Fleet not responding to command

Tips, tactics, and general discussion for Evochron Legacy.
Flashman014
Lieutenant Jr. Grade
Lieutenant Jr. Grade
Posts: 61
Joined: Fri Jan 22, 2016 5:54 am

Fleet not responding to command

Post by Flashman014 »

From post: 184698, Topic: tid=12248, author=Brian Paone wrote: Wife says she just can't take me anywhere. :P
Mine says the very same. Glad to know I'm among kindred spirits here. Man, I love this game, and the community that comes with it. You guys are alright.
egobag
Ensign
Ensign
Posts: 4
Joined: Sun Jan 31, 2016 7:28 pm

Fleet not responding to command

Post by egobag »

I haven't searched so if this has been brought up already forgive me, but I just noticed it for the first time this morning.

Using the Territory or Technology views in the Navigation console practically halves my frame rate, and generally I have no problems maintaining a constant 60 FPS.

I initially thought this might be a result of using Virtual Super Resolution so I tried dialing it back to 1920 x 1080 but experienced the same results, although I did only drop to about 35 instead of as low as 27.

So using either the Territory or Technology coloured overlays results in a ~20 FPS drop and hovering the mouse over a particular sector to display the commodity information results in the loss of another ~5-10 FPS.

I've only just noticed this morning and obviously the menu is perfectly usable at 30 FPS but I'm thinking there are some optimizations that might be possible to make the drop less jarring, or perhaps this is an unintended side effect of some other change? Like I said I only noticed it this morning and have put about 70 hours in to Legacy so far, so either I'm sort of oblivious or this only started happening recently.

[Edited on 7-2-2016 by egobag]
User avatar
Vice
Administrator
Administrator
Posts: 12227
Joined: Fri Apr 25, 2003 1:38 am

Fleet not responding to command

Post by Vice »

Wow, that is a pretty sharp framerate drop. I'll see what I can do to optimize rendering the graphics associated with region details for the next update.
StarWraith 3D Games
www.starwraith.com | www.spacecombat.org
3D Space Flight and Combat Simulations
starschulz
Ensign
Ensign
Posts: 31
Joined: Wed Feb 03, 2016 5:02 am
Location: [US] The Outer Rim

Fleet not responding to command

Post by starschulz »

I cannot get the engineering bay to work. i have counted and recounted, i am certain i have the materials for the template i am trying to create. Is it possible to get a broken template from somewhere? i have never heard of the item i am trying to build. I have the cargo space for it, too. i even bought a license at the station but that didn't help either. is there anything i can do?
User avatar
Vice
Administrator
Administrator
Posts: 12227
Joined: Fri Apr 25, 2003 1:38 am

Fleet not responding to command

Post by Vice »

Probably the best things to do is send me the pilot profile and engineering template file (starwraith.com > contact) and I'll check into it. Template files and lab creation use the same data, so no, it shouldn't be possible to get a broken template.
StarWraith 3D Games
www.starwraith.com | www.spacecombat.org
3D Space Flight and Combat Simulations
egobag
Ensign
Ensign
Posts: 4
Joined: Sun Jan 31, 2016 7:28 pm

Fleet not responding to command

Post by egobag »

From post: 184783, Topic: tid=12248, author=Vice wrote: Wow, that is a pretty sharp framerate drop. I'll see what I can do to optimize rendering the graphics associated with region details for the next update.
Awesome, thanks Vice.

It seems there's also a similar drop in frames when you deploy a sensor station and there are a lot of detected objects.

Like I said I only just started noticing it, so I might just be very oblivious, or it's been introduced in the most recent update. I also noticed another player describing the same issue in a server I was playing on the other night so there's at least two of es experiencing the same thing.
User avatar
Vice
Administrator
Administrator
Posts: 12227
Joined: Fri Apr 25, 2003 1:38 am

Fleet not responding to command

Post by Vice »

Part of it is just the additional details rendered to the texture, which requires more graphics horsepower to process. So you can always expect a framerate drop whenever more details need to be rendered, such as when approaching a planet or when more signals are rendered on a map (which shouldn't be at the same level as the quadrant map). Lower performing systems will also likely encounter more of a performance reduction under such conditions.

But the kind of drop experienced when calling up the quadrant map was outside expected norms, even on mid to high end spec machines. What the next build will do is pre-generate the content and then render it to the texture without creating it on the fly during runtime. This should keep the performance within about 10-20% of the original framerate on most systems.
StarWraith 3D Games
www.starwraith.com | www.spacecombat.org
3D Space Flight and Combat Simulations
49rTbird
Captain
Captain
Posts: 2954
Joined: Sun Oct 28, 2007 10:57 pm
Location: Pinole,Ca,USA,Earth,Orion Spur,Milkyway, Etc.

Fleet not responding to command

Post by 49rTbird »

While on Starport 6 in Rucker tonight. I took a mission to destroy 20 asteroids. When I jumped in they started to destroy them selves until I fired my weapons although I was still 4 to 5k away. This seemed to stop the auto-destruct.

[img=1000x600]http://i647.photobucket.com/albums/uu20 ... f~original[/img]
Explore! Explore! Explore! \"There is no going back (Yet) so Make Today Count!
User avatar
Vice
Administrator
Administrator
Posts: 12227
Joined: Fri Apr 25, 2003 1:38 am

Fleet not responding to command

Post by Vice »

Were you alone in the sector?
StarWraith 3D Games
www.starwraith.com | www.spacecombat.org
3D Space Flight and Combat Simulations
49rTbird
Captain
Captain
Posts: 2954
Joined: Sun Oct 28, 2007 10:57 pm
Location: Pinole,Ca,USA,Earth,Orion Spur,Milkyway, Etc.

Fleet not responding to command

Post by 49rTbird »

Other than AI I was the only one on the server.
Explore! Explore! Explore! \"There is no going back (Yet) so Make Today Count!
49rTbird
Captain
Captain
Posts: 2954
Joined: Sun Oct 28, 2007 10:57 pm
Location: Pinole,Ca,USA,Earth,Orion Spur,Milkyway, Etc.

Fleet not responding to command

Post by 49rTbird »

Just did the same mission but no self destruct of asteroids occurred.
Explore! Explore! Explore! \"There is no going back (Yet) so Make Today Count!
Janus
Lieutenant
Lieutenant
Posts: 236
Joined: Thu Mar 29, 2012 4:32 pm

Fleet not responding to command

Post by Janus »

Could this be caused by low memory resources on the server unit? The reason I ask is because I just upgraded the memory of the Starport 6 server hosting unit. I purchased the hosting package with 2 GB of memory and have just upgraded to 4GB. Windows can be a memory hog at times.
ADMIN Starport 6
User avatar
Vice
Administrator
Administrator
Posts: 12227
Joined: Fri Apr 25, 2003 1:38 am

Fleet not responding to command

Post by Vice »

No, it was more likely due to events that took place in the sector prior to the mission and arrival of the player at the waypoint. Something likely happen in the sector that systematically wiped out some of the asteroids, which destroyed them in sequence as the processing of the damage states could be handled, giving credit toward the contract. Probably won't happen again much at all, one of those situations that will auto-fix itself (as the second run through then worked fine).
StarWraith 3D Games
www.starwraith.com | www.spacecombat.org
3D Space Flight and Combat Simulations
Barberetti
Ensign
Ensign
Posts: 25
Joined: Sat Aug 20, 2011 10:06 pm
Location: DM4

Fleet not responding to command

Post by Barberetti »

Not sure if this is a bug or not, but there are 2 planets with the same name/ID. B971 in Thuban, and another at

SX: -2402
SY: 0
SZ: -92

It's even got the asteroids next to it.
49rTbird
Captain
Captain
Posts: 2954
Joined: Sun Oct 28, 2007 10:57 pm
Location: Pinole,Ca,USA,Earth,Orion Spur,Milkyway, Etc.

Fleet not responding to command

Post by 49rTbird »

Losing cargo between servers tonight.

I logged onto Orion server with my pilot in slot 4 with 3 out of ten cargo bays with equipment. I mined various items to fill the 7 other bays. I saved in slot 4 then saved in slot 1. I then exited and logged onto Starport 6. ALL 10 cargo bays show empty. I exited the server and selected slot 4 again. I joined Orion and all bays show full as they should. I saved into slot one then exited again. When I rejoined Orion without changing from slot one the cargo bays show empty again. I repeated the test after deleting the pilot 0 = 1 completely and the same thing happens. I load pilot 4 save to 1 exit and reload 1 and it shows all cargo bays empty. I have both pilot files set aside.

I just did the test from pilot slot 4 with 10 cargo bays full. Saved to slot 3. Exited and reloaded with all cargo slots empty again On Orion server. Will test off-line now.

Off line testing shows saving to different profile slots working as it should.

[Edited on 2-16-2016 by 49rTbird]
Explore! Explore! Explore! \"There is no going back (Yet) so Make Today Count!
User avatar
DeathTech
Lieutenant
Lieutenant
Posts: 153
Joined: Wed Jan 20, 2016 8:12 pm
Location: United Kingdom

Fleet not responding to command

Post by DeathTech »

Sounds like it doesn't like cloning of pilots with filled cargo bays.

Also why use a different pilot for the other server?
49rTbird
Captain
Captain
Posts: 2954
Joined: Sun Oct 28, 2007 10:57 pm
Location: Pinole,Ca,USA,Earth,Orion Spur,Milkyway, Etc.

Fleet not responding to command

Post by 49rTbird »

From post: 185393, Topic: tid=12248, author=DeathTech wrote:Sounds like it doesn't like cloning of pilots with filled cargo bays.

Also why use a different pilot for the other server?
I have an old habit of making saves to 2 or 3 slots each time I save due to past experience with corrupted slots. I usually start in slot 1 and play for awhile then save in slot 1,2 and 3 and play for awhile again then repeat the save pattern. I am assured of at least 1 of 3 being good. :)

I don't use a different pilot for each server.

Update, I just did the test on Starport 6 with the same loss of all items in cargo bays when saved from slot 4 to slot 5 to change up things.

Update Again:

I did a new test to show what I have in my cargo bays;
[img=1000x700]http://i647.photobucket.com/albums/uu20 ... f~original[/img]

then joined starport 6 with the results shown below IE no cargo!
[img=1000x700]http://i647.photobucket.com/albums/uu20 ... f~original[/img]

[Edited on 2-16-2016 by 49rTbird]
Explore! Explore! Explore! \"There is no going back (Yet) so Make Today Count!
User avatar
Vice
Administrator
Administrator
Posts: 12227
Joined: Fri Apr 25, 2003 1:38 am

Fleet not responding to command

Post by Vice »

Edit: I'll look into it. The going back and forth between profiles is likely tripping something in the anti-exploit system.

[Edited on 2-16-2016 by Vice]
StarWraith 3D Games
www.starwraith.com | www.spacecombat.org
3D Space Flight and Combat Simulations
starschulz
Ensign
Ensign
Posts: 31
Joined: Wed Feb 03, 2016 5:02 am
Location: [US] The Outer Rim

Fleet not responding to command

Post by starschulz »

Speaking of cargo bays, I should probably say something about this:

While mining, if you open a trade window with another player you can duplicate your cargo. You offer a cargo bay of something and press submit, your cargo updates because of the mining, and the other player presses submit. They end up with a cargo bay full of whatever you sent, and you don't actually transfer anything. I haven't yet tested if it will duplicate anything else besides ores.

Probably not that severe of an exploit, but thought i should mention it.
49rTbird
Captain
Captain
Posts: 2954
Joined: Sun Oct 28, 2007 10:57 pm
Location: Pinole,Ca,USA,Earth,Orion Spur,Milkyway, Etc.

Fleet not responding to command

Post by 49rTbird »

From post: 185397, Topic: tid=12248, author=Vice wrote: Edit: I'll look into it. The going back and forth between profiles is likely tripping something in the anti-exploit system.

[Edited on 2-16-2016 by Vice]
I just checked and the version is 1.0188

[img=1000x700]http://i647.photobucket.com/albums/uu20 ... f~original[/img]
Explore! Explore! Explore! \"There is no going back (Yet) so Make Today Count!
User avatar
DeathTech
Lieutenant
Lieutenant
Posts: 153
Joined: Wed Jan 20, 2016 8:12 pm
Location: United Kingdom

Fleet not responding to command

Post by DeathTech »

From post: 185395, Topic: tid=12248, author=49rTbird wrote:
From post: 185393, Topic: tid=12248, author=DeathTech wrote:Sounds like it doesn't like cloning of pilots with filled cargo bays.

Also why use a different pilot for the other server?
I have an old habit of making saves to 2 or 3 slots each time I save due to past experience with corrupted slots. I usually start in slot 1 and play for awhile then save in slot 1,2 and 3 and play for awhile again then repeat the save pattern. I am assured of at least 1 of 3 being good. :)

I don't use a different pilot for each server.
As Vice pretty much just confirmed for me by stating there might be something with the anti-exploit system.

That was my point.
To you, you are backing up your save.
To an intelligent anti-dupe system, you are trying to cheat.

Perhaps automated protection measures were executed.
Perhaps the game keeps track those items are from another server and refuses to load them for you in the different server.

Just an idea.
Barberetti
Ensign
Ensign
Posts: 25
Joined: Sat Aug 20, 2011 10:06 pm
Location: DM4

Fleet not responding to command

Post by Barberetti »

Found some more duplicate planets. A copy of the 2nd star and the planets M591, R214 and U908 at Talison in fact. The copies are at:

M591 SX: -1503, SY: 1, SZ: -342
R214 SX: -1499, SY: 1, SZ: -351
U908 SX: -1515, SY: 1, SZ: -347
Serayl
Lieutenant Jr. Grade
Lieutenant Jr. Grade
Posts: 66
Joined: Mon Apr 08, 2013 9:21 pm

Fleet not responding to command

Post by Serayl »

From post: 185596, Topic: tid=12248, author=Barberetti wrote:Found some more duplicate planets. A copy of the 2nd star and the planets M591, R214 and U908 at Talison in fact. The copies are at:

M591 SX: -1503, SY: 1, SZ: -342
R214 SX: -1499, SY: 1, SZ: -351
U908 SX: -1515, SY: 1, SZ: -347
Ah, the clone systems strike again. Keep 'em coming - I suspect there's a bunch more out there lurking in the depths of uncharted space.
Barberetti
Ensign
Ensign
Posts: 25
Joined: Sat Aug 20, 2011 10:06 pm
Location: DM4

Fleet not responding to command

Post by Barberetti »

From post: 185597, Topic: tid=12248, author=Serayl wrote:Ah, the clone systems strike again. Keep 'em coming - I suspect there's a bunch more out there lurking in the depths of uncharted space.
Yeah, wouldn't surprise me. I decided to take a leisurely trip between Emerald to Lambda the other morning while having breakfast, and the ones I've discovered so far are all between those two systems.
User avatar
Vice
Administrator
Administrator
Posts: 12227
Joined: Fri Apr 25, 2003 1:38 am

Fleet not responding to command

Post by Vice »

I'll be working on randomizing/changing such duplicates which appear to be related to a pattern that formed out of the seed/random value generator. So just be aware that there will be changes to uncharted systems that could impact existing location data.
StarWraith 3D Games
www.starwraith.com | www.spacecombat.org
3D Space Flight and Combat Simulations