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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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Timing tweaks
Something I'm going to be looking at right after finishing up with the editor work is the pace timings of the new version. I've had reports that xport delay makes some actions like WSST take too long, while ZTM is actually too fast now. I'm also seeing evidence that with movement delay set to its lowest possible setting (25ms), it's running too hot and breaking the message and event system, as well as drawing too much of a CPU load. Now that the game is being played beyond the beta test site, I'd like to have some feedback on how the game pace is relative to the previous version, and what needs to speed up or slow down in order to maintain the right balance.
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Thu Aug 18, 2011 2:14 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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Re: Timing tweaks
Yea, we need to increase the minimum plot and move delay. We probably also need to get a reasonable rob delay (people are used to none) as the default.
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Thu Aug 18, 2011 5:18 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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Re: Timing tweaks
I intended to default rob delay to the previous default. Did I goof on that?
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Thu Aug 18, 2011 5:19 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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Re: Timing tweaks
John Pritchett wrote: I intended to default rob delay to the previous default. Did I goof on that? Well, people always just changed it to none. So the default... it was changed every edit.
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1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
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Thu Aug 18, 2011 5:36 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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Re: Timing tweaks
Ok, gotcha. And it can still be set to no delay, so nothing has changed. The question is whether to change the default.
What I'm really looking at here is the pace timings, not the delays. Delays are configurable, pace timings are not (currently), so I will need to adjust them myself to get the desired balance.
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Thu Aug 18, 2011 6:01 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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Re: Timing tweaks
Right. A pace timing of 20ms per rob would probably be fine. A pace timing of whatever it takes for a reasonable PC to process 1000 moves divided by 1000 would probably be okay for moving (50ms would not be a bad starting point). 50ms per plot, too, would probably work also.
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1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
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Thu Aug 18, 2011 7:23 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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Re: Timing tweaks
I'm not actually convinced that the problems we've been seeing are related to the speed of the move delay anyway. I just fixed a bug that was causing some games to lose their ability to communicate with other games, and that could also cause the kinds of odd event behavior we've been seeing. So we'll have to see. But you did say that there's too much CPU load with 25ms, so that does need addressing.
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Thu Aug 18, 2011 7:45 pm |
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LoneStar
Commander
Joined: Fri Jun 09, 2006 2:00 am Posts: 1396 Location: Canada
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Re: Timing tweaks
Just in interject an idea... it's always amazed me at how 'instantly' planets are created and destroyed. Seems incongruous to things like Rob-delays and move-delays.. etc.
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Thu Aug 18, 2011 7:50 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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Re: Timing tweaks
Yeh, there are planet pop delays/timings in the new ver I think, too.
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1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
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Thu Aug 18, 2011 8:07 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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Re: Timing tweaks
It's been awhile since I presented these, so I might as well do it again. Here are the current pacing delays:
ShipMove/attack = 20 ms EProbe = 20ms Photon = 15ms PlanWarp = 20ms LandTakeoff = 6ms DockDepart = 12ms ShipXport = 10 ms PlanXport = 10ms KillFig = 15ms DropTakeFigs = 15ms DropTakeMines = 15ms Crime = 20ms GenTorp = 5ms
CoursePlot = 40ms (from computer, CIM and autopilot) DensityScan = 20ms SetAvoid = 20ms CorpXfers = 20ms PortReport = 20ms LaunchBeacon = 20ms Showroom = 20ms ShowPlanet = 20ms Move/TakePlanProd/Cols = 10ms CitadelOption = 10ms UserStats (I) = 10ms WhosPlaying = 5ms FigListLine = 2ms MineListLine = 2ms PlanListLine = 2ms RankingsLine = 2ms ShowTime = 2ms
There are others, but these are the ones that are most relevant, and many of these are not very relevant. Just wanted to give a full accounting.
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Thu Aug 18, 2011 8:31 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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Re: Timing tweaks
LoneStar wrote: Just in interject an idea... it's always amazed me at how 'instantly' planets are created and destroyed. Seems incongruous to things like Rob-delays and move-delays.. etc. Yeah, you can set GenTorp launch delay up to 5 s max.
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Thu Aug 18, 2011 8:32 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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Re: Timing tweaks
Ship move needs to be higher. Not sure what, tho, but it does. Didn't it used to be 250ms?
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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Thu Aug 18, 2011 8:55 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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Re: Timing tweaks
These are pace timings, not delays. Keep in mind that the pace time is the minimum time between any two actions. If you wait 30 seconds before entering a command, you'll get zero pace delay. But a normal delay is always used, so after 30 seconds, if you move, you'll still get a 250 ms move delay or whatever it's set to.
The move delays are configurable. I will certainly consider changing the defaults (move delay defaults to 250 ms) or even increasing the minimum delay if it's too fast, like min move delay of 25 ms seems to be, but I'm looking at the pace timings right now because those can't be changed in the editors, and I just need to get the right values in the game.
These pace values effect things like WSST and ZTM, though they can be overwhelmed by large delays like ship movement. I'm just looking for feedback about what actions seem to be taking too long or too little time so I can consider if any of these timings need tweaking.
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Thu Aug 18, 2011 11:46 pm |
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Micro
Ambassador
Joined: Wed Apr 20, 2011 1:19 pm Posts: 2559 Location: Oklahoma City, OK 73170 US
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Re: Timing tweaks
Why not make the pace delays confgurable?
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Fri Aug 19, 2011 1:08 am |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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Re: Timing tweaks
Because they're supposed to be set to the minimum reasonable levels for today's systems, and then be locked in so the pace of the game remains constant into the future. You can effect many of the important actions with delays, but the pace timings are for every action, like displaying the main menu and checking the system time. I just needed to establish a standard pace for the game that isn't dependent on CPU speed and Internet speed. It allows every game to be the same across a variety of systems. I may eventually put a pace factor in there, so you can uniformly speed up or slow down the pace, but I want to establish a solid set of relative pace timings and stick with them. I already have support for pace throttling, but it's just set to 1.0 right now.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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Fri Aug 19, 2011 1:28 am |
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