Comments (12)
Using the private build of PiezPiedBy there is no change I could recognize - the transmission speed (upper limit) and signal loss issues still persist so this could be the reason.
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Why would you have an FPS Limiter?
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@steamp0rt because the silly game core just blows up to max. fps in SPC and utilizes the CPU and GPU for nothing and my rig becomes loud.
I always have to go to VAB to make it calm down.
With an fps limit to 32 it's way better, but still an issue.
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V-Sync would be a good balance between high fps and cpu-gpu usage, tho?
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Yes, but SPC is "special" regarding fan noise...
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@Gordon-Dry
Please confirm the FPS dropping when you are using only Kerbalism with KSP, if you are based in the last GameData that you shared with me, when I played with that folder, my FPS dropped to 33 using your GameData with more than 180 mods, using my GameData with around 112 mods, my FPS stay around 120.
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@HaullyGames I will do - I'm also curious what is the issue.
Some months ago it was clearly Kerbalism, then it was better, then it became worse somehow.
And as it's impossible to check the CPU resources used by single mod dlls it's impossible to find the culprit quick.
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@HaullyGames Ok, I do it the hard way:
Adding one mod after another (incl. dependencies ofc)
But - because Unity/KSP is kinda weird - if the issue occurs after adding a specific mod does not implicitly mean that this mod is the culprit - it could™ be that it's another mod but the last one added just triggers the issue ...
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First finding - after I added the TriggerTech folder which contains
ARP - AlternateResourcePanel
KAC - KerbalAlarmClock
TWP - TransferWindowPlanner
the fps dropped down to 12 (from locked 60) ...
Now I try to find if it's one specific mod or just generally all from TriggerTech.
When I isolated that I try it with that problematic mod but without Kerbalism.
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So, it's KerbalAlarmClock ... but with only Kerbalism + dependencies + RemoteTech the issue is gone again.
I will test the KCT+ScrapYard+MonthlyBudgets suite next (it already was in my previous testing).
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^ah, not really "gone", the drop is "only" down to 32 fps which I did not recognize without FPSView mod ...
Next test is with KCT+ScrapYard+MonthlyBudgets to see if the change is significant or not.
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TriggerAu/KerbalAlarmClock#207
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Related Issues (20)
- uggestion]Long-term experiments tweaks HOT 1
- [Request] Smart Parts Support HOT 1
- WasteProcessor cannot vent Ammonia (see PR 858) HOT 1
- Loading has failed due to an unhandled error HOT 2
- HabTech2 Patch broken
- A useful modifier HOT 2
- Kerbalism - Intense Frame Loss And Lag When Crew Tab Is Open. HOT 4
- Oxygen doesn't exist in RP-1 HOT 2
- [RO] Configurable fuel cells do not remember settings HOT 2
- MannedOrbit contract seems to ignore custom day length.
- [Meta-Isssue] Custom day/year duration isn't well handled with some planet packs
- NaN/XYZ science value HOT 3
- References in proj pointing to old version of harmony
- Any engine with a built-in tank causes errors after update to 3.19 HOT 3
- CactEye - Science experiment of camera data processing seemingly generates infinite science exploit
- Science not working. NaN on every test except Crew report in EVA. Time to completion is always "T-perpetual". HOT 6
- Any part with an Emitter module will fatally crash the game on load if EC doesn't have a rateunit specified
- SSPX Compatibility Issue HOT 1
- DMOS asteroid science not transmitting HOT 1
- Questionable power consumption calculation by kerbalism's panel HOT 2
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