[2.0.16] Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
[2.0.16] Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
I have tested this across 2 machines
save attached.
EDIT:Issue still present in 2.016 experimental
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Re: [2.015-2.016]Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
yea so some more testing, i cant really seem to find some thing weird im doing that seems to be outside the norm, i tried first deleting my biter jail, then deleting biters in general on nauvis, then i deleted enemies on gleba, still no dice still having the issue, it does go away if i delete literally all force owned entites on every surface but thats less then helpful.
Re: [2.015-2.016]Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
i have narrowed it down to the ship "Rocinante" in my save, if i just delete the whole ship with commands (and just this ship, which doesn't have that many turrets or turret priorities) the UPS spikes just go away. Just trimming stuff off however i cant seem to fix it, the fact that this ship, with just gun turrets and rocket launchers causes this but my MUCH larger ship with lasers, gun turrets, railguns and rocket launchers all with different targeting priorities and even some railguns with programmatic targeting priorities doesn't makes me next to certain that there has to be a bug afoot, deleting just this ship gets rid of the stutters on 3 systems, w10 pc, w11 laptop, and a ubuntu 22.04 home media server all experience this issue
Re: [2.015-2.016]Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
ok i managed to get the spikes to go away by deleting every collector and every turret on the ship and undoing that, deleting any group of them individually doesn't work (all gun turrets but nothing else, etc) so maybe a bugged interaction with turrets and collectors in close proximity?
Re: [2.0.16] Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
Thanks for the report however I'm not seeing anything here to work on.
If you want to get ahold of me I'm almost always on Discord.
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Re: [2.0.16] Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
I just wanted to pop in and let OP know that they weren't the only one having this issue. Even more concerning in OP's case, the amount of turrets they have active is only a fraction of mine. viewtopic.php?f=18&t=125406
Mine seems to hit some threshold with some amount of ships moving where the turret usage just absolutely spikes to the max, doubling/tripling in update time, while active turrets is only increasing by 10-20% in that same time frame.
Mine seems to hit some threshold with some amount of ships moving where the turret usage just absolutely spikes to the max, doubling/tripling in update time, while active turrets is only increasing by 10-20% in that same time frame.