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when have you over done it with the part count?


endl

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I believe his new computer is pretty good, being as it's new and built with KSP in mind.

In any case, there's more to Whackjob's rockets than scale or partcount alone.

Primal terror?

I tried to steal his lander leg design for an Eve lander/return vehicle and wound up accidentally doing something simpler. His actual design takes 2 working sub-assemblies, a lot of struts, and a 3rd sub-assembly to serve as a template for how to put it together in order to get right.

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For me 2500 is the largest "ship" I've ever made and put in orbit ( By hyperedit )

I Could have kept going, making it look smoother, more practicle, but I felt the fps was low enough, only just.

euToHFC.jpg

but I do have a few that go the normal way but due to lag I try to stay on the lower side of 1500 otherwise it is just too slow to play.

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I have overdone it with that plane:

bSCxh81.jpg

It consisted of ~1150 parts along with its payload, ~850 by itself.

I have NO idea what made put more engines on it than on my previous ships... It's just uselessly bigger than what a cargo ship should be.

Aerobraking slowed the game down to 1/3 of real time, which is why I flew it only once. (I could lower the graphics though... ._.)

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2 possibilities:

1) You have like 1000 pieces of debris, so your 244 part ship is acting like a 1,244 part ship which is lagging just about the same as your effectively 1,010 part ship.

2) You have a bottleneck somewhere that has nothing to do with part count. Super high graphics that your computer can't handle is one possibility.

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I routinely start with 1000+ parts, which makes for ~5fps launches.

After launch, the worst performance I got was with around 1400 parts, which I got to by attaching parachute modules to a fuel depot I wanted to de-orbit. Single-digit frame rate most of the time when flying the modules into place.

I haven't found the line, really, but one ship at 465 parts in the VAB was pegged at 60fps. Another at 1082 parts was at 30fps. Not a GPU limit, either. Since there are no physics in the VAB, that leaves draw call spam as the culprit. Seems there's a lot of room for optimization there.

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