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[obsolete] Wider Contracts App [v1.3.3] [2016-04-28]


nightingale

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  • 2 months later...
Has it been updated for CKAN? With 1.0.5 it doesn't appear along with half the modlist

(I only started using CKAN with 1.0.4 so never had to deal with a new version)

Nope, as my understanding was that the CKAN folk were setting it up so 1.0.4 mods are compatible by default with 1.0.5. Make sure you're running the latest CKAN client, and if that doesn't work see what the word is on the CKAN thread. I'll head over there myself later tonight (on mobile at the moment), since I'll have lots of updates to push out if my understanding was wrong.

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  • 1 month later...

Not to put another wrench in your system, but I can also report the same fps drop issue, and its a very significant drop. Not sure if it is still relevant with 1.1 1.0 rumoured to be released soon though, at least I thought I'd let you know. Debug console doesn't report any red/orange/yellow as far as I can interpret.

Windows 8.1 64bit

AMD FX-4100 Quad Core @ OC 4400 MHz

Radeon R9 270X OC edition (OCed) (latest driver @ posting)

8GB DDR3 1333

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Really?  That's a bit of a surprise, I haven't had reports of that in a long time.  Assuming you are on the latest release?

Likely this will have to be 100% rewritten in 1.1 (if the changes in stock even make it possible), so I'm not likely to do too much work before then...

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  • 4 weeks later...

Chiming in with a (late) "me too", I'm seeing  a ~40FPS hit... and the truly interesting thing is that it's even present at the main menu, before loading a game.

Gnu/Linux x64, latest v. everything.

Nothing interesting in the logs here either.
 

Edited by steve_v
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6 hours ago, steve_v said:

Chiming in with a (late) "me too", I'm seeing  a ~40FPS hit... and the truly interesting thing is that it's even present at the main menu, before loading a game.

Gnu/Linux x64, latest v. everything.

Nothing interesting in the logs here either.

Well, I did a quick fix to make it disable itself in scenes where there is no contracts app (no official release, go here if you want it)..  Otherwise though there wasn't anything that jumped out at me, and I will have to completely rewrite this for 1.1.  So I'm just going to hold off a little bit longer...

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  • 2 months later...
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Nightingale, thank you for your efforts. This is one of those mods I've come to take for granted when playing KSP and it's great to see it updated so quickly. Mighty fine job.

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On 3/30/2016 at 3:47 AM, nightingale said:

Completely rewritten for KSP 1.1, guaranteed no performance problems, because with the new UI code it can just do its thing and unload!

Unfortunately no, that's not the case. Using the latest mod version still roughly halves my FPS on KSP 1.1.  I get around 100fps in orbit without the mod, and only around 50fps with it installed, in a fairly new sandbox game with a stock Dove vessel in orbit.

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I had a look at the source, it's easy to see why the performance problem happen:

If there is no contracts frame to begin with, as is the case in sandbox mode, the mod never unloads and keeps looking for the non-existing contracts frame, iterating over all frames each frame.

Edited by Raknor
Typo
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1 hour ago, Raknor said:

I had a look at the source, it's easy to see why the performance problem happen:

If there is no contracts frame to begin with, as is the case in sandbox mode, the mod never unloads and keeps looking for the non-existing contracts frame, iterating over all frames each frame.

Confirmed here, absolutely tanks my performance. After a few scene changes between sandbox and main menu, I got the main menu down to sub-10 FPS.

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5 hours ago, Raknor said:

Unfortunately no, that's not the case. Using the latest mod version still roughly halves my FPS on KSP 1.1.  I get around 100fps in orbit without the mod, and only around 50fps with it installed, in a fairly new sandbox game with a stock Dove vessel in orbit.

Hmmm.... but did you read the fine print?

On 30/03/2016 at 7:47 PM, nightingale said:

Completely rewritten for KSP 1.1, guaranteed no performance problems*, because with the new UI code it can just do its thing and unload!  Download here!

* When used as directed.

Really, I should know better to guarantee anything.  Good catch, by the way, which leads us to this:

Wider Contracts App 1.3.1

  • Now disables itself in non-career modes (thanks Raknor).
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Thanks for the fix, performance is great again.

 

Sadly now it sometimes doesn't work in Career mode:

// Couldn't get a contracts frame, shouldn't happen
if (contractsFrame == null)
{
	Destroy(this);
}

Guess what happens. :wink:

I can reproduce it reliably. When loading the game, the contracts app is nice and big at the space center, but after entering and then leaving the VAB, it is back to the default size.

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18 minutes ago, Raknor said:

Thanks for the fix, performance is great again.

 

Sadly now it sometimes doesn't work in Career mode:


// Couldn't get a contracts frame, shouldn't happen
if (contractsFrame == null)
{
	Destroy(this);
}

Guess what happens. :wink:

I can reproduce it reliably. When loading the game, the contracts app is nice and big at the space center, but after entering and then leaving the VAB, it is back to the default size.

Yeah, was worried about that.  What happens is that sometimes the stuff takes a couple frames to load up.  I'd put that in there as a "just in case" but looks like it needs to stay out. The other career checks *should* be sufficient.  I'll fix it right away.

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