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[0.22] ISA MapSat 4.0 Dev Build


Innsewerants

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again, not a coder so I could be way off...

Is it possible to tell it to move on if that process is null return, or maybe to ignore it all together....do we really need images of our sun in KSP? not really understanding why its used I guess

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Really strange that I don't get the issues other people are reporting. My memory usage doesn't go above 2.5 GB no matter what type of ship I have selected. Launching a ship with over 400 parts and 5 map sat probes causes a bit of FPS drag, but that's to be expected, launching the same ship with no map sats (so 5 less parts) causes slightly less FPS drag, but not much. Without a way to tell FPS while in game, it's only a guess anyway.

I've never done anything to my artifacts dat file, maybe I should look at it, see what's going on.

There must be something system-dependent that is causing the FPS loss and memory issues.

FWIW, I'm on a core i7 at 3.5 GHz with 16GB ram on windows 7 (not that total memory means anything to a 32 bit app like KSP) with a nvidia 680 card.

As for the Soho images in the sun tab, the author probably thought that was a cool addition, I've never seen a slow down from loading it, and sometimes there are no pictures there or a garbled one, not to mention my internet isn't the fastest either.

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Is it possible to tell it to move on if that process is null return, or maybe to ignore it all together....

Tell? No. If my guess is correct, the only thing that is possible to do without fixing the plugin itself is to intercept the HTTP request at router level and feed it false data just so that it gets on with it. Not a solution I can recommend to anyone since fixing the plugin is actually easier.


private void loadKblMaps()
{
int loadKblMapsDone = 0;
KblTex1 = new Texture2D(512,512,TextureFormat.ARGB32, false);
KblTex2 = new Texture2D(512,512,TextureFormat.ARGB32, false);

WWW KblImg_eit284 = new WWW("http://sohowww.nascom.nasa.gov/data/realtime/eit_284/512/latest.jpg");
WWW KblImg_eit171 = new WWW("http://sohowww.nascom.nasa.gov/data/realtime/eit_171/512/latest.jpg");

while(loadKblMapsDone == 0)
{
if(KblImg_eit284.isDone == true && KblImg_eit171.isDone == true)
{
KblImg_eit284.LoadImageIntoTexture(KblTex1);
KblImg_eit171.LoadImageIntoTexture(KblTex2);
loadKblMapsDone = 1;
}
}
}

I'm not sure if that source file in the top post has any relation to the current development version, which doesn't come with source, and I'm not sure what Unity does when asked to download something that isn't downloading, mind you. Does it timeout? Unless it timeouts, it's going to loop forever if there's anything wrong with the server's response, and it happens onFlightStart right after loading the icon but before actually drawing it. My game remains frozen while it's memory usage is still just 2Gb, well before I even see the launchpad, and the longest I let it run like this before killing it is twenty minutes.

My guess might well be wrong, of course, and I don't have problems getting these images from a browser, but that actually doesn't confirm or deny anything, because I have no clue what kind of user agent string does Unity present to the web server.

do we really need images of our sun in KSP? not really understanding why its used I guess

That particular question you have to address to Innsewerants himself, I have no idea what wasn't good enough about "No surface detected" either. :)

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Really strange that I don't get the issues other people are reporting. My memory usage doesn't go above 2.5 GB no matter what type of ship I have selected. Launching a ship with over 400 parts and 5 map sat probes causes a bit of FPS drag, but that's to be expected, launching the same ship with no map sats (so 5 less parts) causes slightly less FPS drag, but not much. Without a way to tell FPS while in game, it's only a guess anyway.

I've never done anything to my artifacts dat file, maybe I should look at it, see what's going on.

There must be something system-dependent that is causing the FPS loss and memory issues.

FWIW, I'm on a core i7 at 3.5 GHz with 16GB ram on windows 7 (not that total memory means anything to a 32 bit app like KSP) with a nvidia 680 card.

As for the Soho images in the sun tab, the author probably thought that was a cool addition, I've never seen a slow down from loading it, and sometimes there are no pictures there or a garbled one, not to mention my internet isn't the fastest either.

how many mods ya running...total part count in database menu? that plays a small hand in overall usage, mainly when loading ksp but a bit after as well

and when I said 'tell it to do...' I meant edit the plugin lol see...im not coder =P

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...Ok, no, that's not SOHO. I patched the DLL itself and pointed the URLs at my own server which I'm perfectly certain is responding correctly and serving the same JPG files that I can recover via browser.

The symptoms are still the same: the game either freezes upon attempting to launch a probe carrier with two probes, each with a dish on it (a small carrier, too, the entire launch vehicle is just 168 parts) or simply crashes. It doesn't even look like it's out of memory already either.

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...Ok, no, that's not SOHO. I patched the DLL itself and pointed the URLs at my own server which I'm perfectly certain is responding correctly and serving the same JPG files that I can recover via browser.

The symptoms are still the same: the game either freezes upon attempting to launch a probe carrier with two probes, each with a dish on it (a small carrier, too, the entire launch vehicle is just 168 parts) or simply crashes. It doesn't even look like it's out of memory already either.

If you post your craft file, I'd be happy to see if it crashes my game too.

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I am not having such issues.

Try this idea: switch to a vessel (or simply launch a new one) that has ONE probe. use the GUI and turn OFF scanning.

now, try to launch your multi-probe ship.

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I am not having such issues.

Try this idea: switch to a vessel (or simply launch a new one) that has ONE probe. use the GUI and turn OFF scanning.

now, try to launch your multi-probe ship.

I wish it was that simple... for me, even if a craft has only a GPS unit on it, it flat-out refuses to load. Really throws a wrench in my satellite network plans. :(

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Sapphire, then it would seem that you don't have the mod installed correctly.

Please verify the following:

Which version of mapsat are you running?

did you delete ALL the old versions files?

did you load the files properly in Gamedata?

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Out of curiosity are any of the people /not/ having issues launching probe delivery vehicles with more than one probe?

Yes. But I also regularly clean out my artefacts file, and I entirely quit/restart the game after visiting any mapping probe. The game bogs down to unplayability if I don't, but it works perfectly smoothly if I remember to not map more than once per session. Having more than one probe on a delivering vehicle isn't a problem, but switching active probes during a game session will kill the game performance for me.

Edited by Gaius
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Sapphire, then it would seem that you don't have the mod installed correctly.

Please verify the following:

Which version of mapsat are you running?

did you delete ALL the old versions files?

did you load the files properly in Gamedata?

The newest one, the devbuild.

I deleted everything when I updated to 0.20, so everything is clean.

And yes. They're all sitting in there.

If it helps, it was working for the first few days, then it gradually started making the game slow down, and now it always, without fail, causes the game to crash.

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Out of curiosity are any of the people /not/ having issues launching probe delivery vehicles with more than one probe?

I have launched a craft with 5 map sat dishes on it (one on the main and 4 on small probes) with MechJeb and protractor. I get a bit of FPS lag with it but it's a 400+ part ship. I don't have a lot of other mods installed though, almost no parts mods, so my parts pages are pretty much stock. I suppose having a lot of parts would take up more memory though. I also can switch easily between probes that are actively mapping with no problems. I just click a new probe ship in the map view and use the switch to pop up. No lag, it just goes back to mapping.

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When upgrading from KSP 1.9.1/Mapsat 3.34 to KSP .20.2/Map Sat Dev version 4, how do you keep your old maps. I tried storing them in the KSP .20.2 folder in the old method and in the Game Data method but ISP 4 doesn't "see" any of them.

I'm on a Mac OS 10.8.3 if that matters.

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Ok, here's a test case...

Freshly reinstalled MapSat. I.e. the entire MapSat directory in GameData erased and reinstalled from dev version release. (so artifacts.dat just doesn't exist) Large probe core, a dish on it, fresh save -- launch succeeds, everything appears to be working. Scanning is confirmed to be off.

Same save, next launch is the same core with a girder on it and four dishes bolted onto it. Launch never proceeds, KSP wobbles the hard drive for a minute, then stops. Size of process in memory is well under 3Gb.

Last line in the log is


Mapsat ksp dir:E:/SteamLibrary/SteamApps/common/Kerbal Space Program/KSP_Data/../

(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Mapsat: Loading known anomalies

(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

which makes it quite likely that it's MapSat holding it up and not anything else.

MapSat has never been particularly well behaved, but this makes it pretty much unusable.

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When upgrading from KSP 1.9.1/Mapsat 3.34 to KSP .20.2/Map Sat Dev version 4, how do you keep your old maps. I tried storing them in the KSP .20.2 folder in the old method and in the Game Data method but ISP 4 doesn't "see" any of them.

I'm on a Mac OS 10.8.3 if that matters.

don't think you can keep the old maps since they have changed size so much

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I can't even launch a satellite with a single dish. I made a Kethane scanner/ISA Mapper satellite. If I try and launch it the game either crashes, or the launch scene never loads. Removing the MAPSAT dish fixes the issue. I'm not seeing any unusual RAM usage. I have yet to test with no other mods installed, but that's irrelevant because I'm never going to be using just MAPSAT. I'm going to run a few more tests, but right now it seems like the problem is MAPSAT-specific. To be expected with a dev version :P.

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whoops, meant resolution, not interval.

Regardless, this is of no help. I've changed the resolution back and forth and it's still faded horribly if I scan even at 50x, where the old ISA mapsat used to scan maximum and without issue.

This is a problem making it absurdly time consuming to scan a planet.

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Regardless, this is of no help. I've changed the resolution back and forth and it's still faded horribly if I scan even at 50x, where the old ISA mapsat used to scan maximum and without issue.

This is a problem making it absurdly time consuming to scan a planet.

Agreed. I've messed around with the resolution settings. On 10x timewarp, I get an absolutely clear map with resolution at 300. On 50x, it's messed up even with resolution set to 1000.

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I must have missed something. How are you setting resolution? All I've been able to see is the scan density difference between different warp speeds, and I agree, it takes for ever to get a full scan done now

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I must have missed something. How are you setting resolution? All I've been able to see is the scan density difference between different warp speeds, and I agree, it takes for ever to get a full scan done now

Its in the Kerbpedia or whatever its called. theres settings tab in there, can adjust scan resolution and autosave interval

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