Starmade v0.19431 - No More Turret Lag, Jump Inhibitors & Admin Tools

    kiddan

    Cobalt-Blooded Bullet Mirror
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    Sweet update! Those emissive maps are going to sure lighten up those dark maintenance hallways! :cool:
     
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    You need to add them yourselves
    I hit Add, and I assume the list below is supposed to have ships from the catalog in it?

    NM, I needed to hit Add one more time. I thought it was the button to add the wave.
     
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    First thing I did was test the turrets on my ships against a pirate station, AMAZING fps.

    Great patch can't wait to try the rest out.

    (Tips hat to Schine).
     
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    Can you make a dev blog post on those turret optimizations? that really interested me.
     
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    STORAGE FILTERS!!! *group hug* Awesome! oh yeah i lovethe other stuff too but hey storage filters got some love !!! ; )
     

    Keptick

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    Will test the update with my titan's turrets (400k mass worth of turrets) and report on the fps increase, sounds very promising!
     
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    I assume these upgrades apply to rail docked entities as well?
    Nice work.
     
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    Awesome! Can't wait to try out the new stuff! This game keeps getting better and better.
     

    Crimson-Artist

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    Just did some testing on the jump inhibitors. They can be activated via logic! Interdicter drones/satellites incoming

    though i did encounter trouble turning them off viz logic, may be a bug.
     
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    Anyone else have some massive lag after building turrets in the shipyard and mounting them on a ship?

    I'm just getting spammed in my server:

    [UNIVERSE] WARNING: Sector UPDATE took 115; sectors updated: 27
    [SERVER][UPDATE] WARNING: UNIVERSE update took 115
    [UNIVERSE] WARNING: Sector UPDATE took 115; sectors updated: 27
    [SERVER][UPDATE] WARNING: UNIVERSE update took 115

    F7 in game doesn't give me any information really ... and all we did was make 8 anti-missile turrets (basically, just a small cannon turret with one cannon) in the shipyard and mount them to a ship.


    ----

    It appears to be the turrets being made in the shipyard. If I detach the barrel from the turret base and re-attach it to the base, then it seems to work fine. There's (still) something going on with turrets made in the shipyard.

    Or maybe something to do with AI? I don't know. I can't pin down what is causing it.
     
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    schema: You mentioned some advanced algorithms for reducing turret lag? I am certainly curious on how they work.

    EDIT: Pirate waves with interdictors would be just plain mean...
     
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    This is a fantastic update, thank you all for the amazing work that has been done.
     
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    schema: You mentioned some advanced algorithms for reducing turret lag? I am certainly curious on how they work.

    EDIT: Pirate waves with interdictors would be just plain mean...
    I rated this like but I really don't like this idea.
     
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    Hopefully someone checks to see if that is overpowered. Imagine, just starting out in your little jumper, and BAM! a giant capital ship with interdictors spawns in. I can totally see how you would dislike that prospect.

    Also, there is an option to remove likes.
     

    Keptick

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    So I tested my turrets out, as far as I can tell they're not causing much lag anymore, even the 100k+ mass ones! Provided that they don't collide with other turrets, of course.

    With all the turrets firing at once (2 giant, 12 medium, 34 point defense) AND the entire ship loaded in I drop to around 15 fps. However, I think that's mostly due to the insane amount of cannon projectiles and missiles I had loaded on screen and not the actual turret collisions. Oh, and 40 active docked reactors :p. Without the anti-missile turrets firing (and a lack of missiles on screen) I was getting around 30-40 fps.

    So yea, a big fat +1 from keptick for this update. I'm definitely interested in knowing how the magic happened.