ago, Sigma88 said: so.... I was going through my mm cache file and I found this: catEatenCount = 0 That gives me ideas for easter eggs. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 10, 2016 Share Posted May 10, 2016 1 hour ago, NecroBones said: That gives me ideas for easter eggs. I'm still not sure if that is a 18+ joke or a reference to the -nyannyan option Quote Link to comment Share on other sites More sharing options...
xx_mortekai_xx Posted May 10, 2016 Share Posted May 10, 2016 (edited) I have a question about the way that module manager works: I am pretty obsessive about cleaning out my extraneous parts, but I am more and more frequently coming across parts with texture dependencies or some other unforseen dependence that screws with some other aspect of my game. I am well aware that removing the entry with module manager will remove the part from the list. However, it also seems that, given all the passes that the manager makes, and how the log output looks, it would also appear that, if something is removed with module manager, it is essentially as if it does not exist in the folder or in the part.cfg. Does this also prevent the textures from loading? Im aware that the texture files will still be there, but for textures that are only referenced by the cfg in the folder, will the texture still consume RAM, or would I be better off simply deleting the folder as I have been doing? Edited May 10, 2016 by xx_mortekai_xx Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted May 10, 2016 Share Posted May 10, 2016 12 hours ago, blowfish said: It turns out MM tells you in the log. The more you know [ModuleManager] Changes : Added : KSEA/Historian/Plugins/Historian.cfg Deleted : KSEA/Historian/Historian.cfg Looking at CKAN's metadata, that's the mod "Historian" Just a quick note that Historian has now been updated to persist config settings to the main save file rather than a .cfg. On first run it will delete the old Historian.cfg if present then should not affect Module Manager cache on subsequent loads. Quote Link to comment Share on other sites More sharing options...
NecroBones Posted May 10, 2016 Share Posted May 10, 2016 47 minutes ago, xx_mortekai_xx said: Does this also prevent the textures from loading? Im aware that the texture files will still be there, but for textures that are only referenced by the cfg in the folder, will the texture still consume RAM, or would I be better off simply deleting the folder as I have been doing? I'm pretty sure the textures and models will still load into memory. The asset-loading happens before MM applies the patches, and also well before the part compiler. It's a "load first, configure later" sort of thing. Quote Link to comment Share on other sites More sharing options...
xx_mortekai_xx Posted May 10, 2016 Share Posted May 10, 2016 Just now, NecroBones said: I'm pretty sure the textures and models will still load into memory. The asset-loading happens before MM applies the patches, and also well before the part compiler. It's a "load first, configure later" sort of thing. Dammit. Thanks. Quote Link to comment Share on other sites More sharing options...
Thorman Posted May 10, 2016 Share Posted May 10, 2016 ok so i have this stupid BEFORE FOR AFTER thing again when updating ksp and all mods... it takes like 5 mins to load BEFORE FOR and AFTER for each and every mod.... and i have like 75 mods... but it is fine with just a couple mods... could you help pinpoint which mod is causing this? thanks output.log: https://mega.nz/#!EwBCBJxR!9cCVaJQs1ob8h2ylXbaC58h-Y-a7p5Tf8u6HFikOQ6g Quote Link to comment Share on other sites More sharing options...
Jacke Posted May 10, 2016 Share Posted May 10, 2016 (edited) 3 hours ago, Thorman said: ok so i have this stupid BEFORE FOR AFTER thing again when updating ksp and all mods... it takes like 5 mins to load BEFORE FOR and AFTER for each and every mod.... and i have like 75 mods... but it is fine with just a couple mods... could you help pinpoint which mod is causing this? thanks I looked at your KSP.log. I think your issues have nothing to do with Module Manager, so my comments are in a spoiler. Spoiler You are running KSP 32-bit under Windows 10 64-bit but with 4GB of RAM. Even if you switch to KSP 64-bit, with 4GB of RAM, you are likely running way too many mods unless you take measures to keep the KSP process's memory footprint well under 3GB. I did it under KSP 1.0.4 but that's on WIndows 8.1 and very few parts mods. I don't even know if it's possible under Windows 10 with that OS's likely bigger memory footprint making thrashing (see next paragraph) happen sooner. I think things are going so slow because you are hitting physical memory usage limits by all running processes. So what happens then is blocks from the memory of the KSP process are being swapped out to disk, which means when those blocks are needed again (likely within milliseconds if not sooner during program startup) other memory blocks have to be swapped out first, then the KSP blocks swapped in.... Memory access speeds are slowing down to disk access speeds. Classical computer thrashing. You've got a stonking large number of mods. It's likely from what others have said checking over your previous logs that your install is at least massively crufty (multiple MM .dll's, outdated mods, likely also old files from old mod versions that should have been cleaned out, corrupt files, etc.). This is going to take work to fix so that you don't run into it again. Hardware changes may help, but to be sure you're going to have to check these things first. I would strongly suggest NOT to try to just add RAM without doing what I advise here, as you will be out funds but the RAM may not fix things just by itself. Here's how you can check this as well as likely fix it. Going to take reinstalling KSP and mods from scratch to keep memory usage low. Save out your games for later. Reinstall KSP (and make a backup somewhere to make that easier). Put in just 1 copy of the latest Module Manager and @sarbian's GC Monitor mod. Run KSP to make sure it works. Play with GC Monitor to see how it reports memory. Use "--force-opengl" to reduce KSP's memory usage. Download the latest versions of your mods. Only use mod versions written for or tested under KSP 1.1.2. Install the mods in batches of about 10. Make sure you know what you're copying in; each mod should only be one (sometimes two) new directory under GameData. Don't bother putting in extra copies of Module Manager. After each batch, start KSP. Start a new test career. Make and fly a rocket or 3. Watch what GC Monitor is reporting. If you're hitting close to or over 3GB, it's too much without fewer mods or a hardware change. If the slowdown happens but KSP is well under 3GB and no other program is hogging a lot of resources, you have a problem in the last block of mods added. Find out which one by divide and conquer. If you get all your mods reinstalled and can still run KSP with well under 3GC and without the slowdown happening again, you've fixed it. If the slowdown doesn't happen but KSP is getting close to or over 3GB, you have too many mods for the hardware of your computer. Either reduce the number of mods or if possible (both by your computer's limits and your finances), add RAM to your computer and switch to running KSP 64-bit. Edited May 10, 2016 by Jacke Quote Link to comment Share on other sites More sharing options...
Whovian41110 Posted May 11, 2016 Share Posted May 11, 2016 On 5/8/2016 at 2:31 PM, Sigma88 said: you had a couple of errors in there, fixed them for you I also made it so the resource gets overwritten in case it already exist (since he asked specifically for 15/crew) Would this patch work with 1.0.5? I'm not getting any supplies in any parts with crew capacity. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 11, 2016 Share Posted May 11, 2016 31 minutes ago, Whovian41110 said: Would this patch work with 1.0.5? I'm not getting any supplies in any parts with crew capacity. try with this: @PART:HAS[#CrewCapacity[>0]]:NEEDS[mod_that_add_supplies_name] { %RESOURCE[your_supplies_name] { %amount = #$../CrewCapacity$ @amount *= 15 %maxAmount = #$amount$ } } you still need to change mod_that_add_supplies_name and your_supplies_name to whatever those names are Quote Link to comment Share on other sites More sharing options...
Whovian41110 Posted May 11, 2016 Share Posted May 11, 2016 6 hours ago, Sigma88 said: try with this: @PART:HAS[#CrewCapacity[>0]]:NEEDS[mod_that_add_supplies_name] { %RESOURCE[your_supplies_name] { %amount = #$../CrewCapacity$ @amount *= 15 %maxAmount = #$amount$ } } you still need to change mod_that_add_supplies_name and your_supplies_name to whatever those names are I did. In about 15 minutes I'll get back to you with what it is. Quote Link to comment Share on other sites More sharing options...
Whovian41110 Posted May 11, 2016 Share Posted May 11, 2016 (edited) Spoiler @PART:HAS[#CrewCapacity[>]]:NEEDS[UmbraSpaceIndustries] { %RESOURCE[Supplies] { %kerbCount = #$../CrewCapacity$ %amount = 15 @amount *= kerbCount %maxAmount = #$amount$ !kerbCount = DEL } %RESOURCE[Mulch] { %kerbCount = #$../CrewCapacity$ %amount = 0 @amount *= kerbCount %maxAmount = #$amount$ !kerbCount = DEL } } what have I done wrong? Edited May 11, 2016 by Whovian41110 Quote Link to comment Share on other sites More sharing options...
NecroBones Posted May 11, 2016 Share Posted May 11, 2016 On 5/4/2016 at 9:51 AM, sarbian said: Ok, a DLL only check is doable. Poke me next week when I am back from my extended weekend. Poking, as requested. Quote Link to comment Share on other sites More sharing options...
blowfish Posted May 11, 2016 Share Posted May 11, 2016 39 minutes ago, Whovian41110 said: what have I done wrong? :HAS[#CrewCapacity[>]] you haven't specified what it should be greater than (should probably be [>0] Some other things I see about the patch: kerbCount isn't necessary, since it's always just the crew capacity. You can just use @amount *= #$../CrewCapacity$ directly You will always have 0 for the amount and maxAmount of mulch. Typo maybe? Quote Link to comment Share on other sites More sharing options...
Whovian41110 Posted May 11, 2016 Share Posted May 11, 2016 20 minutes ago, blowfish said: :HAS[#CrewCapacity[>]] you haven't specified what it should be greater than (should probably be [>0] Some other things I see about the patch: kerbCount isn't necessary, since it's always just the crew capacity. You can just use @amount *= #$../CrewCapacity$ directly You will always have 0 for the amount and maxAmount of mulch. Typo maybe? So what would that look like? I've got no experience with MM Quote Link to comment Share on other sites More sharing options...
blowfish Posted May 11, 2016 Share Posted May 11, 2016 Just now, Whovian41110 said: So what would that look like? I've got no experience with MM Which part? Is it not clear what lines I'm talking about? Quote Link to comment Share on other sites More sharing options...
Whovian41110 Posted May 11, 2016 Share Posted May 11, 2016 Spoiler @PART:HAS[#CrewCapacity[0>]]:NEEDS[UmbraSpaceIndustries]{ %RESOURCE[Supplies] { %amount = 15 @amount *= kerbCount %maxAmount = #$amount$ !kerbCount = DEL } %RESOURCE[Mulch] { %amount = 0 @amount *= kerbCount %maxAmount = 15 !kerbCount = DEL }} So this @blowfish Quote Link to comment Share on other sites More sharing options...
Enceos Posted May 11, 2016 Share Posted May 11, 2016 @Whovian41110 You haven't specified in your config what is kerbCount. You may as well use #$/CrewCapacity$ directly instead of it. Quote Link to comment Share on other sites More sharing options...
Whovian41110 Posted May 11, 2016 Share Posted May 11, 2016 1 minute ago, Enceos said: @Whovian41110 You haven't specified in your config what is kerbCount. You may as well use #$/CrewCapacity$ directly instead of it. Spoiler @PART:HAS[#CrewCapacity[0>]]:NEEDS[UmbraSpaceIndustries] { %RESOURCE[Supplies] { %amount = 15 @amount *= #$/CrewCapacity$ %maxAmount = #$amount$ #$/CrewCapacity$ = DEL } %RESOURCE[Mulch] { %amount = 0 @amount *= #$/CrewCapacity$ %maxAmount = 15 #$/CrewCapacity$ = DEL } } So this? (Nice avatar btw) Quote Link to comment Share on other sites More sharing options...
Enceos Posted May 11, 2016 Share Posted May 11, 2016 1 minute ago, Whovian41110 said: Hide contents @PART:HAS[#CrewCapacity[0>]]:NEEDS[UmbraSpaceIndustries] { %RESOURCE[Supplies] { %amount = 15 @amount *= #$/CrewCapacity$ %maxAmount = #$amount$ #$/CrewCapacity$ = DEL } %RESOURCE[Mulch] { %amount = 0 @amount *= #$/CrewCapacity$ %maxAmount = 15 #$/CrewCapacity$ = DEL } } So this? (Nice avatar btw) Yes, but #$/CrewCapacity$ is not a user defined variable, you don't have to delete it. And your Mulch maxAmount will be always 15 in the current state of your config. You may want to add another line for mulch after the %maxAmount @maxAmount *= #$/CrewCapacity$ Quote Link to comment Share on other sites More sharing options...
Whovian41110 Posted May 11, 2016 Share Posted May 11, 2016 Just now, Enceos said: Yes, but #$/CrewCapacity$ is not a user defined variable, you don't have to delete it. And your Mulch maxAmount will be always 15 in the current state of your config. You may want to add another line for mulch after the %maxAmount @maxAmount *= #$/CrewCapacity$ Spoiler @PART:HAS[#CrewCapacity[0>]]:NEEDS[UmbraSpaceIndustries]{ %RESOURCE[Supplies] { %amount = 15 @amount *= #$/CrewCapacity$ %maxAmount = #$amount$ } %RESOURCE[Mulch] { %amount = 0 @amount *= #$/CrewCapacity$ %maxAmount = 15 @maxAmount *= #$/CrewCapacity$ }} This? Quote Link to comment Share on other sites More sharing options...
Enceos Posted May 11, 2016 Share Posted May 11, 2016 (edited) @Whovian41110 This Spoiler @PART[*]:HAS[#CrewCapacity[>0]]:NEEDS[UmbraSpaceIndustries]{ %RESOURCE[Supplies] { %amount = 15 @amount *= #$/CrewCapacity$ %maxAmount = #$amount$ } %RESOURCE[Mulch] { %amount = 0 @amount *= #$/CrewCapacity$ you don't need this line since you want initial amount to be always 0 %maxAmount = 15 @maxAmount *= #$/CrewCapacity$ }} EDIT: Found another mistake Edited May 11, 2016 by Enceos Quote Link to comment Share on other sites More sharing options...
Whovian41110 Posted May 11, 2016 Share Posted May 11, 2016 2 minutes ago, Enceos said: @Whovian41110 This Hide contents @PART[*]:HAS[#CrewCapacity[0>]]:NEEDS[UmbraSpaceIndustries]{ %RESOURCE[Supplies] { %amount = 15 @amount *= #$/CrewCapacity$ %maxAmount = #$amount$ } %RESOURCE[Mulch] { %amount = 0 @amount *= #$/CrewCapacity$ you don't need this line since you want initial amount to be always 0 %maxAmount = 15 @maxAmount *= #$/CrewCapacity$ }} Thanks! Quote Link to comment Share on other sites More sharing options...
Enceos Posted May 11, 2016 Share Posted May 11, 2016 1 minute ago, Whovian41110 said: Thanks! I'm not sure which order is right '>0' or '0>', so please check both. One of those will add 0 resources to the pods or every part :3 Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted May 11, 2016 Share Posted May 11, 2016 (edited) In the first line I'm pretty sure the 0 should follow the > sign. Edited May 11, 2016 by Tarheel1999 Quote Link to comment Share on other sites More sharing options...
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