ScienceFun / Kerbalism-Continued

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Extremely long loading saved games #19

Open Bob-Kelso opened 6 years ago

Bob-Kelso commented 6 years ago

Hi,

i'm allowing myself to open a new issue as i discovered myself struggling with loading my saved game.

I'm using quite a bit of mods but the logs stops at Kerbalism loading its stuff (in the ksp log file), then the game freezes (doesn't answer). I thought it broke the game but it actually loads...eventually. It can last from 2 to 4 hours not answering then magically loads. it works, but obviously makes the save quite corrupted and a bit unplayable because of the waiting time and because of KSP needing to be restarted often.

Tried so many tests to isolate the problem and it seems that is kerbalism related as if i delete the mod the saved game just loads instantly. Here is the log and modlist (this log is one with shutting the game off so after 5-10 minutes waiting) KSP.log

modlist.txt

Of course tried as well on a fresh install copying the mods in the new folder and creating a new career then importing the sfs files in the new career folder. im' running on 1.3.1

Also, i was on the released version and tried to go to your dev fork and i face the same issue with both versions. quick edit: just tried with latest shotgunninja's version and the same issue occur.

Any ideas what could be the cause?

I don't know if i can help more by uploading a particular file or providing more information but don't hesitate to ask of course if it can help :).

HaullyGames commented 6 years ago

Hi Bob, what is KerbalismFix.cfg??

Bob-Kelso commented 6 years ago

Hi,

i have to admit that....I have no idea. but still did the tests with and without that cfg file (deleting it doesn't change anything.)

here is the content of the file in question:

@PART[kerbalism-activeshield]:NEEDS[FeatureRadiation]:FINAL { @category = Utility } @PART[kerbalism-gravityring]:NEEDS[FeatureComfort]:FINAL { @category = Utility } @PART[kerbalism-greenhouse]:HAS[@MODULE[*]]:FINAL { @category = Utility } @PART[kerbalism-chemicalplant]:HAS[@MODULE[*]]:FINAL { @category = Utility } @PART[kerbalism-container-*]:HAS[@RESOURCE[*]]:FINAL { @category = Utility } @PART[kerbalism-container-*]:HAS[@MODULE[*]]:FINAL { @category = Utility }

edit: i think it was a tweak to allow parts showing in the VAB in the old Kerbalism version

lordcirth commented 6 years ago

Looks like that's the workaround for 1.3.1 that puts the Kerbalism parts in Utility. You don't need that anymore with Kerbalism-Continued.

Bob-Kelso commented 6 years ago

Could it be related to a specific planet (meaning a vessel in orbit of this planet) or a high number of ships currently in space (i currently have like 50 vessels in different orbits including relays, probes, debris, etc)? Or a timeline situation? Im currently at year 12 and something.

@lordcirth exactly, spot on!