cxg2827 Posted June 4, 2013 Share Posted June 4, 2013 I have not. Where are those settings located? I found something called Autosave intervals, but that seems like it's something else.should be one of the selectable options in the same window as the save interval.http://forum.kerbalspaceprogram.com/showthread.php/9396-0-20-ISA-MapSat-4-0-Dev-Build?p=386881&viewfull=1#post386881 Link to comment Share on other sites More sharing options...
KhaosCorp Posted June 4, 2013 Share Posted June 4, 2013 I really don't like how slow and tedious the new version is. The last one maxed out a 50x speed, which was already relatively slow, but now if I go to 50x or higher, the scanner coverage is ridiculously faded. Why does this need to take so long? There's no point to it. I'd be okay with it if I could leave this flying and go build and fly something else and have it still scanning--but no, that isn't how it works.To give you an idea how how long it takes to fully scan a planet, I set a satellite to scan Kerbin and went to bed. It's over 8 hours later and it's still not done. Moho and Jool's moons are going to take even longer.what was your orbital info for the satellite you left over night? At what scan resolution were you running? If your going for fastest possible map its a little more complex than launch vessel and let it scan....it really comes down to is getting the scanner to cross the equator in enough unique places so theres no gaps. Was a good post done by Psawhn (reposted by gracae86) that details how to do this, also has all the calculations done http://forum.kerbalspaceprogram.com/showthread.php/27999-ISA-Mapsat-Ideal-and-Non-Ideal-AltitudesThat having been said even with ideal situations it does take a bit longer to generate a fully filled in map, but maybe that's just how its gonna be with the bigger/more detailed maps, not sure. Also, if your computer can take it crank the scan resolution way up. I was running one of my test satellites at x50warp with scan resolution set to like 1400, though I was getting horrible fps at that point, and im on a decent computer. Link to comment Share on other sites More sharing options...
Spades_Neil Posted June 4, 2013 Share Posted June 4, 2013 should be one of the selectable options in the same window as the save interval.http://forum.kerbalspaceprogram.com/showthread.php/9396-0-20-ISA-MapSat-4-0-Dev-Build?p=386881&viewfull=1#post386881So you're talking about resolution? Because there is no option called scan interval. Regardless, I preferred the method the old one used to scan. It did not seem to vary with time warp. Link to comment Share on other sites More sharing options...
KhaosCorp Posted June 4, 2013 Share Posted June 4, 2013 in the new GUI click the 'Kerpedia' then click settings, top you can adjust the scan resolution....that's what im talking about not scan interval Link to comment Share on other sites More sharing options...
cxg2827 Posted June 4, 2013 Share Posted June 4, 2013 So you're talking about resolution? Because there is no option called scan interval. Regardless, I preferred the method the old one used to scan. It did not seem to vary with time warp.whoops, meant resolution, not interval. Link to comment Share on other sites More sharing options...
MOARdV Posted June 4, 2013 Share Posted June 4, 2013 I have *finally* been able to get the dev build working ... sort of. I hacked more parts I don't use, and I was able to launch satellites to generate maps. However, I have to exit the game and restart it if I want to launch a second satellite, otherwise I get the hang on the launch pad.This mod uses a tremendous amount of memory - I loaded a small ship that had a MapSat GPS on it, and I alt-tabbed out to the task manager, and memory usage for KSP was pegged around 3.5 gigabytes. I exited the game, restarted it, and loaded a different space ship that had no Mapsat parts, and memory usage was several hundred megabytes lower (below 3 gig). I don't know exactly how the maps are managed by this mod, but I get the impression that it's loading every single map at once, instead of managing them as on-demand resources. Considering that each map is 8MB, and there are two maps per planet, and something like 14 planets to map, I think maybe the "load them all at once" strategy needs to be rethought, if that is indeed what is happening.Alternatively, please give us a way to dial the map size down to 1024 x 512 by editing a config file or something. I'd rather have a quarter resolution map than have to keep cutting out other mods just to use the maps. Link to comment Share on other sites More sharing options...
daver4470 Posted June 4, 2013 Share Posted June 4, 2013 I have *finally* been able to get the dev build working ... sort of. I hacked more parts I don't use, and I was able to launch satellites to generate maps. However, I have to exit the game and restart it if I want to launch a second satellite, otherwise I get the hang on the launch pad.This mod uses a tremendous amount of memory - I loaded a small ship that had a MapSat GPS on it, and I alt-tabbed out to the task manager, and memory usage for KSP was pegged around 3.5 gigabytes. I exited the game, restarted it, and loaded a different space ship that had no Mapsat parts, and memory usage was several hundred megabytes lower (below 3 gig). I don't know exactly how the maps are managed by this mod, but I get the impression that it's loading every single map at once, instead of managing them as on-demand resources. Considering that each map is 8MB, and there are two maps per planet, and something like 14 planets to map, I think maybe the "load them all at once" strategy needs to be rethought, if that is indeed what is happening.Alternatively, please give us a way to dial the map size down to 1024 x 512 by editing a config file or something. I'd rather have a quarter resolution map than have to keep cutting out other mods just to use the maps.Seconded. I'm seeing the same thing. Until there's a 64-bit client, which may never happen, this has way too much memory overhead for a single mod. Link to comment Share on other sites More sharing options...
Julexus Quandem Posted June 4, 2013 Share Posted June 4, 2013 Thirded. Sadly completely unusable at the moment for me. I do really like this mod and hope this can be fixed Link to comment Share on other sites More sharing options...
KhaosCorp Posted June 4, 2013 Share Posted June 4, 2013 Last 3 posters....There is a memory issue with this current DEV build if ISA. Few pages back few people figured it out, theres even a temp fix that helps ALOT.Being able to tweek the actual size of the map image is a really good idea. I love being able to zoom in on the new maps, but maybe it is just abit to much.Long as I run the memleak fix posed several pages ago every couple hours of mapping im able to use it just fine, even on 500-800 scan resolution in time warp...and im running ALOT of mods as you can see below Link to comment Share on other sites More sharing options...
Fyrem Posted June 4, 2013 Share Posted June 4, 2013 KhaosCorp, are you referring to the artifacts file clean up? Link to comment Share on other sites More sharing options...
KhaosCorp Posted June 4, 2013 Share Posted June 4, 2013 yes indeed I am, I was starting to have issues with long term mapping, but this helps. Its still a bit memory heavy even with this, but it seems to help Link to comment Share on other sites More sharing options...
daver4470 Posted June 4, 2013 Share Posted June 4, 2013 yes indeed I am, I was starting to have issues with long term mapping, but this helps. Its still a bit memory heavy even with this, but it seems to helpI don't think that's the problem I was having. The problem isn't progressive slowness/lag culminating in unusability or a crash (which is the issue that, correct me if I'm wrong, is fixed by the artefacts.dat file fix); it's being 100% unable to open a flight with a Mapsat part attached at all because the program hangs completely when the craft is drawn. Which is due to (I believe) Mapsat loading the map texture files and attempting to write into memory that isn't addressable (i.e. memory in excess of 3.4Gb or whatever the 32-bit limit is). Link to comment Share on other sites More sharing options...
KhaosCorp Posted June 4, 2013 Share Posted June 4, 2013 I don't think that's the problem I was having. The problem isn't progressive slowness/lag culminating in unusability or a crash (which is the issue that, correct me if I'm wrong, is fixed by the artefacts.dat file fix); it's being 100% unable to open a flight with a Mapsat part attached at all because the program hangs completely when the craft is drawn. Which is due to (I believe) Mapsat loading the map texture files and attempting to write into memory that isn't addressable (i.e. memory in excess of 3.4Gb or whatever the 32-bit limit is).and your using current versions of mapsat and KSP...mapsat installed in the proper way (that being the new 0.20+ gamedata method)??also how mod heavy are ya sitting atm? have ya tried vanilla install and only mapsat to compare mem usage?And yes you are correct, the artefacts.dat fix is only effective if your getting lag build up as ya scan (also if someone could share how to execute that fix program that would be super, I have no coding/programing experience...been doing it manualy and it is getting really old really fast lol)Honestly sounds like it may be other mods contributing to mem leak and crashing you as you load on the pad.Sure do hope Squad makes a 64bit version of KSP in the future, since its possible and would make a lot of these memory issues moot for people with even modestly decent computers Link to comment Share on other sites More sharing options...
MOARdV Posted June 4, 2013 Share Posted June 4, 2013 I don't think that's the problem I was having. The problem isn't progressive slowness/lag culminating in unusability or a crash (which is the issue that, correct me if I'm wrong, is fixed by the artefacts.dat file fix); it's being 100% unable to open a flight with a Mapsat part attached at all because the program hangs completely when the craft is drawn. Which is due to (I believe) Mapsat loading the map texture files and attempting to write into memory that isn't addressable (i.e. memory in excess of 3.4Gb or whatever the 32-bit limit is).Ditto here. I had a *small* artefacts file - to the tune of 40 or 50 lines (only Kerbin and Mun represented). It's not game lag that's the problem - I am hitting address space exhaustion, and repeated experiments show that the x4 build of ISA MapSat is the straw that breaks the app for me.KhaosCorp, I do not have as many mods as you have listed, but all of the major mods I have *are* on your list, I think (Kethane, LLL, B9 aerospace, Chatter, Kerbal Alarm Clock, KW with some local texture/mesh cloning tweaks, Protractor; I have a few other mods that are strictly parts, as well). Out of curiosity, what sort of video card do you have? Link to comment Share on other sites More sharing options...
KhaosCorp Posted June 4, 2013 Share Posted June 4, 2013 NVidia gt630, 2g dedicated, my computer is honestly not so great, im supprised I haven't had a lot more issues Link to comment Share on other sites More sharing options...
MOARdV Posted June 5, 2013 Share Posted June 5, 2013 NVidia gt630, 2g dedicated, my computer is honestly not so great, im supprised I haven't had a lot more issuesMine is a pretty high end system with an NVIDIA GTX670. So, it's not a difference in texture management in the drivers (probably). Although maybe the problem is that I've got things dialed to max in the game (graphics quality settings)? I'll go check that. Link to comment Share on other sites More sharing options...
LostPsychonaut Posted June 5, 2013 Share Posted June 5, 2013 Mapsat=memory fail... I had never used it before, always thought it looked cool, but seemed like something for after you have the basics pegged... Well I havent been able to get it to work. I'm no code geek like you all, but I have gotten every major kerbal mod to work. This is the first one that has really given me a hard time.I am using the current Dev build, and I have noticed I can get a small probe to load on the launch pad as long as i dont use MechJeb. Optimizing memory has always been an issue and I have to keep my mods minimal, but this one seems to only work by itself. Link to comment Share on other sites More sharing options...
Castun Posted June 5, 2013 Share Posted June 5, 2013 Ditto here. I had a *small* artefacts file - to the tune of 40 or 50 lines (only Kerbin and Mun represented). It's not game lag that's the problem - I am hitting address space exhaustion, and repeated experiments show that the x4 build of ISA MapSat is the straw that breaks the app for me.KhaosCorp, I do not have as many mods as you have listed, but all of the major mods I have *are* on your list, I think (Kethane, LLL, B9 aerospace, Chatter, Kerbal Alarm Clock, KW with some local texture/mesh cloning tweaks, Protractor; I have a few other mods that are strictly parts, as well). Out of curiosity, what sort of video card do you have?I had the freezing issue, even after deleting the mapped images and the anomaly list file. I think the anomaly file itself doesn't contribute to the overhead, rather, when it gets really long, the CPU has to waste extra cycles to dig through it.BTW, KW Rocketry takes up a LOT of memory as well. It hasn't yet been optimized to take advantage of the new file system. I use it alongside of B9, but I had to trim out some parts that I would never use. Link to comment Share on other sites More sharing options...
Catullus Posted June 5, 2013 Share Posted June 5, 2013 Ditto here. I had a *small* artefacts file - to the tune of 40 or 50 lines (only Kerbin and Mun represented). It's not game lag that's the problem - I am hitting address space exhaustion, and repeated experiments show that the x4 build of ISA MapSat is the straw that breaks the app for me.KhaosCorp, I do not have as many mods as you have listed, but all of the major mods I have *are* on your list, I think (Kethane, LLL, B9 aerospace, Chatter, Kerbal Alarm Clock, KW with some local texture/mesh cloning tweaks, Protractor; I have a few other mods that are strictly parts, as well). Out of curiosity, what sort of video card do you have?I have much the same mod list and exactly the same problem. My video card is a GTX 560 Ti with 1 GB of memory. Link to comment Share on other sites More sharing options...
The Stinger Posted June 5, 2013 Share Posted June 5, 2013 Whenever KSP loads a vehicle on the launchpad/runway/in orbit with a ISA dish attached, the game hangs for a minute and then just continues.It's pretty annoying. Anyway to fix this?Running Linux Mint. Link to comment Share on other sites More sharing options...
MOARdV Posted June 5, 2013 Share Posted June 5, 2013 BTW, KW Rocketry takes up a LOT of memory as well. It hasn't yet been optimized to take advantage of the new file system. I use it alongside of B9, but I had to trim out some parts that I would never use.Yeah, I've trimmed a lot of parts. I mostly use it for the Maverick-V engine and the fairings. If the fuel tanks had simple endcaps instead of detailed interiors, I'd use them, too. All of the 1.25m and 2.5m fairing parts and their bases in that pack can be cloned off of one another, reducing the model and texture count by half, so that's what I've done. Link to comment Share on other sites More sharing options...
KhaosCorp Posted June 5, 2013 Share Posted June 5, 2013 Whenever KSP loads a vehicle on the launchpad/runway/in orbit with a ISA dish attached, the game hangs for a minute and then just continues.It's pretty annoying. Anyway to fix this?Running Linux Mint.try reading last few pages... Link to comment Share on other sites More sharing options...
Mihara Posted June 5, 2013 Share Posted June 5, 2013 try reading last few pages...You wish that even helped, don't you, but it doesn't. I had found that particular issue myself and trimmed the artefacts.dat file myself. It worked for a few days.Now it's 452 bytes long, and it's not loading at all.I have a faint suspicion it's waiting on the download of SOHO images, which, for some reason, is not completing. If that suspicion is correct, that's an epic bad idea just to provide us with images of the wrong star. Link to comment Share on other sites More sharing options...
KhaosCorp Posted June 5, 2013 Share Posted June 5, 2013 the artefacts.dat file fix is NOT a one time fix...your gonna have to keep doing it because it will build back up as you scan.Also is there anyway to isolate what your talking about Mihara? Some way to try and test if that's actualy whats happening,,,idk, maybe force it to show something in debug? Im no coder or modder, but if I have an idea of where to look I sure can try to test Link to comment Share on other sites More sharing options...
Mihara Posted June 5, 2013 Share Posted June 5, 2013 I said "Now it's 452 bytes long" - and I do mean right now. Writing a script to trim it was the first thing I did. Mind you, deleting it doesn't help either. The most suspicious message in the logs from MapSat before the game quietly freezes on launching a MapSat probe is that it's starting SOHO download. These are the images of the sun - our sun - collected in real time. They are shown when you select Kerbol in MapSat. If it's really waiting for that download to complete before working, and the download for one reason or another can't complete, it's pretty much impossible to work around. Link to comment Share on other sites More sharing options...
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