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| Minimum move delay https://mail.black-squirrel.com/viewtopic.php?f=52&t=31963 |
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| Author: | Singularity [ Sun Jul 31, 2011 2:42 pm ] |
| Post subject: | Minimum move delay |
The new ver allows a 0ms move delay, or something pretty close to it. This causes huge lag when people move around, CPU goes thru the roof, and some funky things happen with messaging as a result. We should probably have a forced min of no less than 100ms, otherwise it's going to cause problems. |
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| Author: | mob [ Sun Jul 31, 2011 2:44 pm ] |
| Post subject: | Re: Minimum move delay |
Code: Sector : 19401 in uncharted space. Fighters: 1 (belong to your Corp) [Defensive] NavHaz : 2% (Space Debris/Asteroids) Warps to Sector(s) : 28540 Command [TL=00:00:00]:[19401] (?=Help)? : C <Computer> <Computer activated> Computer command [TL=00:00:00]:[19401] (?=Help)? L List by rank (T)itles or by rank (V)alues (T,V or Q to quit) ? V Ranking Traders... Trade Wars 2002 Trader Rankings : 07/31/23 02:36:46 PM # Rank Alignment Corp Trader Name Ship Type --- --------------------- -- ------------------------------ ------------------ 1 14,443 -2,910,314 3 Shadowlord RedRum 2 10,513 -4,236,904 1 mebbe RedRum 3 3,691 500 4 styx # Ship Destroyed # 4 3,484 562,525 2 Brando # Ship Destroyed # 5 2,202 55 ** Black Bolt # Ship Destroyed # 6 48 4,500,000 1 Ender Ascian Boat of Humil ity 7 0 16 ** Animal # Ship Destroyed # 8 0 -5,599 ** Dr Doog # Ship Destroyed # Deployed Fighters Report Sector 19401: styx is attacking! styx destroyed 1 of your fighters in sector 19401 Deployed Fighters Report Sector 5990: Ferrengi Fenoton's Dreadnought entered sec tor. Just happened... |
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| Author: | John Pritchett [ Wed Aug 03, 2011 10:08 am ] |
| Post subject: | Re: Minimum move delay |
Sing, I thought I ran the minimum move delay through my benchmark tests to make sure they were less than the 5% CPU max. Guess I'll check that again. The old minimum was 250 ms, now it's 25 ms, though a true 0 ms setting with a reasonable synch delay would also work fine. As long as I calibrate it so the CPU remains at a reasonable level. Remember that the delay is always imposed when you move, but a synch time is only imposed between two actions to keep the pace of actions from being too fast and overloading CPU. |
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| Author: | T0yman [ Wed Aug 03, 2011 11:16 am ] |
| Post subject: | Re: Minimum move delay |
I tried 25ms and it was just to fast, I currently have mine set at 60ms and feels much better. IMO If I am playing a game for testing 25ms would be sweet for doing buydown's, but if to many were doing them it could cause some serious lag. |
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| Author: | mob [ Wed Aug 03, 2011 2:09 pm ] |
| Post subject: | Re: Minimum move delay |
Well...if that message was delivered late and it was as simple as an #SD#. I cannot imagine the lag it could cause when Im running WSST, and honestly in SWATH I had to supress the text output or else swath would not respond for close to a minute. Ill test 60ms as well, this was on another SYSOP server with live settings, I might just send him a message to let him know. |
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| Author: | John Pritchett [ Wed Aug 03, 2011 4:23 pm ] |
| Post subject: | Re: Minimum move delay |
Personally, I think the ships should move more slowly, and I always considered 250 ms to be too fast. But as with everything else, I want gameops to have the freedom to decide. But I don't intend for it to ever be possible to run the game at such a fast pace that it bogs down the CPU. I will fix that. |
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| Author: | Singularity [ Wed Aug 03, 2011 6:52 pm ] |
| Post subject: | Re: Minimum move delay |
Toy, there's a difference between latency and the configured move delay. Move delay won't affect buydowns. If 100ms is too much, make a min of 50ms at least. New sysops can run into problems here, it should be kept from causing server instability. |
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