Kinetic Void > General Discussions > Topic Details
IC Dead People Jan 19, 2014 @ 2:30pm
Potential Defect with multiple turrets
Created a class 5 ship, add quad gun turrets (like 8 sets) and when the ship gains over 20k/ms the screen is very laggy. Replace the turrets with fixed guns and no lag. Just FYI. Otherwise, love the ship building aspect.
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Kaypix Jan 20, 2014 @ 6:58am 
IC - Can you post up your ship to the workshop then link it below? I'll load it up and see what's going on. Thanks so much :)
IC Dead People Jan 20, 2014 @ 5:22pm 
Hi- ok here is the link.
Thanks for looking into it.
gggg336 Jan 21, 2014 @ 6:15am 
Originally posted by Kaypix:
IC - Can you post up your ship to the workshop then link it below? I'll load it up and see what's going on. Thanks so much :)
I wrote a report a few days ago about this very problem before the bug report section got taken down. My ship was much larger than this and had more modules. I found that my GPU was not being used fully, always being stuck at 30% usage.
Kaypix Jan 21, 2014 @ 7:17am 
Thanks gggg, our programmers are looking at that problem now.
Kaypix Jan 21, 2014 @ 7:48am 
IC Dead People:
Quad guns have double the number of colliders as fixed guns do, this means your computer has to render literally double the number of objects, on top of the fact that the quad guns use more "polys", they're more complex shapes. I counted 60 guns on your ship. That's a crazy high number of guns, not to mention the 79 or 80 hull/engine/c&c components (and 2 drone bays in the middle of the ship? Can those even launch drones?) I'm going to say this is an issue that the quad guns are just the straw that breaks the camel's back. Try dropping your number of guns by half (30 total) and use quads, see if it still lags badly and let me know.

Thanks in advance!

IC Dead People Jan 21, 2014 @ 11:32am 
I've dropped it to as low as 3 quads and still seen the lag. It's definitely not a vid card issue since I'm using a gtx 670. Still sounds like a design issue since other games seem to have more movable parts. I can work with the fixed guns but I wouldn't consider that number of guns crazy for such a large class ship. You may want to add a limiter in there on the number of turrets allowed since I suspect other players will attempt to arm up their ships too. Btw, some of the other ships in the workshop look way more sophisticated (# of parts) than mine. thanks for looking into it.
Kaypix Jan 21, 2014 @ 12:32pm 
IC Dead People:
I tested out the ships with the Extreme Module count like yours, they all have the same problem as yours because they run into having so many colliders etc. We'll look at adding a warning system once your ship breaks the "Normal" size ship. Also the physics engine pushes against your CPU, not GPU.
IC Dead People Jan 21, 2014 @ 2:34pm 
"Also the physics engine pushes against your CPU, not GPU."

Well that sounds to me like a good excuse for an computer upgrade!! Thanks again for looking into it!

Kaypix Jan 21, 2014 @ 2:35pm 
Haha any reason to look into a new processor I guess. Otherwise just build smaller ships for the time being ;) I'd say shoot for a total of 75 parts absolute max, that's just my number though.
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Date Posted: Jan 19, 2014 @ 2:30pm
Posts: 9