How many missile at once and/or per second is too many?

    StormWing0

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    Say on the server(s) you are on or in single player since they could be different about how many missiles at one time or even per second can you fire before the game kills over?
     

    Jaaskinal

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    There's a hard limit to how many missiles can exist on a server at once, there's also a limit to how many you can see. I can't remember what the defaults are. (I think servers by default are unlimited and the client does ~128)
     
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    Depends on the hardware and config, both yours and the server's. As well as how much of what else is happening in the game beside you shooting missiles. Some servers will struggle with the hard limit from the config, some can work reliably (although that's rare) beyond it.
     

    Edymnion

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    Son, there's no such thing as too much dakka! There's not even such a thing as enough dakka, because that would imply that anything more would be too much, and we already established that there is no such thing as too much dakka!

    53310-1-1382370789.jpg
     

    Edymnion

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    The numbered references are showing where you should have your point defense turrets to stand a 50/50 chance of surviving the recommended amount of missiles for a medium sized ship being launched at you.
    vf1cutaway.gif
     
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    And to make things nice the new damage system for missiles from what I read can be run on a separate core on a multi core computer. Or is it thread. Meaning there is less lag from missile damage with your multicore computer, might take a while for the network to send enough information to update your view though.
     
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    Judging from the flight-path I see with my heat-seekers, I guess that missiles are updated about 4 times per second to adjust for the target's movement. So with my 4 groups that'll be 40 * 4, so 160 updates / second while the missiles are flying. I am sure there is room for improvement here (like skipping re-calculation for stationary targets), but then 160 updates are like nothing for modern hardware, especially since the calculation is straight-forward and does not require player input.

    I'd guess that starting from like 10,000 missiles you might actually notice something on the lag-meter, but 4000 launchers will definitely not be fired by your everyday ship, not even in large battles.

    The big problem with an uneducated guess is that someone somewhere says that he 'thinks' missiles might be the reason for slow-downs, because at some point in the past at some time a missile maybe actually caused one. None of this might be valid or at least not valid anymore with the current state of the game, but if there is one thing that persists everything, it is rumors about reasons that might lag a server.
     
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    That 'hard limit' of missiles actually isn't. That's just how many are drawn. Others are still fired, you just can't see them.
     

    Keptick

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    That 'hard limit' of missiles actually isn't. That's just how many are drawn. Others are still fired, you just can't see them.
    Yea, and the max amount of drawn missiles can be changed in the config file.

    So the limit to the amount of missiles is entirely dependent on a server/pc's hardware.
     

    Jaaskinal

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    That limit being when the server lights on fire.
    Looking through the config, I thought there was an option to limit missiles (serverside) but there isn't. There's an option to limit simultaneous explosions though. Guess I'm using my clocks and missiles with 20 outputs to screw everyone who uses missiles xD