egg changed the topic of #principia to: Logs: https://esper.irclog.whitequark.org/principia | <scott_manley> anyone that doubts the wisdom of retrograde bop needs to get the hell out | https://xkcd.com/323/ | <egg> calculating the influence of lamont on Pluto is a bit silly…
<queqiao--> <P​im​ie​nt​o> Interesting... I managed to reproduce the issue (just launching and reverting few times). I went to the FAR debug options before, and the main setting is "Prefer GPU". I have not changed this, so I think is the default setting, or as Clayel mentioned at some point it got changed automatically. The moment I change it to Disable I get back my FPS. When I revert the flight, I know is going to happen this time because all
<queqiao--> Mechjeb windows load but the background stays black around 10 seconds before loading the flight scene .I see in the Github thread that there is setting on a file somewhere to force the Disable mode, so I will try that. Thanks again for your help !
<queqiao--> <C​la​ye​l> the default setting is Prefer GPU i think
<queqiao--> Reply to "s​ii​ma​v: No, it won't reverse the exposure debug settings if those got enabled before."
<queqiao--> <C​la​ye​l> 155 said it does> Issue #2 I attempted to modify FARConfig (after this test) so that it would default to none, unfortunately this does not work, and it continues to default to "prefer GPU" on EVERY LAUNCH. This is incredibly frustrating as it means the longer I play the game, the more it means I have to literally open FAR and change debugger to disabled on every single launch.
<queqiao--> <C​la​ye​l> also this is crazy> After 3 launches, with "prefer GPU" still set, it was down to EIGHT FPS. Yes, 8. After decoupling. change prefer GPU-disabled and it went up to 98! Here's the log: (if there's another better way to upload, let me know. I can't seem to find a good solution for huge text files)
<queqiao--> <P​im​ie​nt​o> yeah, that is what I experience too. It works fine few launches, even with Prefer GPU is enabled. Then, you restart (it takes 2-3 launches in my case), and the FPS goes down. I change it to disabled, and we are good again.
<queqiao--> <P​im​ie​nt​o> I wonder if you guys want me to test anything, or collect some logs, or any info that could be helpful. I think I can replicate consistently now.
<queqiao--> <N​az​fi​b> If at least one of the "airstream", "sun" or "body" settings is set to 'true' and the device is not 'None', then the bug occurs that decimates your FPS. Therefore, just having the device set to 'Prefer GPU' is not a problem, as long as the other settings are disabled (which is the default config for all of them). The issue is figuring out what has enabled one or more of those other settings, because that is not supposed to
<queqiao--> happen.
<queqiao--> <b​la​ck​bi​rd​> ooh, so this is where principia folks live?
<queqiao--> <e​gg​> And cats.
<queqiao--> <b​la​ck​bi​rd​> any notes on principia performance problems or profiling data in say dottrace?
<queqiao--> <b​la​ck​bi​rd​> I have an experimental mono recompile with RAM and allocation fixes that seems to be reducing KSP load times by a factor of 35 -> 6, whatever that works out to arithmetically
<queqiao--> <b​la​ck​bi​rd​> Oh! you are egg robin, really cool mod. It's like STK -> KSP
<queqiao--> Reply to "b​la​ck​bi​rd​: I have an experimental mono recompile with RAM and allocation fixes that seems to be redu..."
<queqiao--> <C​la​ye​l> something like 83%? damn!
<queqiao--> <b​la​ck​bi​rd​> yeah here
<queqiao--> <b​la​ck​bi​rd​> sec
<queqiao--> <b​la​ck​bi​rd​> only for windows for now, but got linux figured out. Works on all games of 2019 -> 2018 Unity vintage so far. Meant for BattleTech, but the theory is that marshalling and icall/pinvoke behavior are UTF8 encoding gated, so this speeds it up
<queqiao--> <C​la​ye​l> ill probably wait for the source
<queqiao--> <b​la​ck​bi​rd​> Yep, once I figured out how to package the build system, you could theoretically build it yourself. I think you need MSVC and a pretty basic unix install
<queqiao--> Reply to "C​la​ye​l: ill probably wait for the source"
<queqiao--> <b​la​ck​bi​rd​> Oh heads up, it'll be not for forking back into Unity, because pooling is a bounded fix and needs to be monitored for production code. It's good in mod environment if that's what you are looking at
<queqiao--> <p​au​lo​> is decay in the orbit caused by principia? is it purely because of the perturbations of the other bodies? https://media.discordapp.net/attachments/480397772248580098/1385594567478481106/image.png?ex=6856a2ff&is=6855517f&hm=dc80a2d01c2e9dfd1f4dcd16ff958986df180bcc9bd382dff81841563d11ce9f&
<queqiao--> <p​au​lo​> - look at the predicted perigees
<queqiao--> <V​ec​to​r> decaying is a feature of principia
<queqiao--> <V​ec​to​r> because of the N-body physics
<queqiao--> <p​au​lo​> gotcha
<queqiao--> <p​au​lo​> nice
<queqiao--> <e​zs​na​ck​> Thats not what decay is, the orbit shifts because of the perturbations from other bodies and the uneven gravitational field of earth
<queqiao--> <e​zs​na​ck​> There is no atmospheric decay
<queqiao--> <p​au​lo​> ah yes this is what i was interested, so its not simulating atmospheric drag or these sorts of things
<queqiao--> <p​au​lo​> but the orbit decays anyway by perturbations
<queqiao--> <e​zs​na​ck​> It depends, thats why there is an orbit analyzer
<queqiao--> <e​zs​na​ck​> https://en.m.wikipedia.org/wiki/Frozen_orbit
<queqiao--> <p​au​lo​> now i get why people say these mods are hard
<queqiao--> <p​au​lo​> the amount of stuff ksp hides from you
<queqiao--> Reply to "e​zs​na​ck​: https://en.m.wikipedia.org/wiki/Frozen_orbit"
<queqiao--> <p​au​lo​> i'll take a look at this later
<queqiao--> <p​au​lo​> for my sputnik mission i expect the satellite to fall anyway XD
<queqiao--> <k​uz​in​at​0r​> It's not hard, it's just different
<queqiao--> <p​au​lo​> yeah but its that they widen the amount of things you have to think about
<queqiao--> <p​au​lo​> or even things you have to learn
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