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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.

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...

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.

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.

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.

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.

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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