[MOD] Reduced Masstraffic V0.3 (Now with alternative 3/4 reduced version)

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enenra
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[MOD] Reduced Masstraffic V0.3 (Now with alternative 3/4 reduced version)

Post by enenra »

Reduced Masstraffic
V0.3
by enenra

Reduces masstraffic* ships by half. (or 3/4, depending on the version you download)

*the many small ships flying on predefined paths around stations.

Note: This should have a possibly significant positive impact on your framerates BUT it's experimental so please back up your saves first.

Installation:
Place the extracted folder in your Steam\SteamApps\common\x_rebirth\extensions\-folder (create one if it doesn't exist yet). Then make sure when you launch the game that the extension is enabled.

[ external image ]
Last edited by enenra on Thu, 21. Nov 13, 19:32, edited 4 times in total.
Katorone
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Post by Katorone »

Tracking this one. I'll be sure to install it when I get home. :D
TheCoredump
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Post by TheCoredump »

Nice one, will be downloaded
mokusam
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Post by mokusam »

Thank you for this one. :)
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TheShadowofSins
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Post by TheShadowofSins »

Can someone test it and see if there is some impact on the fps ?
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Observe
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Post by Observe »

TheShadowofSins wrote:Can someone test it and see if there is some impact on the fps ?
I haven't tested this particular mod, but I experimented with performance improvements quite a bit in the beginning when I started getting into this stuff, and yes, you will see performance improvements with reduced mass-traffic. There are several other factors that can influence fps within modding capability.
Alamaurie
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Post by Alamaurie »

Stabilized my frame rate near stations. Thank you tremendously for this mod.
Thurmonator
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Post by Thurmonator »

Would it be possible to further reduce the traffic, by say 3/4ths.

If you think about it, even at half traffic, there is way too much. Its like Beijing at rush hour ALL the time. What are they actually doing anyway other than being eye candy. But for realism sake, there is WAY too much traffic, ESPECIALLY when you think of how sparse the stations are inside. It should be like Assassins creed in the stations with loads of extras to justify just a portion of that heavy traffic.

So, if you could make one at maybe 20% of normal or 25% that would I think be even better.

Would it change the economy? idk, but I'm guessing ... no.
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Observe
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Post by Observe »

Thurmonator wrote:Would it change the economy? idk, but I'm guessing ... no.
Generally speaking, presence or absence of station mass-traffic doesn't influence the economy.
Last edited by Observe on Tue, 19. Nov 13, 20:24, edited 1 time in total.
Scoob
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Post by Scoob »

Great mod idea, will try it out.

So, to those that might know, what are those "real" ships actually doing? I assumed they might be doing little micro-trades, if so they would be part of a economy. However, vs. the big guys those little ships must have < 1,000th of the capacity, so only doing Item Trading maybe?

Scoob.
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enenra
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Post by enenra »

@Thurmonator

I could do that, yes. It's just a matter of adjusting a few numbers. Takes some time because there are many.

But I'm really not 100% sure whether this will have zero effect on the economy. It also reduces the amount of criminals etc. that spawn in there so it will have other influence on gameplay. For example, it would become harder to find a smuggler because there is less of them in total. All of that has to be tested.
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Nibel
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Post by Nibel »

99% they are to screw your VRAM
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Observe
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Post by Observe »

You can see what the various ships are doing by examining the Jobs.xml file. There you will see every ship is operating some task (example: <task task="move.patrol">). Those tasks refer to scripts in the aiscripts directory. By looking at them, you can see whether or not a particular script is related to trading.
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Nibel
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Post by Nibel »

99% they are to screw your VRAM
Scoob
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Post by Scoob »

Observe wrote:You can see what the various ships are doing by examining the Jobs.xml file. There you will see every ship is operating some task (example: <task task="move.patrol">). Those tasks refer to scripts in the aiscripts directory. By looking at them, you can see whether or not a particular script is related to trading.
That's interesting. So you could in theory just cull the majority of ships, which I assume would be vanilla traders, while keeping the interesting ones? Certainly a mod I'll be following.

Scoob.
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Sandalpocalypse
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Post by Sandalpocalypse »

Masstraffic doesn't trade, afaik.

*EDIT*

I poked around a bit and it looks like stations can Masstraffic trade with stations in the same zone :)
Last edited by Sandalpocalypse on Tue, 19. Nov 13, 20:53, edited 1 time in total.
Irrational factors are clearly at work.
TheCoredump
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Post by TheCoredump »

No luck, don't know why, the extension is active but no traffic reduction, even by lowering even more the numbers :-(
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enenra
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Post by enenra »

I'm about to upload a new version which might fix it. Major reduction in lines.
dez505
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Post by dez505 »

The small ship traffic do nothing for the economy, after looking at the files it seems they "inteended" them to be micro traders but they seem to have abandon the idea or could not get them to work right

Seems like a little work to get them trading all over the friggin galaxies!
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kuplo
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Post by kuplo »

I'd really like to try this with a 99% reduction as I don't see any performance gain with the current reduction.

Is it just a matter of changing the following tag in the jobs.xml file:
<quota sector="15"/>

To a lower number?

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