Anyone else suffering lag/disconnect with new update?

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    My friend created a new game on his server with the faction update, and it's been incredibly unstable since. We've barely managed a half hour of play when we weren't receiving constant messages that we were losing connection, and quite frequently everything draws to a standstill due to lag. Yesterday the disconnects and server unresponsiveness made the game unplayable.

    The server host said that the server log was going crazy with faction update messages, and he believes that they are the cause of the problem - overwhelming his I5 processor. He's already scaled back the number of factions to three, but that doesn't seem to be enough.
     

    nightrune

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    NPCs generate a lot of logs right because they need to for testing. What are his system specs for server and client?
     
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    NPCs generate a lot of logs right because they need to for testing. What are his system specs for server and client?
    I've sent him an email, I don't know much other than that it is an i5 processor. I believe he also stated he'd dedicated two cores to the server.
     
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    CPU i5 2.5GHz
    8 GB Ram
    500GB SSD
    Network Connection is 40mb down/5mb up
    64bit Java

    Start Command Used: java -Xms512m -Xmx4096m -Xincgc -Xshare:eek:ff -jar StarMade.jar -server

    The server console is constantly rolling faster than I can read it with Faction, NPC, and Entity updates. We are getting errors consistently about network connection to server. Everything seemed to run on this server prior to the NPC patch.

    I also see these messages spammed:

    Code:
    [2016-12-19 12:40:52] [CC] Server(0) Objects detected stuck --- applying outforce: Asteroid(35)sec[28](!) from Asteroid(33)sec[28] DIR: (-0.4772173, -0.8787529, -0.007549576)
    [2016-12-19 12:40:52] [CC] Server(0) Objects detected stuck --- applying outforce: Asteroid(33)sec[28] from Asteroid(35)sec[28](!) DIR: (0.4772173, 0.8787529, 0.007549576)
    [2016-12-19 12:40:55] [CC] Server(0) Objects detected stuck --- applying outforce: Asteroid(32)sec[28] from Asteroid(30)sec[28](!) DIR: (-0.6908699, -0.51731753, -0.50505584)
    [2016-12-19 12:40:55] [CC] Server(0) Objects detected stuck --- applying outforce: Asteroid(30)sec[28](!) from Asteroid(32)sec[28] DIR: (0.6908699, 0.51731753, 0.50505584)
    [2016-12-19 12:40:56] [CC] Server(0) Objects detected stuck --- applying outforce: Asteroid(31)sec[28] from Asteroid(34)sec[28] DIR: (-0.6639025, -0.47752494, -0.57550263)
    [2016-12-19 12:40:56] [CC] Server(0) Objects detected stuck --- applying outforce: Asteroid(34)sec[28] from Asteroid(31)sec[28] DIR: (0.6639025, 0.47752494, 0.57550263)
    [2016-12-19 12:40:56] [CC] Server(0) Objects detected stuck --- applying outforce: Asteroid(36)sec[28] from Asteroid(29)sec[28] DIR: (0.17915396, -0.26130858, 0.9484839)
    [2016-12-19 12:40:56] [CC] Server(0) Objects detected stuck --- applying outforce: Asteroid(29)sec[28] from Asteroid(36)sec[28] DIR: (-0.17915396, 0.26130858, -0.9484839)
    [2016-12-19 12:40:56] Sector[28](-140, -8, -86) Narrowphase of Sector[28](-140, -8, -86) took: 3635
    [2016-12-19 12:40:56] Sector[28](-140, -8, -86) LISTING OBJECTS:
    [2016-12-19 12:40:56] 0# OBJECT: {RigBExOrig@329634428([CCS|SER Asteroid(32)sec[28]])}
    [2016-12-19 12:40:56] 1# OBJECT: {RigBExOrig@428576605([CCS|SER Asteroid(36)sec[28]])}
    [2016-12-19 12:40:56] 2# OBJECT: {RigBExOrig@2122527373([CCS|SER Asteroid(31)sec[28]])}
    [2016-12-19 12:40:56] 3# OBJECT: {RigBExOrig@1832608166([CCS|SER Asteroid(30)sec[28](!)])}
    [2016-12-19 12:40:56] 4# OBJECT: {RigBExOrig@1353738319([CCS|SER Asteroid(35)sec[28](!)])}
    [2016-12-19 12:40:56] 5# OBJECT: {RigBExOrig@352642147([CCS|SER Asteroid(29)sec[28]])}
    [2016-12-19 12:40:56] 6# OBJECT: {RigBExOrig@1928641300([CCS|SER Asteroid(33)sec[28]])}
    [2016-12-19 12:40:56] 7# OBJECT: {RigBExOrig@1148506813([CCS|SER Asteroid(34)sec[28]])}
    [2016-12-19 12:40:56] [UNIVERSE] WARNING: Sector UPDATE took 3719; sectors updated: 28
     
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    Try lowering the size of your asteroids so they don't accidentally spawn inside eachother.