Popsikle
Minmatar The Maverick Navy IT Alliance
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Posted - 2011.02.09 05:56:00 -
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Originally by: Ariane VoxDei Interesting and depressing at the same time.
The depressing bit that certain suspiscions about the state of a lot of the inner workings are correct.
Interesting that you do not go further. Surely you must have noticed a few obvious things, even if it is hard to break out of the "braindead zombie client" and "everything is, and must at all times remain, a SQL database entry" mentality.
Quote: During the testing of the changes above, I noticed that as the day went on, performance degraded a bit. Comparing a Telemetry trace from early in the day with late, I narrowed the difference down to the bit of code that removes an in-space missile from the system inventory. This made some sense, but in a scary way...over the course of the day I had spawned and blown up many ships, leaving a lot of debris in the system. If the cost of manipulating the system inventory is highly influenced by the amount of things in space, then that's a big problem.
It is astounding that a FIRED missile gets put in the system inventory (aka the list of things in space in that starsystem) and taken out again. They, the FIRED missiles are so transient and insignificant as gunfire, that they should not be bothering the inventory. It is not as if anyone is going go scoop up those missiles and sell them. They have ceased being in-launcher missiles and become a lit piece of firework that is about to die. Tbh just ammocountinlauncher--, check if ammocount reached 0 and be done with it. Really. Make a distinction between missiles sitting in launcher and the thing that gets fired. Sure, put it in the physicsthingywhatchacallit, that is obviously necessary, but as far as inventory is concerned, it is essentially gone forever once it gets fired from a launcher.
Also, to paraphrase "count of things in space influence inventory reponse time", well DUH! Can you say Motsu. Even if you can do a O(log(n)) lookup... Even then, you could have left missiles and bombs in a separate inventory. That is, run 2 inventories. * One for inflight missiles/bombs. This would see a lot of shortlived things coming and going - though my opinion is that a inventory for those is overkill, they are sufficiently tracked in the physics system. * Another for everything else. A little segmenting goes a long way for Drastic response improval.
I might even have gone for a 4 pronged assault, assuming that i would have inflight ammo in there * inflight ammo (missiles of various sorts). If at all possible, eliminate the need for tracking that as inventory at all. * ships, drones, achorable things, cynos, destructable structures (such as found in missions and exploration). I.e. things that are likely to give or take a lot of combat. * "loot in space": wrecks&content, jetcans&content, asteroids. * "the rest".
PS, while you are at it, can we please have the current formulas pertaining to applied missile damage, as seen from a player point of view. That is, given what players know: RD:raw damage EV:explosion velocity ER:explosion radius TV:target velocity TR:target signature radius (we know what we are firing at or show info is lying). damage(RD,EV,ER,TV,TR)=?
There is some experimental data out there, but i like to get it "in blue". One example of that, is the postulate that if (tr>=er) then damage=rd, disregarding the ev and tv in that case. Specially since i have some personal experience that seems to suggest that for example cruise missiles could absolutely arse**** (npc-)cruisers, if you can inflate their size enough to match ER, the strongest points of evidence being how they utterly devastate battlecruisers and the very significant effect painting against cruisers has, even if you use a ER rig and have maxed the ER en EV skills.
One quick question for you...
If missiles are not inventory in space how do you smartbomb or out run them??? If they are not tracked, they cannot be affected. ____ <t20> i want to be in a manager potition at Hooters <SaraDawn> Garthagk, do you have it up ? <Garthagk> I can get it up anytime. |