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SETA stopping Autopilot commands
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Cadius





Joined: 05 Dec 2008
Posts: 939 on topic

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PostPosted: Sat, 27. Feb 10, 09:28    Post subject: SETA stopping Autopilot commands Reply with quote Print

Lately i've noticed that whenever I switch on SETA, some ships stop moving. It only affects ships running various combat commands like Attack all enemies/protect and follow. Patrol, Idle and other move commands aren't affected. Anyone else had this happen before?

Scripts i'm using at the moment

==Lucike==
- Prospector
- CODEA
- Personal Transporter
- Security and Rescue
- EST
- CAG
- CLS

==Others==
- Community Plugin Config
- Hotkey Manager
- Ware Manager
- Cycrow's cheat script
- Auto-Rename Player Property
- Improved Boarding
- Satellite Early Warning Netwok
- Improved Races
- Bounty Boost
- Ejon Tech PSS
- Missile Defense Mk2
- Safe undocking
- Advanced Hyper Drive
- Apricot Beam Dock
- Apricot Cbam
- NPC Bailing Addon
- Salvage Commands and NPCs
- Uberex's Board Station
- Tatakau's Marine Repairs
- Nvidium's Auction Services

I've checked for compatibility issues but so far only Lucike's Libraries v3406 seem to have modified some of the stock scripts, but i've heard no complains from other users.

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Catra





Joined: 12 Oct 2009



PostPosted: Sat, 27. Feb 10, 09:43    Post subject: Reply with quote Print

not a script problem, but a technical problem. too much going on + acclerated speed is going to delay the AI on its processes.

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X1000





Joined: 22 Jun 2009



PostPosted: Sat, 27. Feb 10, 09:44    Post subject: Reply with quote Print

No.. Never heard of it.

Only thing i can think of, is SETA is making the game run to fast, and the engine cant compute all the info for all your combat scripts controlling the ships, so while its computing the ships pause.

What speed are you running SETA at, and how much RAM do you have?

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Cadius





Joined: 05 Dec 2008
Posts: 939 on topic

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PostPosted: Sat, 27. Feb 10, 09:57    Post subject: Reply with quote Print

4GB RAM, 3.25 used

Had SETA running at X6

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X1000





Joined: 22 Jun 2009



PostPosted: Sat, 27. Feb 10, 10:04    Post subject: Reply with quote Print

Odd. i run CODEA, MEFOS, and MARS, with 4 GBs, at 10x without a problem.

Is this on all your ships, or just the ones controlled by the scripts?

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Cadius





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PostPosted: Sat, 27. Feb 10, 10:15    Post subject: Reply with quote Print

Only happens on ship i command to Attack all Enemies or Follow/Protect and NPC patrols. It's strange, theres no stutter or slowdown, ships just set their drives to 0.

EDIT:
Played with SETA abit, seems higher the SETA the more apparent the problem. At X2 it never occurs, X3/X4 it takes a while, X5/X6 a 2 - 3 seconds. X10 effects all ships, in sector ships stop immediately, OOS takes about 5 seconds.

I'm gonna try remove some of the scripts, see if that would help

Oh I'm also using Logain Ablers FDN/PM/SSDN/GPR scripts

EDIT:
Confirmed it's a script issue. I removed some, turned off some and started a new game. I can go X10 SETA with no problem. Gonna try turning them on one by one.

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Cadius





Joined: 05 Dec 2008
Posts: 939 on topic

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PostPosted: Sat, 27. Feb 10, 12:55    Post subject: Reply with quote Print

Ok I found the problem. It only happens when I use Logain's Production Modules. I'll direct my questions to him.

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enenra





Joined: 08 Apr 2005
Posts: 5897 on topic
Location: Japan
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PostPosted: Sat, 27. Feb 10, 14:42    Post subject: Reply with quote Print

As it was said, this doesn't directly concern only one script.

Many Scripts == big CPU load == slowdown == problems with AI

Of course scripts which draw a lot of CPU will make this problem appear more quickly but in the end you won't solve it by simply uninstalling that script. If you installed two other scripts amounting to the same CPU load later in place of it, the same would happen.


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Cadius





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PostPosted: Sat, 27. Feb 10, 17:12    Post subject: Reply with quote Print

LI PM must've been hogging a whole lot of CPU load then, because I uninstalled that script (only that script btw) and can now run SETA X10 no problem. I kept the game running on SETA X10 for half an hour for testing purposes and everythings running fine.

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Logain Abler





Joined: 31 Oct 2005
Posts: 2198 on topic
Location: Norwich, UK
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PostPosted: Tue, 23. Mar 10, 16:00    Post subject: Reply with quote Print

Looking into this Sad If it's PM I will cancel the next release and see what I need to do.

It may need a re-design or scrap as I don't want to break the game for people.


LA


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Gazz
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Joined: 13 Jan 2006
Posts: 12159 on topic
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PostPosted: Tue, 23. Mar 10, 19:37    Post subject: Reply with quote Print

I wrote a library to make FPS known to scripts.
Very useful to know when the player has activated SETA or the engine is generally struggling with combat or graphics.
Scripts that don't have urgent business can then use a longer wait and go into chill mode. =)


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Logain Abler





Joined: 31 Oct 2005
Posts: 2198 on topic
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PostPosted: Wed, 24. Mar 10, 14:55    Post subject: Reply with quote Print

Gazz wrote:
I wrote a library to make FPS known to scripts.
Very useful to know when the player has activated SETA or the engine is generally struggling with combat or graphics.
Scripts that don't have urgent business can then use a longer wait and go into chill mode. =)


Sounds a very useful library but I’m not sure if ideal for my purpose, the wait times are fixed valued based on production times. I also define the wait by game time:

As this piece of script, time being the production duration is seconds:

Code:
 $current.Time = playing time
 $end.Time = $current.Time + $time

  while $current.Time < $end.Time
    $wait = ( ( $end.Time - $current.Time ) + 1 ) * 1000
    while $wait
      $wait = wait $wait ms
    end
    $current.Time = playing time
  end


LA


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Gazz
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PostPosted: Wed, 24. Mar 10, 17:38    Post subject: Reply with quote Print

Oh, but an exact wait is not at all necessary for long loops like production.
By aiming for the exact second your "factories" waste CPU time.

For instance, you could always use a minimum wait of 50000 ms.
(better yet... random 50000 - 60000 ms)
You're going by playtime anyway so there's no harm in "overshooting" the correct time.
This excess time is simply deducted from the next "goal" time so it automatically averages out after the first 25 sec of a factory's lifetime.
A one-time inaccuracy of 25 sec is nothing on that scale.

Script-wise it's a trivial change to record / substract this carryover because it only affects this waiting subroutine.


BTW: I don't "get" the inner loop in your script. It looks dangerous and the script snippet would work perfectly fine without it.


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Logain Abler





Joined: 31 Oct 2005
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PostPosted: Thu, 25. Mar 10, 10:57    Post subject: Reply with quote Print

Gazz wrote:

BTW: I don't "get" the inner loop in your script. It looks dangerous and the script snippet would work perfectly fine without it.


Consider it gone.

LA


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gueganteng





Joined: 29 Aug 2008



PostPosted: Thu, 25. Mar 10, 14:45    Post subject: Reply with quote Print

i dont have logain's script and still have ships stopping everywhere.. often in big fleet fights..


i dont get graphic freezes but ships just stops moving and plays dead.. when i check the script editor there is only around 5.5k scripts running. i use unleashed with modified job files without civilian. and the only ship i have is the one im flying, so no extra trader / factory.

the annoying thing is vanilla has 8.5 - 9k scripts running but the game runs a lot smoother..

i experience this early from new game start, Rolling Eyes

what i think may contribute to my game performance is one of these scripts
-IR
-MBase
-Marine Repair
-Auto rename player property
-my unlimited salvage insurance Embarassed
-AI ammo cheat
-safe undocking
-missile safety ?
-gates no rep loss ?

basically scripts that has continues loops.. or ones being automatically used many times by the AI.
but i rather not play at all if i have to turn off one of the scripts im using Very Happy

one sure thing is my system needs an update.

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