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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.91][UTILITY] EZ Faction 0.6a  (Read 52479 times)

xenoargh

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Re: [0.91][UTILITY] EZ Faction 0.6a
« Reply #165 on: September 24, 2019, 08:20:26 AM »

OK, I've fixed BOMBERS who use BALLISTIC WeaponType (I think I should bug Alex about that inconsistency, lol).  I think I've fixed the "bombers wander off for no good reason" issue as well (essentially, don't call the MT code from the main thread, breaking sync... doh).  A new version is being uploaded now.
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Salv

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Re: [0.91][UTILITY] EZ Faction 0.6a
« Reply #166 on: September 24, 2019, 08:49:27 AM »

Another thing you may want to look at sometime. Right at the start of the battle I ordered a retreat to see how it works with the new AI. Half of the fleet went straight for the enemy side of the map and those who survived retreated there, while the rest chose to retreat at the sides. Only 2 ships retreated using the map edge right behind us.

Edit: The bombers seem to behave normally now, but there is some strange UI bug where you can see wings in the tactical view but there are none to be seen. The range indicators are gone now, though, which is why I think it could be the UI.
« Last Edit: September 24, 2019, 08:53:24 AM by Salv »
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xenoargh

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Re: [0.91][UTILITY] EZ Faction 0.6a
« Reply #167 on: September 24, 2019, 08:56:11 AM »

Technically... not a bug.  Retreat causes ships to turn on their Travel Drives if they can. 

There's bad behavior with the Admiral AI, though, where in the Campaign the AI ships often get Retreat set immediately, keeping players from being able to ever win (and the player can do the same when escaping, which is lame).

I should limit it turning on to when they're facing the back / front of the map and check a timer to prevent early escape, to prevent these problems. It's a known issue but was low-priority.  I'll fix that next.
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Dwarden

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Re: [0.91][UTILITY] EZ Faction 0.6a
« Reply #168 on: September 29, 2019, 09:35:19 AM »

i seems to start observing massive performance issues with EZ factions

literally the game randomly drops 20 to 80% fps each 1-20 seconds (into sub 20 territory)
while just traveling within star-system with my starting fleet (fresh generated game)

the CPU isn't maxxed so no idea what's going on ...
no errors in log , only the usual markets/events

i had no such issues with using EZ factions before
or i may guess 30-32 factions is stress limit and those 35 now is too much :)

any suggestions ? or tips how debug / track the cause ?

(not using AI overhaul nor Rebal just EZF, FXC)
« Last Edit: September 29, 2019, 09:38:32 AM by Dwarden »
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xenoargh

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Re: [0.91][UTILITY] EZ Faction 0.6a
« Reply #169 on: September 29, 2019, 04:18:23 PM »

I'm not entirely certain, as that's a lot of Factions, lol.  Were they all generated via EZ Faction?

If so:  you'd need to profile it; at a guess, maybe it's EZFactionRestockScript?  Potentially it can cause these sorts of issues; I'll look at making it run more efficiently.
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Dwarden

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Re: [0.91][UTILITY] EZ Faction 0.6a
« Reply #170 on: September 29, 2019, 06:06:19 PM »

I'm not entirely certain, as that's a lot of Factions, lol.  Were they all generated via EZ Faction?

If so:  you'd need to profile it; at a guess, maybe it's EZFactionRestockScript?  Potentially it can cause these sorts of issues; I'll look at making it run more efficiently.

i would say like 1/3 of the factions has EZ faction config, no more than half for sure (didn't check)

any debug info in the log about the active amount of EZ compatible factions ?
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xenoargh

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Re: [0.91][UTILITY] EZ Faction 0.6a
« Reply #171 on: September 29, 2019, 09:30:51 PM »

Not really; it's supposed to Just Work.  This huge pause on a timer effect has to be due to something very unusual happening; I'm looking at it now.
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Dwarden

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Re: [0.91][UTILITY] EZ Faction 0.6a
« Reply #172 on: September 29, 2019, 11:24:46 PM »

so 12 active .ezfactions files counted manually

just Steelclad and my test faction
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xenoargh

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Re: [0.91][UTILITY] EZ Faction 0.6a
« Reply #173 on: September 30, 2019, 02:50:21 PM »

OK.  I've made some substantial changes under the hood to deal with how certain things work, in regards to economy updates; might fix that issue.  I'll get a new build out soon.  It'll probably require a new game to function correctly.
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xenoargh

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Re: [0.91][UTILITY] EZ Faction 0.6a
« Reply #174 on: September 30, 2019, 11:39:12 PM »

New build has been released.  Please let me know how it works with that many EZ Factions running; it'll almost certainly require a new game.
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Dwarden

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Re: [0.91][UTILITY] EZ Faction 0.6a
« Reply #175 on: October 01, 2019, 01:49:09 AM »

1st
the 0.6a starting time of new game (generating economy till Mar 1 c206) is 5x faster than 0.5a
so this is big + (was taking ~12 minutes now it's only 2.5) to compare w/o EZF it takes 1.25 minute

2nd
performance is way better (smoother) than previous version

but not good enough , yet  ::)

3rd
the avg fps is 50% and there're random drops to 33% plus rare drops to 25%
when comparing to game w/o EZF
while it's way better to eyes it's not optimal as those the worst drops cause little stutter

it does feel like EZ factions is doing continuous updates (each frame)
and ofcourse then there are nexerelin updates

the java setup has 12-16 GB RAM dedicated just to StarSector
the logfile is saved in ramdrive (so not even slowdowns on writes caused by market updates)
plenty of CPU cores available ... (maybe EZfaction could put something on additional thread(s) ?)

note: i run Grand Sector with 2x map and increased 4x amount of star systems too
« Last Edit: October 01, 2019, 02:19:39 AM by Dwarden »
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xenoargh

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Re: [0.91][UTILITY] EZ Faction 0.6a
« Reply #176 on: October 01, 2019, 11:04:35 AM »

Well, it's hard to sort out what's Nexerelin and what's EZ Faction there.  I'll take another look at the features that hook into Vanilla's code.
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xenoargh

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Re: [0.91][UTILITY] EZ Faction 0.6a
« Reply #177 on: October 02, 2019, 05:52:57 PM »

New update.  Cleared out further stuff that I think may have been contributing to CPU issues with EZ Faction factions.  Also fixed up some fleet-generation issues and tuned a few other things this build.
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Dwarden

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Re: [0.91][UTILITY] EZ Faction 0.6a
« Reply #178 on: October 05, 2019, 10:01:17 AM »

i would say this update again resulted into 10% better performance
but still it's jittering (jumps to values between max fps and 50-33%) each ~10 seconds

in logs there are only nexerelin updates (but they there even w/o EZF)
but w/o EZ factions i get totally smooth gameplay with Nexerelin active (including Steelclad)

keep the optimizing and improving spirit

i was wondering could you move the ez faction into separate thread (with customizable count (via config) ? )
and i wish you allow the same for the physics in Rebal and AI overhaul (thread count in settings) :)
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