hlking wrote:If thats true, then I'm really sad. I really enjoy XTC but It aint fun running it at 20 FPS. Any way to increase FPS besides those I mentioned above?Arghy wrote:XTC has alot more stuff running then vanilla so i'm not surprised if theres an FPS cap.
Not much, unless you are prepared to get your hands dirty. When the bottleneck is - as very often happens in X3, modded or not - the CPU, there are few things really useful apart from simply lowering the number of "living" objects around the universe.
The best thing you can do is fire up X3 editor and edit XTC's Jobs file to lower the number of ships flying around. Civilians aren't really that much of a strain on the system (but there are really a TON of 'em in XTC jobs so cutting them down fiercely might really be helpful), but hundreds of free traders and military patrols definitely are. You can experiment with something like an all around 25/33% decrease of jobs (and at least a good 50% decrease in civilians), and you'll sure see the benefits.
They will not disappear immediatly after you load the game with the new jobs file, they will be slowly removed as they finish their current orders; you can keep track of how many are around from the script editor, under the task list.
However, keep in mind that when you have less AI traders around they might just be not enough to keep the economy alive (especially in XTC where freighters are really slow and sectors kinda big): a solution is either to ensure in the jobs file the free traders are always spawned with max engine tunings, or even edit the TS ships in the tships file to make them faster. So if, for example, you halved the number of traders, but doubled the speed for TS, the overall economy should more or less keep the same intended balance. Of course, such an edit might lead you to a chain reaction of having to rebalance other ship classes to counter the faster transports to maintain gameplay balance.
EDIT: As I haven't currently an XTC game running long enough to check how many tasks are called in a fully expanded universe, I just peeked at the jobs file. Civilians are indeed many, and you can easily eliminate several hundreds ships by halving 'em (if not totally removing in case you don't care for 'em).
However the numbers for traders and military ships don't seem to be horribly high. Might be that XTC generates a lot of entities with scripts instead of relying mostly on the jobs file as it's often done (in which case we're kinda screwed

Usually, in my modded games I try to always keep myself under 10.000 active tasks (this with a 3GHZ dual core), and keep the total traders around at 1500-2000 tasks. More than that and I usually begin to notice the strain slowly building up. Of course this is a figure also based on what scripts and mods I have the habit to use (which have themselves their share of CPU hit); in XTC, with its set of completely new scripts all around, this figure might end up being completely different in the long term.