Jenyaza Posted May 8, 2016 Share Posted May 8, 2016 Thanks, I learned a lot today. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 8, 2016 Share Posted May 8, 2016 I would also like to add something that wasn't mentioned in all this :FOR talk (Unless I messed it) :FOR[ModX] not only provides the ModX "tag" but also tells MM to apply the patch at a specific moment This means that adding a :FOR to a patch might mess up the order on which it gets applied I use that feature in many of my mods Quote Link to comment Share on other sites More sharing options...
NecroBones Posted May 8, 2016 Share Posted May 8, 2016 Quick question, if anyone knows the answer. I'm trying to debug something a player is experiencing with one of my part packs, and I wanted to see his KSP.log to see if anything was making modification to my parts. But his log only shows some basic info from MM, without any logging of the patches applied. Is there ever a normal circumstance where MM doesn't log what patches it's applying, and in what order? Or does the "28.000s" run time mean that it was just hung, since it didn't log any patches? Below is the relevant section from this user's log. It's loading a lot of mods that definitely include patches, but there's no log of the patches actually being applied, and then it throws an exception relating to QuickSearch. I'm just wondering how to diagnose this. [LOG 21:17:04.726] [ModuleManager] SHA generated in 22.368s [LOG 21:17:04.727] [ModuleManager] SHA = C3-12-5B-1F-61-E8-DA-09-5E-08-78-8E-46-2C-A0-3A-7D-B3-18-D2-3E-62-A8-27-6E-12-2A-22-93-55-82-C6 [LOG 21:17:04.955] [ModuleManager] Cache SHA = C3-12-5B-1F-61-E8-DA-09-5E-08-78-8E-46-2C-A0-3A-7D-B3-18-D2-3E-62-A8-27-6E-12-2A-22-93-55-82-C6 [LOG 21:17:04.957] [ModuleManager] useCache = True [LOG 21:17:05.175] [ModuleManager] compiling list of loaded mods... Mod DLLs found: Assembly-CSharp v0.0.0.0 SHA256 031d5c2d95a92b796ed68474a4c389ae45c3a859654dca1f33f3e299bcbc8e90 FShangarExtender v1.0.0.0 SHA256 3794bd179b5662b2225da3c22aefe218768f8b67753c79db1bc88a8e55cb64b9 ModuleManager.2.6.24 v2.6.24.0 SHA256 f44b6ec834df2be4163070f419935de9a0ded8b9aebfbef00d6f26f5a6771abd AnimatedDecouplers v1.2.0.27934 SHA256 b910899b1d2483b92434ad8a921f2005a8e13a4d06cb0d4aaac7be6ea15796a2 CactEye2 v1.0.0.0 SHA256 3bbc08202e733582df0ed6cc4d3ec7ca5cc483b5b8faa2caa8ced39ba091e6a4 DistantObject v1.7.0.28814 SHA256 b74b0a1bb63740b6033e7d5f57b449ffc8370c2bccb167e123f862e67a667da5 KerbalEngineer v1.1.1.0 SHA256 21e979f568a79c3fdcea9dce4ffecedd84586cae63b9e1110a1549f769b65c61 KerbalEngineer.Unity v1.0.0.0 SHA256 7a64f9c0a478cd09268706feb373c6d7dd3b9f045c4220cf3f9344593dc247e4 MiniAVC v1.0.3.2 SHA256 9ee10c46cb6f86417f005046ae72fedda156e1d47c92febcb84c68f50e03f08a KerbalJointReinforcement v3.1.7.0 SHA256 4716f21ea8fd5e46fc60b35f55dadcbf2fb47a67add3ae576574a58a9f181c59 KerbalKonstructs v1.0.0.0 SHA256 05c92f957ebdfbf5274f1c437b235bceea4fea3f7f1dc643f86a85575806648d MiniAVC v1.0.3.2 SHA256 9ee10c46cb6f86417f005046ae72fedda156e1d47c92febcb84c68f50e03f08a HyperEdit v1.5.0.0 SHA256 34a2a736dfd7721a6f537a2bb1cea910b9a3a8e4b0105038e5f72b610797aac6 Kopernicus.Components v1.0.0.0 SHA256 7afde7ae258de7ab4a1b57aaeab83cfb271caaf1075cdd9aecd8991a10cfabd9 Kopernicus.OnDemand v1.0.0.0 SHA256 bc8ea5a9a9aa5d54eb4fc425c86738af4ba035190a3c766f7fe5706ca25d139f Kopernicus v1.0.0.0 SHA256 5d0cd84aca0acf77aa175ec3ab21525126bf5b001d2da3281efd80d5c9c19b27 KSCSwitcher v1.0.5956.23563 SHA256 b26366a104b9fdb5d2f394494537acd8d02aa83b2ab23c2e119e5c6cec290209 MiniAVC v1.0.3.0 SHA256 3a74237363b4c9739208c0420ecc04ead93f10bed39e82acad822317ffe04cc3 MechJeb2 v2.5.1.0 / v / v2.5.7.0 SHA256 f7d78368cd0018e464ce425247f319bf4c524f824f009b0ae6d4ad89fd614426 ModularFlightIntegrator v1.0.0.0 / v1.1.3.0 SHA256 3221f3180cc41ec8f14ab6c63434d7e31e689a5b812544f113471f9e1fcb571f ProceduralFairings v0.0.0.0 SHA256 66bb0218e4ff49a9fb0dfcb489ea598387e1df9fc039f2987f78e48cc28decd1 ProceduralParts v1.2.1.0 SHA256 272541a0f56734b7ecffb8a4cf26e2ab494b3691f0529f7c5b7d38407202c6d4 QuickSearch2 v2.0.0.31252 SHA256 138081c0ae39ca7f5464983bb6ac87005b31ea721f71d008e1052e6c63b4d601 RealSolarSystem v0.11.2.0 SHA256 687d1de341f1d78d6f80e02a3503b4d05975c6793ff526a3aed04d105d9867ef System.Core v2.0.5.0 / v3.0.40818.0 SHA256 a99e97010adf6cb5550e6d0cf5af8c58e7cba7235718577efa08c2ef593b283f SigmaBinary v1.0.0.0 SHA256 49d422f4d48ad61b4516bb20888786fc97dc4ef5cf1062747ee4275e1ae928ec SmokeScreen v2.6.15.0 SHA256 cc3ed6c0436b4d5c2fca0a064901159deaa2a51ea09bc3bc05f6238a722dc14e KSPSteamCtrlr v0.0.1.33 SHA256 ad192749906ca7c174f62e87158be8204e2183d383368422057f4034c3ea75e2 SaveUpgradePipeline.Scripts v1.0.0.2 / v1.0.0.21 SHA256 243df95d10bf153009ae477c6e64948c04f74da122ef4ae13cf4cf619febb3d8 Steamworks.NET v8.0.0.0 / v8.0.0 SHA256 b4fa7e94456ecde38d86855364b5b957796ac67c210c44b1782243884247b90e Non-DLL mods added (:FOR[xxx]): FerramAerospaceResearch zRealPlume RealPlume zzRealPlume RSBTechTree RealScaleBoosters zzzRealScaleBoosters aRealScaleBoosters RSSConfig Mods by directory (sub directories of GameData): CactEye CTN EngineLight Kerbaltek KerbinSide KWRocketry LaunchersPack MechJeb2EmbeddedbyDennis6492 OPM QuickSearch RemoteTech RSS-Textures Sigma Squad [LOG 21:17:05.195] [ModuleManager] Loading from Cache [LOG 21:17:06.967] [ModuleManager] Cache Loaded [LOG 21:17:06.968] [ModuleManager] ModuleManager: 933 patches loaded from cache [LOG 21:17:06.968] [ModuleManager] Reloading ressources definitions [LOG 21:17:06.970] Resource RESOURCE_DEFINITION added to database [LOG 21:17:06.971] Resource RESOURCE_DEFINITION added to database [LOG 21:17:06.972] Resource RESOURCE_DEFINITION added to database [LOG 21:17:06.972] Resource RESOURCE_DEFINITION added to database [LOG 21:17:06.973] Resource RESOURCE_DEFINITION added to database [LOG 21:17:06.974] Resource RESOURCE_DEFINITION added to database [LOG 21:17:06.974] Resource RESOURCE_DEFINITION added to database [LOG 21:17:06.975] Resource RESOURCE_DEFINITION added to database [LOG 21:17:06.976] Resource RESOURCE_DEFINITION added to database [LOG 21:17:06.976] Resource RESOURCE_DEFINITION added to database [LOG 21:17:06.977] Resource RESOURCE_DEFINITION added to database [LOG 21:17:10.235] [ModuleManager] Post run call threw an exception in loading QuickSearch, Version=1.2.1.31288, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at ModuleManager.MMPatchLoader+<ProcessPatch>d__45.MoveNext () [0x00000] in <filename unknown>:0 [LOG 21:17:10.320] [ModuleManager] Ran in 28.000s Quote Link to comment Share on other sites More sharing options...
blowfish Posted May 8, 2016 Share Posted May 8, 2016 (edited) @NecroBones Notice useCache=true. MM will cache the patches for faster loading time. Delete ModuleManager.CondigCache and it'll re-apply the patches. Edited May 8, 2016 by blowfish Phone + half asleep = typos Quote Link to comment Share on other sites More sharing options...
NecroBones Posted May 8, 2016 Share Posted May 8, 2016 4 minutes ago, blowfish said: @NecroBones Notice useCache=true. MM will cache the patches for faster loading time. Dele ModuleManager.CondigCache and it'll re-apply the lathes. Ah crap, I've been forgetting about that. I have it set to automatically delete that on my test instance every time. I'll just have to have the player do that and re-send me the log. Thanks Quote Link to comment Share on other sites More sharing options...
Jacke Posted May 8, 2016 Share Posted May 8, 2016 (edited) 8 hours ago, Jacke said: Perhaps it would have been better if FOR was called PROVIDES. 7 hours ago, sarbian said: Yes, it would be. But it works that way now and I won't break all the mods just for that. No everyone need to write mm patch and once you know how it works you are fine I agree on that one. Especially because.... Thinking this one over yet again, PROVIDES wouldn't be an improvement, because the FOR[NAME] block indicating the mod means the MM script is effectively part of mod NAME because it changes mod NAME. That can mean there's other files and stuff, like .cfg's or a .dll, Or not, and this MM script is all there is to mod NAME. PROVIDES would be more misleading in the first case, the more common case. FOR is about as best a single word to express both cases as exists in English. Edited May 8, 2016 by Jacke Quote Link to comment Share on other sites More sharing options...
Whovian41110 Posted May 8, 2016 Share Posted May 8, 2016 How would I make a patch to make each command pod have 15 units of supplies per Kerbal/seat? Quote Link to comment Share on other sites More sharing options...
Jenyaza Posted May 8, 2016 Share Posted May 8, 2016 (edited) Try this @PART:HAS[#CrewCapacity[>],!RESOURCE[your_supplies_name]]:NEEDS[mod_that_add_supplies_name] { kerbCount = #$../CrewCapacity$ RESOURCE { name = your_supplies_name amount = 15 @amount *= kerbCount maxAmount = 15 @maxAmount *= kerbCount } !kerbCount } where "your_supplies_name" is name or supply resource and "mod_that_add_supplies_name" is name of folder of this mod Edited May 8, 2016 by Jenyaza Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 8, 2016 Share Posted May 8, 2016 13 minutes ago, Jenyaza said: Try this @PART:HAS[#CrewCapacity[>]]:NEEDS[mod_that_add_supplies_name] { %RESOURCE[your_supplies_name] { %kerbCount = #$../CrewCapacity$ %amount = 15 @amount *= kerbCount %maxAmount = #$amount$ !kerbCount = DEL } } where "your_supplies_name" is name or supply resource and "mod_that_add_supplies_name" is name of folder of this mod 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) Quote Link to comment Share on other sites More sharing options...
SwooperDuper Posted May 9, 2016 Share Posted May 9, 2016 How the heck do I install this? It seems super complicated... Quote Link to comment Share on other sites More sharing options...
blowfish Posted May 9, 2016 Share Posted May 9, 2016 19 minutes ago, SwooperDuper said: How the heck do I install this? It seems super complicated... It's just a plugin. Copy ModuleManager.2.6.24.dll (or watever the current version is) into your GameData folder. It doesn't do anything by itself, of course, that's up to other mods. Quote Link to comment Share on other sites More sharing options...
SwooperDuper Posted May 9, 2016 Share Posted May 9, 2016 34 minutes ago, blowfish said: It's just a plugin. Copy ModuleManager.2.6.24.dll (or watever the current version is) into your GameData folder. It doesn't do anything by itself, of course, that's up to other mods. I finally got it to work...thank you. Quote Link to comment Share on other sites More sharing options...
Lewtz Posted May 10, 2016 Share Posted May 10, 2016 (edited) Here is my situation. Not sure if there is a way to make it load quicker. I5-3750K GTX 970 16gb Ram 250gb SSD 220 mods listed in Ckan. About 20-25min load time also. 9gb running. 81k MM patches. I've been trying to figure out a way to cut down on load time, but haven't figured it out. I don't have any extra network adapters or such. The big time user seems to be MM doing all the patches. Looks like all the mods actually load in about 3-4mins. But then MM takes forever. ------------------------------------------------------- Did some more testing here is roughly what I found. I changed mods. Showing 227 in ckan. ok, First 4 mins of load looks like it goes through loading, then repeats from directories (can't be 100% sure but from look of it, it looks like it loads the directories twice). after 4mins, MM patches start. MM:Legacy ones. 13k patches about another 1mins or so. start then seeing MM: before[modname], afters[], and for[]. This goes on for about 4min till you see MM:FINAL starts at about 54k patches. about another 1.5-2mins 60k patches.. looks like it starts loading everything again. I assume this is the final load of patched stuff. This load seems to go slow. Ended up being a total of 19-20mins. Was only 60251 patches. I did remove some stuff last night. ------------------------------------------------------ Just wondering if there is any way to cut this down to like at least 10mins or am I just stuck due to so many mods and patches that have to be done? LOG link: https://dl.dropboxusercontent.com/u/3349047/output_log.txt Edited May 10, 2016 by Lewtz added log link Quote Link to comment Share on other sites More sharing options...
blowfish Posted May 10, 2016 Share Posted May 10, 2016 (edited) @Lewtz ModuleManager caches patches, so after the first run with a particular set of mods, later runs are supposed to be faster. If it's not loading patches from cache, then it means one of your mods is doing something it shouldn't and writing a cfg to GameData without putting it in a PluginData folder. Unfortunately telling which is quite difficult. Edited May 10, 2016 by blowfish Quote Link to comment Share on other sites More sharing options...
Lewtz Posted May 10, 2016 Share Posted May 10, 2016 1 minute ago, blowfish said: @Lewtz ModuleManager caches patches, so after the first run with a particular set of mods, later runs are supposed to be faster. If it's not loading patches from cache, then it means one of your mods is doing something it shouldn't and writing a cfg to GameData without putting it in a PluginData folder. That's kinda the idea I was starting to get. Any way to figure out which one? Within reason. I have the ability to muddle through and find it I'm sure.. if I knew what I was looking for. Quote Link to comment Share on other sites More sharing options...
blowfish Posted May 10, 2016 Share Posted May 10, 2016 2 minutes ago, Lewtz said: That's kinda the idea I was starting to get. Any way to figure out which one? Within reason. I have the ability to muddle through and find it I'm sure.. if I knew what I was looking for. 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" Quote Link to comment Share on other sites More sharing options...
Lewtz Posted May 10, 2016 Share Posted May 10, 2016 (edited) ok, cool.. thanks buddy. I'll delete that and try reloading and I'll post the results. hmm Screenshot mod.. yeh out you go. Edited May 10, 2016 by Lewtz Quote Link to comment Share on other sites More sharing options...
blowfish Posted May 10, 2016 Share Posted May 10, 2016 1 minute ago, Lewtz said: ok, cool.. thanks buddy. I'll delete that and try reloading and I'll post the results. Note that it will still take a while the first time. You only get the benefit the second time after not changing your mod configuration. Quote Link to comment Share on other sites More sharing options...
Lewtz Posted May 10, 2016 Share Posted May 10, 2016 yeh that's fine. I understand. Doing initial load now. Then I'll do the reload. and post back in a little bit. Quote Link to comment Share on other sites More sharing options...
Lewtz Posted May 10, 2016 Share Posted May 10, 2016 Load time was cut in half. Dropped from about 20mins, to 10mins right on the dot almost. Still higher than I would like by 3-4mins. But acceptable for amount of stuff being loaded I guess. Would a faster processor make it quicker? or would it be faster RAM, maybe? Quote Link to comment Share on other sites More sharing options...
Jenyaza Posted May 10, 2016 Share Posted May 10, 2016 (edited) How many RAM you have, and how many "eats" KSP? Maybe it use SWAP, this is slow... Edited May 10, 2016 by Jenyaza Quote Link to comment Share on other sites More sharing options...
blowfish Posted May 10, 2016 Share Posted May 10, 2016 3 hours ago, Lewtz said: Load time was cut in half. Dropped from about 20mins, to 10mins right on the dot almost. Still higher than I would like by 3-4mins. But acceptable for amount of stuff being loaded I guess. Would a faster processor make it quicker? or would it be faster RAM, maybe? KSP's load time is usually dominated by (single threaded) CPU processing. But unless you have a very slow processor, an upgrade might not give you that much benefit. Quote Link to comment Share on other sites More sharing options...
Lewtz Posted May 10, 2016 Share Posted May 10, 2016 (edited) 1 hour ago, Jenyaza said: How many RAM you have, and how many "eats" KSP? Maybe it use SWAP, this is slow... 16gb of RAM, KSP with mods fully loaded at around 7-8gb Processor is the i5-3750k. Wonder if going to i7 would speed up ksp load by 20-30%. If i knew it would, I'd buy one. Edited May 10, 2016 by Lewtz Quote Link to comment Share on other sites More sharing options...
NecroBones Posted May 10, 2016 Share Posted May 10, 2016 5 hours ago, Lewtz said: 16gb of RAM, KSP with mods fully loaded at around 7-8gb Processor is the i5-3750k. Wonder if going to i7 would speed up ksp load by 20-30%. If i knew it would, I'd buy one. Hard to say. Some of the newer CPUs come with faster default clock speeds, and might overclock better, depending on the cooler used. Are you overclocking now? (clock speed isn't everything of course, but in this case will at least give some indication) Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 10, 2016 Share Posted May 10, 2016 so.... I was going through my mm cache file and I found this: catEatenCount = 0 ... ... Quote Link to comment Share on other sites More sharing options...
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