Space Engineers

Space Engineers

[STABLE/DEV] Advanced FTL Jump Drive/Interdictor
Cleaner409 6 Jan, 2015 @ 12:23am
Multiplayer compatability
Every jump a person makes in multiplayer lags the whole server, so having to make 50 jumps to get 1000k instead of 1 jump makes the server lag alot. When you have 5-20 people using FTL 50 times to make it 1000k it gets REALLY bad. Might want to change the power usage to uranium usage or alot less power. As it is our server gets bad when just 1 of us is using FTL. Maybe a version of the mod for multiplayer (Non Realistic) so its usable on multiplayer servers would work better. Kill the cooldown and change the power consumption to alot less or uranium for that mod. That would allow both communities to enjoy the mod.
Last edited by Cleaner409; 6 Jan, 2015 @ 12:24am
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Showing 1-15 of 39 comments
Sarekh 6 Jan, 2015 @ 11:20am 
I have experienced a momentary slowdown of server speed on our server as well - it comes down from a stable 0.8 or 0.9 to 0.25 or even less for a minute or so until it slowly crawls up again. As we are only using one or two FTL ships this has not bothered us so far and we asserted the sim speed drop to jumping to unused procedural grids that had do load while the old grid was still active - are you saying that this is caused by something else in the energy consumption system?
Cleaner409 6 Jan, 2015 @ 5:37pm 
No Im saying the amount of jumps needed to make it 1000k used to be 1 and now with the power system change it takes 50+ which causes alot more lag than 1 jump. Changing the power system to a uranium system or changing it so bigger exploration vessels can jump farther in 1 jump would reduce the repeated need to jump.
Gwindalmir  [developer] 8 Jan, 2015 @ 11:31am 
There could be a couple of issues here:
1) Script performance. When someone triggers the FTL, the script executes on ALL clients, even if they don't have an FTL. This is what allows mutiple people to jump at the same time. However if the script is performing slowly, it will lag everyone out.
2) Long jumps causing more data to syncronize. Not sure if this actually happens, more speculation than actual evidence.
If possible, I'd rather optimize the code so it lags less in general.
Does the lag happen the entire time the drive is powered up, or only at the instant of jumping?
Cleaner409 8 Jan, 2015 @ 4:18pm 
At the instant of jumping. And I have made a discovery. When using multiple FTL drives( [Slave] Does not work on multiple slaves by the way) the FTL's each make the jump so on LONG jumps like 600k I use 7 FTL's and that makes 7 jumps which lags the server out 7 times. I have looked at what is going on extensivly and they do not simply support the 1 FTL they all trigger a jump.
Gwindalmir  [developer] 8 Jan, 2015 @ 7:51pm 
Originally posted by Cleaner409:
At the instant of jumping. And I have made a discovery. When using multiple FTL drives( [Slave] Does not work on multiple slaves by the way) the FTL's each make the jump so on LONG jumps like 600k I use 7 FTL's and that makes 7 jumps which lags the server out 7 times. I have looked at what is going on extensivly and they do not simply support the 1 FTL they all trigger a jump.
I don't see how that's possible. If the [Slave] keyword is parsed properly, that particular drive literally does nothing. You can look at the code. It ignores all commands and disables attempts at manual control.
I am certainly confused.
Cleaner409 9 Jan, 2015 @ 3:58am 
Using more than 1 slave drive doesnt work so I have had to use multiple active drives to make big jumps. They make 4 jumps to the same spot if I use 4. Only 1 slave works from what I have experienced.
Jan5366x 9 Jan, 2015 @ 5:22pm 
on oure server it works smooth until now ...
Gwindalmir  [developer] 9 Jan, 2015 @ 9:23pm 
Originally posted by Jan5366x:
on oure server it works smooth until now ...
Can you elaborate?
joemorin73 12 Jan, 2015 @ 10:15am 
@Pheonix, I'm the server owner of the system Cleaner409 plays on. I think one of the details not mentioned is the size of the ship jumping. We are jumping large ships that are roughly 4000 blocks or more. I think the delay is the clients need to update a lot of data.
Cleaner409 13 Jan, 2015 @ 11:17am 
Oh definatly some of the lag is from the size but the reason for multiple jumps right now is power ratio not being able to handle bigger jumps for bigger ships causing us to use more than 1 FTL which means multiple jumps when activating multiple FTL's to make 1 jump.
Cleaner409 13 Jan, 2015 @ 11:19am 
The script is triggering multiple jumps when you use more than 1 FTL at the same time to make 1 jump. That was the nearly 60 second server stop that we saw a few times when I jumped joe. Which is why you guys saw me jumping alot of smaller jumps all the time causing only 10 to 20 second lag each time.
Gwindalmir  [developer] 13 Jan, 2015 @ 6:37pm 
Originally posted by Cleaner409:
Oh definatly some of the lag is from the size but the reason for multiple jumps right now is power ratio not being able to handle bigger jumps for bigger ships causing us to use more than 1 FTL which means multiple jumps when activating multiple FTL's to make 1 jump.
That's what doesn't make sense. If you have multiple FTL drives with the extras all in [Slave] mode, it still only does ONE jump. The slaves literally do nothing except make sure they remain on and off, appropriately, depending on the master state.
Can you upload the world, or even better a video, demonstrating this issue?
Cleaner409 14 Jan, 2015 @ 6:23am 
The multiple drives in slave do not work so I used 4 activly. That made 4 jumps instead of 1. When I had 6 drives in slave mode only 1 kicked on sometimes 2 with the master but it was never enough to do a 50k jump even. 15,000,000kg was the ship weight.
Gwindalmir  [developer] 14 Jan, 2015 @ 5:53pm 
Originally posted by Cleaner409:
The multiple drives in slave do not work so I used 4 activly. That made 4 jumps instead of 1. When I had 6 drives in slave mode only 1 kicked on sometimes 2 with the master but it was never enough to do a 50k jump even. 15,000,000kg was the ship weight.
Ah. It's only supposed to turn on enough extra drives to satisfy the power requirements, not more than that. However if it's still not turning on enough, there might be a bug. Are they on separate grids (eg. separated by connector), because that won't work?
Last edited by Gwindalmir; 14 Jan, 2015 @ 5:53pm
Cleaner409 17 Jan, 2015 @ 6:33am 
No they were all sitting right next to each other. I have tried all on one ship, connected 2 with a connector, and connecting 4 with merge blocks. None of these used more than 2 slaves. My original setup had 7 of them built almost on top of each other cause I thought maybe the distance on the same ship might be an issue but built right on top of each other still only produced 2 slaves firing up. Is it possible that a little server lag might have made them not fire enough up fast enough because of sent/received signals between each?
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