' Wrote:Also, small note to bargekeepers since I keep seeing threads of selling them for billions... Come the next update the countermeasure slot will be axed on it. Cloaking barges are a no-go. So if the idea is to do a long, slow trading haul while you're happily chewing through some fuel in that humongous hold of yours, might want to reconsider... It's considered an unintended exploit.
Well, CM slot is useless anyway after cruise speed was nerfed to 90. People don´t even need to CD barges because they can follow and pew them just with basic impulse speed (80) and occasional use of thrusters...
' Wrote:Well, CM slot is useless anyway after cruise speed was nerfed to 90. People don´t even need to CD barges because they can follow and pew them just with basic impulse speed (80) and occasional use of thrusters...
Read again.
Cloaking Device on Barge is exploit developers have not forseen.
Cloaking Device is put on CM slot.
I just wanted to point that CM slot could be removed just after speed nerf, because CM is useless on barge from that time. If devs did that in that time (so I think in update 2?), no cloaked barges could be seen.
Well... been a while since I updated this. Took a break, but I'm back devving now. Having experienced the lag ingame, I've done some checking: Turns out an earlier version of the application we used to make the 4.86 hitboxes had a glitch in it. That, and I might not have used it correctly to begin with (not including certain HPIDs in the SUR is reported to result in intermittent crashes, although I've never been able to reproduce this). I've also read that a bad weapon SUR could cause the kinds of lag we're experiencing.
So I'm again redoing every ship and equipment SUR that isn't a vanilla one. I'll also need to redo several solars, but those aren't the big issue. I am using the opportunity to further optimize them - making a SUR true to skin, in many cases, just isn't needed and the skins can be much tighter if you group some complex shapes together and just wrap a convex shape around it. This reduces the amount of polys in the skin file, and that in turn will hopefully reduce the amount of calculations that the server needs to do.
At the same time I'm hoping our balance folk will try and reduce the firing rate of projectiles with a long lifetime (IE slow, but high range projectiles, such as battleship and cruiser weapons). If projectile calculations are a factor, then having fewer of these buzzing around should alleviate the lag issue. These are all just assumptions though - we have no way to accurately determine where lag is coming from, we can't look into the FL process and see what's eating most of the CPU time. I can only go on what I see ingame: Groups of >15 people fighting in the same system seems a lag inducer.
ETA on this is several days. Not sure if I can convince Cannon to do another 4.86 patch for this, but as with all the lag problems, they can only be checked for in the live environment.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
Well thank you- really nice that you are de willing to fix the lag.
My proposition would be to reduce the number of battleship secondary turrets by half at least, you could also reduce the primaries to 2.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
' Wrote:So I'm again redoing every ship and equipment SUR that isn't a vanilla one. I'll also need to redo several solars, but those aren't the big issue. I am using the opportunity to further optimize them - making a SUR true to skin, in many cases, just isn't needed and the skins can be much tighter if you group some complex shapes together and just wrap a convex shape around it. This reduces the amount of polys in the skin file, and that in turn will hopefully reduce the amount of calculations that the server needs to do.
If I got some spare time.....I'll surely try to help you in redoing SUR's...
I wish I could help with hitboxes as well, but unfortunately all my attempts with sur splicing failed so far.
Though I did all word-by-word as it was said in tutorial.
Also, AD, are you the one who manage ship models? Or .sur's only?
' Wrote:I wish I could help with hitboxes as well, but unfortunately all my attempts with sur splicing failed so far.
Though I did all word-by-word as it was said in tutorial.
Also, AD, are you the one who manage ship models? Or .sur's only?
I'm using the one I found on Starport.....(hope I could dig it out)