LV,LV wrote:it being a cpu issue is not really the question, the question is is it a cpu issue because i've written ****** coding
Apologies if this isn't relevant:
I don't believe you've written shit code, but I alsofeel that this isn't a CPU issue. I strongly believe that run on a super computer, anyone would experience the very same "0m/s issue"
The engine has a limit as to how many script can simultaneously fire at the same time. And I believe your code and mine use the same default fight.attack.object, and the same vanilla turret scripts for NPC ships.
While OOS, a single ship, regardless of its turret configuration, is a single (1) script footprint on the script run engine.
Throw the same ship into an active sector, and in the case of a capital ship, it's now an 8 script footprint. So how in an LV's RRF vs. Litcube's Revelations, you now have about 250 ships times an average of 6 turrets. That's a 1500 script footprint.
Not only that, but the script they're running are worst case scenario: turret scripts have the smallest @wait= window of all vanilla scripts. And I suspect there's an upper limit for script "waiting" to get their turn. If that upper limit is met, the engine says %$# it, we continue, because we can't wait for those losers, and we can't use valuable CPU time, lagging the players experience.
I would suspect that adding 15 secconds between target aquisition checks in the vanilla turret scripts would significantly reduce the issue, but I've yet to test it. Maybe I should.
EDIT: Maybe splitting this off to a seperate thread would generate some interest in the issue (if you feel it's not relevant, that is).