# ProblemHanging up in LEO

#### Ark

##### New member
I've always had this problem with Orbiter where the simulation will hang up for 5-20 seconds when I'm conducting missions in LEO. Under time acceleration it will often happen once or twice per orbit. I'm using stock Earth textures so I don't understand why it does this. My system should be more than enough to run Orbiter, and most of the time it works flawlessly. I just have this persistent problem in LEO only.

XP Pro SP3
4 GB RAM

#### Spacethingy

What vessel? What MFDs etc.? I occasionally get a much briefer hang when using the DGIV.

Last edited:

#### Ark

##### New member
Anything and everything. Doesn't matter if it's one vessel or two dozen, any time I use time acceleration in Earth orbit I have to put up with one or two hangups per orbit. In higher acceleration I might get two or three orbits before it happens. The time of the hangups can be anywhere from a couple seconds to 30.

#### garyw

Tutorial Publisher
Thats to do with surface bases loading as you move within range of them

#### Cras

##### Spring of Life!
Donator
Would it then help to remove certain surface bases from the set up? I am not having the issue the OP addresses, at least not in such a servere way as for it to be of notice, but I only use three Earth surface bases myself in Orbiter, and if just ridding myself of the other several of them would increase performance, then I am all for it.

#### Ark

##### New member
Thats to do with surface bases loading as you move within range of them

Okay, so can I remedy the problem by just deleting the cfg files for surface bases I don't care about?

EDIT: Tried it. Didn't really help, maybe some of the hangup times are shorter but it still happens.

Last edited:

#### Richy

##### VTOL craft Pilot
I had the same problem, as I installed the Baikonur Kosmodrome. The high-res surface tiles made the simulation load for several seconds when I came in range. Obviously, if your orbit doesn't get near to that base (because earth rotates below you), the hangups don't occur.

#### Tommy

##### Well-known member
The SRC bases are also good for hanging up your system.

One thing that does help - as soon as you notice the hang-up, hit the "r" key to slow time accel to 0.1x. As long as you do that before the hang-up ends, Orbiter will respond as if you hit it the micro-second after the hang-up started.

#### Ark

##### New member
The SRC bases are also good for hanging up your system.

One thing that does help - as soon as you notice the hang-up, hit the "r" key to slow time accel to 0.1x. As long as you do that before the hang-up ends, Orbiter will respond as if you hit it the micro-second after the hang-up started.

Yeah, I already do this by reflex, because you're in deep trouble if you wait it out and have an autopilot active.

#### T.Neo

##### SA 2010 Soccermaniac
By including the PRELOAD requirement in the .CFG file along with base meshes, these meshes will be loaded at startup rather than every time you come within a certain distance of a base.

The Wideawake International and the stock KSC preload their mesh items.

You can edit base .cfgs to preload meshes if you want. Just add PRELOAD to the instance of a mesh in a base .cfg file. Here is an example;

Code:
MESH
FILE {meshname}
POS -6710 0 4530
SCALE 1 1 1
ROT 180
OWNMATERIAL
PRELOAD

#### T.Neo

##### SA 2010 Soccermaniac
I have experienced hangups with time acceleration over bases with no surface tiles (SRC spaceports). I'm not sure, but I think surftiles load at startup- but it may depend on your settings with O2010.

#### Ark

##### New member
I've got 4 gigs of RAM, is there any reason not to preload every mesh in the bases I still use?