But I really have no idea what I'm talking about. I think it's possible that something in ModuleTweakableDecouple is causing the ShipModifiedEvent to get fired every physics frame, or something along those lines. So I don't think this is entirely y'all's problem. Note please that this problem vanishes entirely if I make sure the Tweakable Everything part module ModuleTweakableDecouple does not get added to the ProceduralFairingAdapter part. I don't have an FPS meter or anything, but at a guess I'd say it dropped from 60 frames a second down to 30 frames a second, maybe? Just a guess. With the development-build DLL, it only dropped some. Before installing the development-build DLL, my frame rate would've dropped severely. To produce the problem I started with a Procedural Fairings interstage adapter, then put a MechJeb-bearing part on top of it, then right-clicked the interstage. It helped but didn't eliminate the problem. I have a configuration of mods that demonstrates the issue, so I tested this DLL with it: Perhaps I should also recalculate when the stock launch button is pressed. At the very least, everything is recalculated when you press the build button. I don't expect that this will have issues with things being out of sync (since you're likely not making a bunch of changes per frame) but it is possible. Then you can call that event a billion times in a frame but KCT will only recalculate once. I'm not sure whether these are occurring multiple times during a single Update, but if it is the fix is simple: restrict the call to be once per update. ![]() It may sound like a very specific issue, but it's rooted in a deeper issue where right clicking causes the vessel updated event to fire a ridiculous number of times, meaning KCT recalculates build times a ridiculous number of times.Ĭheck this reddit comment stream for more details and an example craft: (thanks MaturinTheTurtle)
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