Gate induced lag: research and workarounds

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Litcube
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Post by Litcube » Fri, 17. Jun 11, 23:08

glenmcd wrote:
dillpickle wrote:Something else is causing all these extra ships
Nope. These are GoD ships. They can flood your universe if destroyed irresponsibly (long story).

HotSake
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Post by HotSake » Sat, 18. Jun 11, 03:13

I suspect this is leading back to an unanswered question I posted in the Generic S&M Questions thread: what conditions, exactly, cause a ship to stop filling a Jobs quota and get respawned by GoD? I was specifically interested in hijacking jobs ships by starting scripts on them, but it sounds like you can make the Jobs engine freak out in many ways.

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joelR
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Post by joelR » Sat, 18. Jun 11, 04:02

Litcube wrote:
glenmcd wrote:
dillpickle wrote:Something else is causing all these extra ships
Nope. These are GoD ships. They can flood your universe if destroyed irresponsibly (long story).
Yeah. Suddenly my game is loaded with these. They all seem to be connected to Corp HQs

dillpickle
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Post by dillpickle » Sat, 18. Jun 11, 04:57

Litcube wrote:
dillpickle wrote:Something else is causing all these extra ships
Nope. These are GoD ships. They can flood your universe if destroyed irresponsibly (long story).
So, something else then... :wink:

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Post by glenmcd » Sat, 18. Jun 11, 11:04

When I used "destroy target hotkey" it was always experimental only - I saved, did the experiment then reloaded.

I did some experiments with types/Jobs.txt today and found that this particular issue (for Legends Home only) stopped progressing when I removed job #323. The comment ("(A) OTAS Hightech Trader (TM)") doesn't match the ship being spawned. The ship is not TM, it's M4 (Argon Buster) spawned at OTAS Shipyard Lengends Home, it flies directly to OTAS HQ, attempts to dock and those that cannot (docking limit seems to be 10), it just hangs around the OTAS HQ. These ships never seem to be deleted, they just keep spawning once every five minutes or so and this is why I end up with hundreds of them. If this job is faulty, then it must mean that these are seperate issues for the various HQs, but perhaps coming from the same error (copy/paste?). There is no shipyard in Heretics End, and the ships there are convoy related but not mission related. They spawn in space, all at once place. I guess I could track down that job too however I'd like to see if more can be revealed about this job 323. To me it's mostly gobbledy gook without access to docs on jobs.txt format (that's Australian for "a bunch of meaningless numbers").

@Dante1983
There are a few threads regarding TC core usage, and the experts suggest that although only one core is used, the actual core in use at any time changes. Mission based lag: Did you try out the mods I linked to at start of this thread? The lag is coming from CPU overload which itself is triggered not by accepting missions, but by the setup done by particular missions (convoy related) that isn't cleaned up for something like 2 hours. The thing that makes the issue noticable is successive changing of sectors rather than hanging around in one sector for hours. Once you try out the mods (minor edits to just one file) you'll see what I mean. My system isn't the issue here. Win7 Ultimate 64-bit, i7-950 @ 3.06GHz, 12GB CL7 triple channel DDR3 @ 1600Mhz, 520MB/sec sustained C: SSD, 2 x GTX460 SLI vid. The issue has been confirmed on other systems. Most of this is detailed in previous posts within this thread. I hate reading entire threads too :)

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Post by dillpickle » Sat, 18. Jun 11, 11:23

I know next to noting about jobs, no doubt someone will.
The OTAS high Tech trader comes with M4 wingmen. Is it possible that the wingmen are continually being spawned, looking for their home ship which you've removed the job for and doing the next thing on the list - trying to dock at OTAS HQ?

glenmcd
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Post by glenmcd » Sat, 18. Jun 11, 11:55

dillpickle wrote:I know next to noting about jobs, no doubt someone will.
The OTAS high Tech trader comes with M4 wingmen. Is it possible that the wingmen are continually being spawned, looking for their home ship which you've removed the job for and doing the next thing on the list - trying to dock at OTAS HQ?
It's the other way around. With a vanilla Jobs.txt, the M4s go straight to OTAS HQ. With job 323 removed, the M4s are not spawned at all. Those already spawned go on hanging around HQ and docking there sporadicly. They stay undocked for longer when I'm IS. The issue came in before I'd done my first edit to Jobs.txt. Just to be safe though I'm going to test switching back to vanilla, do a new PP start and monitor Legends Home to see what gives.

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Dante1983
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Post by Dante1983 » Sat, 18. Jun 11, 16:53

Why you dont just decreace the mission duration? Schould be:
<set_value name="{param@Duration}" min="4500" max="9000"/>
in 0.19 Escort Convoy.pck in cat/dat 11 if i remember right. Less mission duration schould reduce the number of activ convoy missions if you make a race form one side of the universe to the other. :)

You could also use the unleashed mod. That reduces the number of jobs (and convoys) without leaving you alone in the universe.

And the Experts may right but theres a big difference between games that uses only one core like stalker and games that uses all cores more ore less efficent like tc.

I hope decreacing the mission duration and the unleashed mod helps you out.
Ich bin nicht verrückt. Da sind sich alle Stimmen in meinem Kopf einig. :lol:

dillpickle
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Post by dillpickle » Sat, 18. Jun 11, 17:28

Dante1983 wrote:Why you dont just decreace the mission duration? Schould be:
<set_value name="{param@Duration}" min="4500" max="9000"/>
in 0.19 Escort Convoy.pck in cat/dat 11 if i remember right. Less mission duration schould reduce the number of activ convoy missions if you make a race form one side of the universe to the other. :)
All this will do is to reduce the amount of time you get to complete the mission... :P

If you want to reduce the time the mission is offered for, the one you need is:

Code: Select all

<set_value name="L2M119.TimeOut" min="{player.age}+700" max="{player.age}+800"/>
in 2.119 Trade Convoy...

glenmcd
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Post by glenmcd » Sat, 18. Jun 11, 18:13

There's the time that the mission is offered for, and then there's the time that the convoy - which is spawned at commencement of offer - takes to fly to its destination, whether you escort/destroy it or not. If the majority of the CPU load is associated not with the convoy itself but with something associated with the offer, then shortening that time would certainly help. I know that deleting all ships totally gets rid of the CPU load associated with these missions, but then many of these missions are offered from ships and not just stations so the offer also disappears. I'll do some testing on the time aspect. Doing a cleanup on exit from sector is still a better fix, but it appears is a lot more work too.

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Dante1983
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Post by Dante1983 » Sat, 18. Jun 11, 18:47

What is player.age? Is it the ingametime of the savegame? That would mean as older the savegame as more activ missions and as heavyer the lags will be. :lol:

Maybe it can be replaced with a static value like min="300" max="600" so you have 5-10 min to take the mission or not? If its IS thats enougth i think.
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dillpickle
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Post by dillpickle » Sat, 18. Jun 11, 19:02

{player.age} is the player's game time at that specific point.

When it times out all it does is to check the current age (game time) against the value set by min="{player.age}+700" max="{player.age}+800".

So effectively the mission will be available for between 11 mins. 40 secs. and 13 mins. 20 secs.

{player.age} is used as a reference point only, and the duration the mission is offered will be the same whether the games 5 mins old, or 5 months.

Changing it to a static min="300" max="600" would just mean that after the first ten minutes of game time all these missions would get cancelled as the player age is greater than 600s.

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