KojioK wrote:
It's the same issue: The game freezes every few seconds in SETA, probably due to an overload of script loops asking too many questions. You also still have the problem of ship overpopulation. You are adding ships to every sector, without removing anything in return. Increased ships means more work for the game to babysit your ships. If you give without taking away, then lag becomes unbearable during multiple invasions or in sector combat.
is this constant as there is alot of load if the 2 setup's for ships and stations are running but these should run for approx 1 min every 40
are you in a densely populated sector with cap ships/roids or stations?
the testing i did yesterday didn't have jerks but was mainly done in a clear sector
Again, i am not adding ships to sectors, they are stock ships but the vanilla was returning just under 500 big ships m6-m2 at startup for all races which is simply not needed (e.g the 96 terran m6's) , i could easily lower this as i said before with a mod but i have no intention of modding RRF as then it becomes a "can't use other mods" choice if they tag into jobs, hence the desire to keep it script only, an idea i've had is get the array of ships of each class for each race and only make x% of them RRF
it didn't immediately appear that new ships were being created in sectors if one of them jumped out but there was a fluctuation in total ships
KojioK wrote:
I seriously think you should consider removing station monitoring of any kind, and just link the invasion scripts into the defense scripts. There is absolutely no downside to the player experience, and it makes things much more efficient. You are having the computer ask if it's getting attacked.. by itself. You might as well play poker with your imaginary friend and accuse him of looking at your cards.
i can't see how 2 checks 1. Is this station being attacked 2. Is a large enemy ship close would cause an issue checked every 60s (i did a quick piece of coding to ping the other stations yesterday which may help if a slow that down), setting an invasion ping is simple but then the game would ignore any khaak or xenon invasions that come with the vanilla or a small group of pirates, personally i think the problem lies in the 600+ cap ships using RRF logic so that's where i'm focusing for now
(if you want to try something in the meantime for me just comment out the START Plugin.rrf.st.setup script in AL.RRF.Events so no stations are tagged, you need to turn it off first to remove the stations already running)
KojioK wrote:
Edit: Here is my crappy psuedo-code example:
crappy psuedo code 1 is how it works now
cpc 2 is fine and dandy and actually not needed as all i need to do is set the sector as a global variable via the invasion script but as i said this would ignore non rrf invasions
the code i'm using here is massively cut down from my TC rrf because of the slowdown, the 900+ wing.protect scripts, 1000 (at one point) freetrader/station to station scripts and such in the vanilla are really not helping RRF imo, there was also some form of defense written into TC which also may be interfering
i think the engine for TC simply has much less capacity for adding anything 3rd party than TR did although some sloppy coding in 1.2 didn;t help, it's just a shame that without imperialising the eye candy of freetraders and wing.protects etc via mod the engine room doesn't have much power for me to use.
i'll continue to tweak, ta for the info
