asmi Posted November 15, 2013 Author Share Posted November 15, 2013 I gotta say that that BobCat's regenerator model looks just awesome Small teaser for you guys - BobCat is going to continue his work on HOME, and it will include some modules to interface with my ECLSS mod. Stay tuned! Link to comment Share on other sites More sharing options...
sirklick Posted November 15, 2013 Share Posted November 15, 2013 It took me a little bit but I just realized that it will only begin to change after shipwide C02 is reduced to 0. If for example you allow it to build up and then enable the regenerator, the Est. time with Regen will remain unchanged until all CO2 has been processed. Link to comment Share on other sites More sharing options...
asmi Posted November 15, 2013 Author Share Posted November 15, 2013 It took me a little bit but I just realized that it will only begin to change after shipwide C02 is reduced to 0. If for example you allow it to build up and then enable the regenerator, the Est. time with Regen will remain unchanged until all CO2 has been processed.Hm, gonna take a look right now! Link to comment Share on other sites More sharing options...
asmi Posted November 15, 2013 Author Share Posted November 15, 2013 I've uploaded version 1.0.4. Download here: https://bitbucket.org/asmi/ksp/downloads/LifeSupportMod.1.0.4.zipHere's what's going on - they way system estimated time with regenerators on is that it measures a flow of oxygen between two updates and divides total oxygen amount onboard by that number. This system works good for all circumstances except one - when regenerator produced more oxygen that it's consumed by the crew (and as such, oxygen flow is positive) - in this case the system can't really tell how long will it last since as far as it's concerned, it's infinite. So I've corrected display to indicate if positive flow is detected. Link to comment Share on other sites More sharing options...
Virtualgenius Posted November 15, 2013 Share Posted November 15, 2013 Your the man asmi fixed for me Link to comment Share on other sites More sharing options...
sirklick Posted November 15, 2013 Share Posted November 15, 2013 Nice. Figured it was something like that. The two tiny configs that I whipped up earlier. I based the values off of the number of Kerbals the part supports (1 Candle, 400 O2, and 400 CO2 per). https://www.dropbox.com/sh/hqij7nqp8c5yelq/-sQuCCTpEZ B9 4.0cInflatable BASE (http://kerbalspaceprogram.com/inflatable-habitat-base-update-0-20/)I also whipped up a quick KAS enabled box that holds up to 10 replacement Oxy candles using zzz's blue Box A, if anyone is interested. An emergency candle carrying device is not likely to be used very often, but I wanted to see how easy it would be to KAS-ify parts (super). Link to comment Share on other sites More sharing options...
codepants Posted November 15, 2013 Share Posted November 15, 2013 Subscribed. Looks very promising. Link to comment Share on other sites More sharing options...
Virtualgenius Posted November 15, 2013 Share Posted November 15, 2013 I think you must be getting very close to stomping all the major bugs Link to comment Share on other sites More sharing options...
Donziboy2 Posted November 15, 2013 Share Posted November 15, 2013 I am also getting huge amounts of FPS (5-6FPS on a craft that was 60 yesterday) lag, and my cpu usage on all 4 cores is 70+%, which is unusual for KSP (Normally only on 2 cores).The only time it is not low fps is in VAB.Mods Installed....KSP InterstellarDeadly ReentryFARKerbal Joint ReinforcementEditor ExtensionMechjeb 2Procedural FairingsHypereditNear Future PropulsionRemote Tech 2 LiteSCANsatTAC Fuel BalancerKerbal Alarm Clock Link to comment Share on other sites More sharing options...
DomDiaemus Posted November 15, 2013 Share Posted November 15, 2013 @ Donziboy2Isn't just you feeling the FPS heavy drop... as soon as I add this mod into GameData folder the game gets into a snail pace. Tried it on my other two PCs and get the same issue. Link to comment Share on other sites More sharing options...
Lucius Posted November 15, 2013 Share Posted November 15, 2013 Much the same, soon as i pull eclss out, fps boost right back up. Havnt tried any version prior to 1.04 however Link to comment Share on other sites More sharing options...
kyle.mk.howard Posted November 15, 2013 Share Posted November 15, 2013 @ Donziboy2Isn't just you feeling the FPS heavy drop... as soon as I add this mod into GameData folder the game gets into a snail pace. Tried it on my other two PCs and get the same issue.Oddly enough, when I installed this mod it changed my quality and rendering settings. Make sure you check that your quality settings haven't been messed with, I changed mine back to normal and it runs like a dream, from two updates ago. Link to comment Share on other sites More sharing options...
Donziboy2 Posted November 15, 2013 Share Posted November 15, 2013 Nope, my settings did not get changed. Link to comment Share on other sites More sharing options...
anarkhon Posted November 15, 2013 Share Posted November 15, 2013 Great mod i really like it,but same heavy FPS drop here. Link to comment Share on other sites More sharing options...
asmi Posted November 15, 2013 Author Share Posted November 15, 2013 I'll take a look tonight. The problem is that this mod uses all available CPU cores, and I've got 12 of them (6 cores + HT) so it would be hard for me to judge if there is a difference...I'll figure something out. Link to comment Share on other sites More sharing options...
KhaosCorp Posted November 15, 2013 Share Posted November 15, 2013 Im only on a dual core and worst FPS drop I have seen is @ 6-10fps.....its noticable, but only just... Link to comment Share on other sites More sharing options...
asmi Posted November 15, 2013 Author Share Posted November 15, 2013 (edited) I will go through code one more time to see if I could find any hotspots. If not I'll create some sort of profiling tool so I could see what is going on on your machines. So far it seems like it only happens on 2-core CPUs. Edited November 15, 2013 by asmi Link to comment Share on other sites More sharing options...
Donziboy2 Posted November 15, 2013 Share Posted November 15, 2013 I will go through code one more time to see if I could find any hotspots. If not I'll create some sort of profiling tool so I could see what is going on on your machines. So far it seems like it only happens on 2-core CPUs.Im using a Quad Core i5-2500k @ 4.4ghz.I also have a G15 keyboard so I can see my CPU/GPU usage ingame. Without ECLSS installed i run at about 35%CPU and 60FPS. Installed it jumped to over 70%CPU, and FPS crashes to like 4-8.Both times using a 140 part ship on the launch pad. Link to comment Share on other sites More sharing options...
Demon_82 Posted November 15, 2013 Share Posted November 15, 2013 I got an i7 920 (4 cores with the 4 HyperThreading "half-cores" enabled) @ 3'40GHz, 12GB RAM and a GTX560Ti, and I got an epic FPS fall from about 30 to roughly 3, but only in my current savegame, using the same ship in a clean new game works perfectly, so it must be something wrong in my current game. I'll try to research into it later, but the plugin seems pretty interesting. Link to comment Share on other sites More sharing options...
vardicd Posted November 15, 2013 Share Posted November 15, 2013 I haven't noticed any framerate issues, but I tried this mod, and liked it. Flew a few missions with it, then installed the new remote tech, and it stopped working. All the parts are there, resource lists, its just no oxygen gets used, and no co2 gets produced, not sure what's up, experimenting now. Amyome else seen this, I may have just flubbed something. Link to comment Share on other sites More sharing options...
asmi Posted November 15, 2013 Author Share Posted November 15, 2013 Question to guys who experience slowdowns - are you continuing existing saves (the ones that you've started before installing this mod), or it's slow on new saves as well? Link to comment Share on other sites More sharing options...
sirklick Posted November 15, 2013 Share Posted November 15, 2013 I haven't noticed any framerate issues, but I tried this mod, and liked it. Flew a few missions with it, then installed the new remote tech, and it stopped working. All the parts are there, resource lists, its just no oxygen gets used, and no co2 gets produced, not sure what's up, experimenting now. Amyome else seen this, I may have just flubbed something.Confirming that this is a new issue since updating to RemoteTech v1.2.0. The following is looped in Debug but copied from output_log.txt. 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 RealTimeModules.RealTimeVesselHandlersFramework.RegisterModules () [0x00000] in <filename unknown>:0 at RealTimeModules.RealTimeVesselHandlersFramework..cctor () [0x00000] in <filename unknown>:0 Rethrow as TypeInitializationException: An exception was thrown by the type initializer for RealTimeModules.RealTimeVesselHandlersFramework at RealTimeModules.RealTimeSpaceCenterModule.Start () [0x00000] in <filename unknown>:0 Link to comment Share on other sites More sharing options...
vardicd Posted November 15, 2013 Share Posted November 15, 2013 Confirming that this is a new issue since updating to RemoteTech v1.2.0. The following is looped in Debug but copied from output_log.txt. 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 RealTimeModules.RealTimeVesselHandlersFramework.RegisterModules () [0x00000] in <filename unknown>:0 at RealTimeModules.RealTimeVesselHandlersFramework..cctor () [0x00000] in <filename unknown>:0 Rethrow as TypeInitializationException: An exception was thrown by the type initializer for RealTimeModules.RealTimeVesselHandlersFramework at RealTimeModules.RealTimeSpaceCenterModule.Start () [0x00000] in <filename unknown>:0 Damn, I was hoping I was wrong, but yeah, removing remote tech fixed it for me. I really want this mod, but I loved the old remote tech, and I'm so happy to see it come back. I'll have to set this one aside until this conflict is resolved. I will be watching though. Keep up the good work! Link to comment Share on other sites More sharing options...
sirklick Posted November 15, 2013 Share Posted November 15, 2013 Via Resource Monitor while running the exact same build and launch sequence (3 part rocket), with and without LifeSupport (both new saves):~3% increase in CPU utilization (mostly from cores 2-4)~30,000kb memory usage increase (from part assets and dll in memory 2.611Gb --> 2.631Gb)4 new threads (33 from 29)Mods in use:AIES_Aerospace (engines only)B9_Aerospace (texture reduced) and its required pluginsBASE inflatablesDeadlyReentryEditorExtensionEnhancedNavballFerramAerospaceKASProceduralFairingsProceduralWingsKerbalJointReninforcementKethaneKlockheedShuttlePartsKOSKWRocketry (engines only)TALCubicTrussMFTRealFuelsNearFutureNovaPunch2 (engines and parachutes only)RealSolarSystemRLA_PowerGenerationRLA_StockalikeSCANsatSelectRootStretchyTanks and SRBKerbalAlarmClockWolfPerfectSepetronsRemoteTech2 removed due to bugs and incompatibility with ECLSS.Though anecdotal, I do experience a 1-3 second increased delay between scene changes (varies quite a bit) when I add ECLSS. With this list of mods/plugins though it could just be a "last straw" situation. The variation is loading time makes me think that this is a memory issue (paging) on my end (4Gb just isnt enough to run KSP, Windows, and many Chrome tabs). Will try again with Stock folder and ECLSS later. Link to comment Share on other sites More sharing options...
Donziboy2 Posted November 15, 2013 Share Posted November 15, 2013 Question to guys who experience slowdowns - are you continuing existing saves (the ones that you've started before installing this mod), or it's slow on new saves as well?A new career seems to work...... Which sucks;.; Link to comment Share on other sites More sharing options...
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