[Mod/Patch] X3-Unleashed [RC2] [Aug-06-2010] - X3 Performance gains up to 38%

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oVerRateD^
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Post by oVerRateD^ » Wed, 30. Sep 09, 04:32

lot of nice additions.

Been using it since the day you released it.
Some nice charts you just posted, giving detail on the improvements.

Targ Collective
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Post by Targ Collective » Wed, 30. Sep 09, 05:21

...Beta or no Beta I'm trying this now! At least until I can get a super-mega-quantum computer. ;)

...*Very* impressive. Thanks, this is wonderful!
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Jaga_Telesin
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Post by Jaga_Telesin » Wed, 30. Sep 09, 08:18

@ThisIsHarsh,

Interesting suggestions for some data analysis on flight overhead. The only problem I can see, is that there are lots of different traders, and military, and civilians, etc. How to decide which one to use I wonder.. perhaps simply trim out all other types and do metrics on the vanilla set for just that segment of the population. Sounds like a really interesting avenue to go down later on, when trying to nab the last bit of performance out of the engine. I'll keep it on the idea board. :)



@ oVerRateD^ / Targ Collective,

Glad you both like the idea and the implementation! I've been playing a new modded game tonight for around five hours, and am really enjoying the results.

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Post by Targ Collective » Wed, 30. Sep 09, 14:15

Actually, not sure if I've installed this wrongly, there is some unexpected behaviour from the mod as described.

Civilian ships have reverted to shiptype classification, and do not appear to be 'orphaned'. Is this supposed to happen? I was in Argon Prime; not one orphaned ship!

I have eight cat/dat files and renamed yours as 09.cat and dat respectively.
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Jaga_Telesin
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Post by Jaga_Telesin » Thu, 1. Oct 09, 00:11

What usually happens to the surplus of ships when you add Unleashed to an existing savegame, is that they lose their name. In the sector view, you'll still see their icons and positions, and most of them will keep running scripts until they are done and the God engine removes them. They also retain pilots, cargo, etc throughout the end of their existence.

If you've ever used or seen the "no civilians" mod by Graxster, it also removes them from the jobs file, leaving them without names in the universe while they exist. Same behavior here is what you should be seeing, and they should go away after a little while. If you aren't seeing that sort of behavior, take a few screenshots and let us see what you do.

One of the scripts I want to write is an "instant cleanup" script that removes those ships when run, so they don't linger any more than they have to.

As for your install, if you use Cycrow's plugin manager, it adds a cat/dat to the end of the group, and Unleashed's have to be under that pair number-wise. The only way it could be acting really funny, is if it is installed before (lower number) a mod that alters the Jobs.txt file, or if a mod is trying to create jobs that don't use normal numbers.

Typically, you'll only see the no-name ships for a little while, then they filter out and disappear leaving you with a cleaner universe.

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Post by Targ Collective » Thu, 1. Oct 09, 03:58

Hmm. I can't say I saw any unnamed ships at all - just no ships with civvy icons anymore. ie the Hospital Ship has a TL icon (well, had... a 'coffee related incident' means there is no TL anymore...)

Is this intended behaviour? Far as I'm aware there hasn't been any previous cat/dat jiggery pokery on this install, they numbered once eight and now number nine, with Unleashed the ninth of the bunch.
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Jaga_Telesin
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Post by Jaga_Telesin » Thu, 1. Oct 09, 04:59

The only fields edited in the Jobs.txt were the total quota for the job (flight), and the quota limit per sector. None of the other data on the flights was changed at all. If there was an unintentional change made, it would be due to the XJobs editor, and I cannot believe that Observe would let his code do that.

I've seen some Civilian ships in my game with larger icons, and I see smaller normal ones all the time. My game is about 24 hours old now (in-game play time), and everything seems fine from what I can tell. I'll assume you applied the patch to a game in progress, which wouldn't have changed any of your flights, simply "deactivated" some of them.

If you'd like to PM me with more specifics I can take a look and see if it is expected behavior or not, for your installation.

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Post by Targ Collective » Thu, 1. Oct 09, 05:04

Okay, what do you need to know? A possible test would be to send you my save file, see if there's an issue there. I think it's more likely I mucked up the implementation somewhere though.

Game in progress, indeed. Seemed a shame to start over when I've just grabbed a shiny new Tiger.

There *are* eight cat/dats in a Vanilla install right? Making yours the ninth if no others have been added?
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Jaga_Telesin
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Post by Jaga_Telesin » Thu, 1. Oct 09, 05:10

Targ Collective wrote:There *are* eight cat/dats in a Vanilla install right? Making yours the ninth if no others have been added?
A vanilla X3:TC install with no other mods, and no Plugin Manager install, and patching to v2.1, leaves you with cat/dat up to 08. v2.5 adds 09, and if you installed the Plugin Manager that would take you +01 as well (it always loads highest). Hopefully you don't have a mod loading via the game's startup UI (where you can choose and activate a mod). Even still, it would have to modify the types/Jobs.txt file to conflict. If that all sounds right, PM me and I'll shoot you my email so you can send me some screens of what you see in game.

The nice thing about the Jobs.txt file is that you absolutely cannot screw up your game permanently with it. They are generally NPC flights that add to the game's immersion and economy.



Edit
: Here's a sector I was just flying through, and what the flights look like (I was off center, so no military near me). It has normal Civilians in it, though I *have* seen civilian flights with the TL/M6/etc icons on them before. Those are intentional, believe it or not.

Image

Gothsheep
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Post by Gothsheep » Fri, 2. Oct 09, 02:02

I have a question.

I have trouble installing mods, so before I break open my computer to try and fix it, I'd like to know how the reduction in civilian traders effects your UTs. Will the profit margins of UTs jump up with the sudden reduction of competition?

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Jaga_Telesin
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Post by Jaga_Telesin » Fri, 2. Oct 09, 07:20

Gothsheep wrote:I have a question.

I have trouble installing mods, so before I break open my computer to try and fix it, I'd like to know how the reduction in civilian traders effects your UTs. Will the profit margins of UTs jump up with the sudden reduction of competition?
I was going to post this earlier today, but our fabulous Internet Provider (Comcast) decided to have their second outage in two days - this one lasted a mere 10 hours. /chuckle

I don't think you'll be seeing *that* much of an increase in profits from trading, since the traders left in the universe after either variation of the mod are still able to fly their trading routes quite well. Here are several screenshots I took of the factories in the middle of the universe, after roughly 1.5 days have elapsed (in-game time, 1 day 9 hours):

(Primary Resources are the stock levels to take note of)


ImageImage
ImageImage
ImageImage


As you can see, most of their Primary Resources are stocked pretty well, and that was less than a day and a half in-game. I have no sector or universe traders running either, so all their stock was sold to them from NPC traders. I still see high-tech end-product shortages, but that's expected until the game gets very established, same as vanilla. From what I can tell, everything is fairly well balanced.

So while I can't give you a direct answer (I'm not even sure if I could design a test for that), the indirect answer is that the NPC traders are keeping things running all by themselves from what I can tell. I'll keep my eyes on other factories in other sectors, though I still expect to see some factories with empty resource stocks. That always happened in vanilla too.

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Jaga_Telesin
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Post by Jaga_Telesin » Sun, 4. Oct 09, 21:02

Some observations I've made in my own game over the last few days:
  1. Terran Military still seems quite numerous, with lots of escorts.
  2. There are some pileups at Terran gates, probably due to the number of military.
  3. Missions work just fine, and even Aldrin is smooth.
  4. Ship populations in Commonwealth sectors are more than adequate, with plenty of variety and distribution.
  5. Factories almost never run out of Primary Resources, with the exception of some that were low on Ore. This seems to be working even better than vanilla currently.
  6. FPS doesn't seem to dip due to CPU needs, though graphic lag is still present with enough stations/ships.
  7. Haven't had as much as 1 autopilok accident, even when using SETA.
I'm going to consider some changes (small reductions and distribution evenness) to Terran military, primarily in an effort to keep their gates free of traffic jams, which helps their economy tremendously. I'm also going to review Ore Trader levels, and possibly bump them up a few ships.

If anyone that has been using Unleashed has suggestions for tweaks, they are welcome to post them.

Edit Almost forgot to mention - the machine I'm currently playing on is a 2.66ghz Q6700. I used to have to overclock it substantially to get good framerates across all of X3:TC. For the benchmarking I did I clocked it back to stock, and have left it that way while playing my personal game. Surprisingly, it feels smoother than it did before, even when it was overclocked. I have no plans to return it to overclocked speeds, since I feel no need to with Unleashed in. Time will tell however, if the game still feels smooth several weeks from now.

Targ Collective
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Post by Targ Collective » Mon, 5. Oct 09, 06:20

Very smooth, a wonderful job.

You keep at it Jaga. If you're not careful the Egosoft guys might just have to include this in a patch, like that turret fix some time ago.
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Jaga_Telesin
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Post by Jaga_Telesin » Wed, 7. Oct 09, 07:04

Targ Collective wrote:Very smooth, a wonderful job.

You keep at it Jaga. If you're not careful the Egosoft guys might just have to include this in a patch, like that turret fix some time ago.
Thanks Targ. :thumb_up: I wouldn't be against Unleashed showing up in the Superbox, if it came to it (as an option of course).


======================================


Update & New Findings: In what seems like my eternal quest now for more detail about flights in X3:TC; their structure, frequency, and metrics... I've run across some very interesting information. The total number of jobs (flights in the form of individual ships) in Terran Conflict is after all, not 7,746 like we thought. This is due in large part to escorts - flights that accompany their leader in a formation (or sub-formation). Most of us guessed that, but I don't think anyone did the research to see where they showed up in a vanilla game, nor by how much they bloated the total number of flights.

I now have detail on that information - as it turns out in a vanilla X3:TC game escorts raise the number of flights to just over 11,600. Granted, some of these dock at their formation leader, but a large portion fly next to them and run collision avoidance routines (in sector), and drain CPU cycles like normal ships the rest of the time. Take a standard, hireable TL for example: by itself it is only one ship with a large collision box, but when you add in that each spawned TL in the universe gets 4 separate wingmen, it changes their numbers quite a bit. In vanilla there were 30 hireable TLs, but now due to adding in wingmen the total # of ships for those TLs is 150 - five times the original (or +400%).

Due to the way I designed the tracking spreadsheet, I know exactly how many wingmen per original flight (leader) are generated, and from what line in the JobWings.txt file. The spreadsheet also has the ability to update itself realtime when a change is made, displaying the impact on both the Wingmen total, and on the total for each different flight job.

Given that wingmen have bloated the flights for TC by around 4,100, I'm going to give them the attention they deserve and see if they can't be trimmed down in certain areas. A large number of them relate to the military, which while obvious at first glance, really means that they are unused flights for most of the game, and ripe for culling in appropriate ways. Others relate to things like those hireable TLs, and could easily come down a bit without significant loss of effectiveness.

As a sidenote - due to the metrics testing I did I found out a direct relation between # of resources (ships, stations, etc) and savegame size. Seems obvious yes, but the good news is that trimming total flights back creates smaller (and quicker) savegames.

Lastly, I'm considering adding in another version of Unleashed - one that directly lowers numbers for Military flights in the universe by a substantial amount. This version is specifically for games that utilize scripts like Race Response Fleets, Improved Races, etc.. where the script adds in it's own military. I'm doing this because I finally realized just how many ships they can add (I think at last count IR added around 8k+ with fighters/caps turned on). Hopefully this can help alleviate the impact these great scripts give us, and let us run them with little slowdown.

Edit: Update to numbers due to recursive spreadsheet math.

Cpt.Shaper
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Post by Cpt.Shaper » Thu, 8. Oct 09, 13:06

Hi guys,
I`m new to X3TC (played some X2 in the past). What I don't know about is this: "Knowledge of Fake Patch installation"

...I guess from the help text that comes with the download file it's quite simple. but I'm not sure about it (don't have the possibility to try it out because my X3tc copy is still on it's way)

So any hint on this topic would be really appreciated :)

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