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Thanks to Jᴧgᴧ for doing 99.9% of debugging
This issue was caused by :
Just having that callback registered was enough to lag.
Found & fixed at Immersive Scanner mod.
[Original reply]:
This kind of indicates a server hang, some calculations server-side are so heavy that it takes those 10 seconds to calculate with carriers.
Would it be possible for you, to upload that save file somewhere?
I'd need to run a benchmark to see what part of code is taking so long.
I'd expect lower performance in general - but that does sound like an overkill, and probably has a solution ( as long as I'm able to find it ).
I assume this happens only when you're in that sector, manually orderding your fighters to mine, right?
Could be just pickup range, multiplied by amount of spawned resources as physics bottleneck - in that case, I'd need to lower that somehow.
I'm not sure how, and wich parameter affects Fighter pickup range - do you have any upgrades that increase collector or docking to some 10km + range or more?
Did you test if that lag appears at reduced range?
- It only happens when in-sector. OOS ships with mining fighters aren't affected in any way (even if I JUST left that sector and it's still loaded in memory).
- It happens even with with very tiny resources, like a 1K asteroid. It breaks when they mine it almost instantly, but even with only 1-3 (?) visual resources popping out of it and floating, it still hangs the engine ~10 seconds. No different than mining a 30k+ asteroid (or wreck).
- The only upgrade I was using that modifies fighters was the hangar upgrade adding in additional wings. I stopped using the Core hangar upgrade due to not liking the negatives it had.
- The only range upgrade I had was the collector upgrade (gold tier). I also tried the same upgrade all the way down to the Petty tier, no change.
I figured if it was a server calc issue, it would produce some type of impact on the CPU usage graph, which it did not. No spikes, not even bumps.If I had to label it with some sort of layman's description, I'd say it goes to pick up the floating resource, and "hangs the rendering system" while it does it. The game keeps running even though the rendering is hung. Then it resumes later on at a full 60 FPS like nothing happened, though it did. And it only seems to happen with Xavorion's suite installed for me.
Sidenote: not sure if I mentioned it, but this is a SP game run locally.
I'll attempt to put the save's modset back to normal, load and test it, then zip it up and send you a link.
==================
Edit: link with save file sent. As a sidenote (not sure I covered this explicitly), but the fighters in my squad(s) are doing the resource pickup, not the carrier. The lag doesn't happen if the carrier does pickup itself. This is purely a fighter pickup freezing issue.
Can't replicate that, nothing will even budge when fighters mine - just spawn has spikes.
Went through your list of mods ( I assume those were enabled ), there's one that I know had issues ( client would literally crash, not allowing me to even load up a save ).
- [2.0] - (SDK) Support Library - Shadow Lib
which in turn stops commercial refinery bay mod.
Not sure about Shieldly and Wreckage Cleaner, those potentially could cause some issues.
On a side note, that one is redundant
- Bigger Asteroid Variants
If you're using some in-game overlays ( from steam, driver, or anything else ), those can cause strange hangs too.
Tested with wallpaper engine, which usally does interfere - but was fine this time.
If anyone has seen similiar, or same issues - let me know.
Wasn't aware the commercial refinery was problematic, I'll look at that one again. Shieldy and Wreckage Cleaner didn't produce any adverse effects, at least for me.
Wasn't aware you already had asteroid variants in Xavorion, it's nice to hear. I hadn't seen any truly large ones, but then I hadn't explored that much either.
No overlays in use at the time, though MSI Afterburner was running in the background for stat collection.
My latest (possibly last) attempt was to replace the video driver (forced clean using DDU), coupled with blowing Avorion/Data/All Mods off the NVMe and reinstalling fresh. Will update if it changes anything.