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Admin Notice: Server testing #11 - Printable Version

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Admin Notice: Server testing #11 - SevereTrinity - 04-08-2011

' Wrote:Perhaps you could reduce your signature size

That requires effort :sleep:

' Wrote:post something more useful, please? At least be specific.

You answered your own question:
' Wrote:It is entirely possible that the change will increase server load in situations with many missiles, NPCs and players. How much, that is the question.


I'm sure you can connect the dots between those two yourself.



Admin Notice: Server testing #11 - Prysin - 04-08-2011

BS missiles work due to their explosive radius.

Cruiser missiles works, depending on BS size and angle


Admin Notice: Server testing #11 - Hielor - 04-08-2011

' Wrote:All fighter missiles have a range below 2K.
Gunboats are at 2.5K.
Now destroyers/cruisers hit at 6K.
And battleship record is 4.5K.

I haven't seen any cruisers using missiles so the battleships remain the only issue.
The "range" on missiles is actually the time-to-live given their base speed. If you give them a speed boost by launching them from EK after cruising, you can hit targets at much longer range.

I've downed trade lanes at ~5k with Sidewinders, but I had to continue to drift along behind it in order to keep it from getting out of range of me and disappearing. I think I'll go try now with the load-range changes to see if I can stop after launching and still hit...


Admin Notice: Server testing #11 - hribek - 04-08-2011

' Wrote:That requires effort :sleep:
You answered your own question:
I'm sure you can connect the dots between those two yourself.

There's not really another way of testing it. I guess polite requests don't work with you? I just wanted to know if/when you've experienced lag that you think is related to this.

Unless, of course, your goal is something completely different than helping improve things.


Admin Notice: Server testing #11 - SevereTrinity - 04-09-2011

Oh yes, I have very sinister, malignant objectives here.

Some things don't need to be tested. You don't jump off an office block in order to test whether or not the human body can survive hitting a concrete pavement from that height.

Everyone knows NPCs cause a lag, them being turned off when the server reaches maximum capacity. A larger spawn radius means more NPCs will be around one player, or several close together players. This causes higher server load, and thus, more lag.

When do I experience this? All day up until 2 AM when the server was quiet where I suffered between 5-10% loss. I have a crap connection asides from that, but normally it's only between 1 and 4% loss. Since the change it's been between 5 and 10 as said, sometimes going higher.



Admin Notice: Server testing #11 - Kharon - 04-09-2011

' Wrote:I think you weren't in Kusari lately since the GMG x Kusari conflict makes thos places very inhabited.

Check out discription of Tau 23 / Niobium / Samura Industries here.



Admin Notice: Server testing #11 - hribek - 04-09-2011

' Wrote:Oh yes, I have very sinister, malignant objectives here.

Sure, no problem. Troll on.

olololol Wrote:[Image: Rebecca-Black-drive.gif]



Admin Notice: Server testing #11 - mang109 - 04-09-2011

Something has just broken

NPCs not taking damage correctly, and not moving properly :(


Edit: Realised this could be Lag- but I had no issues before the restart


Admin Notice: Server testing #11 - Prysin - 04-09-2011

just realised that with the new "scanner fix" you dont loose missions when you fly 3.6k from the mission waypoint..

yesterday i flew 219k on impulse with my dread as i was writing a story on the forums and forgot that i was ingame shooting sair NPCs.... so, 3 titans followed my ship for 219k thus i didnt loose -_-"


Admin Notice: Server testing #11 - Valinor - 04-10-2011

' Wrote:They also made scrap metal "asteroids" not as static objects in the fields some time ago.. there was even a video on youtube, can't find it sadly.


Here is a video that should give a better idea:

http://youtu.be/RRWn10evVT8