Re: System Populator Memory
Posted: Sat Jan 30, 2016 3:42 pm
That could force Ironman play for contracts!spara wrote:Just wind the clock forward for 12 hours on save/load and presto, immersion breaking save state problems are history.
For information and discussion about Oolite.
https://bb.oolite.space/
That could force Ironman play for contracts!spara wrote:Just wind the clock forward for 12 hours on save/load and presto, immersion breaking save state problems are history.
spara wrote:I love this thought . Just wind the clock forward for 12 hours on save/load and presto, immersion breaking save state problems are history .Smivs wrote:Personally, I don't see this as a problem, because when I save in a sense my Commander is taking a well-earned break - taking a shower and a good night's sleep and maybe a day or two of shore-leave on the stationocz wrote:Repopulation of the system after restoring a gamestate, how it is handeld currently, is indeed a problem, as it breaks the illusion.
I could except that very well. Codys iron man argument is also a plus point. The only problem that remains are quicksaves. ... On the other hand, if you save the current game time in every kind of savegame and add 12 hours when loading and 12 hours after the normal save has happend. The player loses 12h when saving, none when quicksaving and 12h when dying. This should deal with it. It also don't have to be 12h. Just enough to "let those ships get away".Fritz wrote:The alternative is to increase game time significantly for each quitting and reloading, assuming that this means that the commander takes a longer break.
But making the save/load procedure work as rest/relaxation would make it an in-game event .Fritz wrote:The problem is that the game behaves differently if you quit and restart, or if you don't. This shouldn't be because quitting the game and restarting it is something happening in the the real world, not in the Ooniverse
Which is good in theory but in practice the duration of every cargo contract etc. would have to be changed to accommodate repeated 12 hour delays, since most of the lucrative runs need more than one session of game play. And people who don't shut down the game but just put their computers on standby would find that the contract periods were suddenly ridiculously long, taking away all challenge from them.spara wrote:I love this thought . Just wind the clock forward for 12 hours on save/load and presto, immersion breaking save state problems are history .Smivs wrote:Personally, I don't see this as a problem, because when I save in a sense my Commander is taking a well-earned break - taking a shower and a good night's sleep and maybe a day or two of shore-leave on the stationocz wrote:Repopulation of the system after restoring a gamestate, how it is handeld currently, is indeed a problem, as it breaks the illusion.
TBH, not even in theory . Smivs' solution by far is the best and the most elegant to this problem.ffutures wrote:Which is good in theory but in practice...
It's all in your mind.Smivs wrote:Personally, I don't see this as a problem, because when I save in a sense my Commander is taking a well-earned break - taking a shower and a good night's sleep and maybe a day or two of shore-leave on the station. When I launch I wouldn't expect the traffic around the station, or anywhere in-system to be the same as when I docked - indeed it would seem silly if it was.
Not really, but even 12 or 24 hours wouldn't make it better. The problem is, that systems tend to fill up, at least some of them. I've mentioned it in the Spicy Hermits thread, because I initially thought it was caused by your OXP, but it isn't. Laxema system is a good example: If you launch from the main station after loading a game, the space around is empty or almost empty. But if you arrive from somewhere else, there are tens of (mostly) assassins lurking around, and you almost always get docking queue positions in the two-digit range. This isn't only a distribution thing: Now that I'm using a developer version, I can see that the number of entities (mostly ships) starts at around 240 in this system, but after spending some time there, it can rise to 350 and probably even more.spara wrote:On a more serious note, just one hour time skip would be enough for the system to refresh itself.
Fritz wrote:This isn't only a distribution thing: Now that I'm using a developer version, I can see that the number of entities (mostly ships) starts at around 240 in this system, but after spending some time there, it can rise to 350 and probably even more.
The populator tries to populate the initial system population based on the rates the repopulator uses for entry, reasonable travel times, and estimates of combat losses - the repopulator has the definitive numbers, the populator tries to roughly simulate running the simulation for an hour or two in the subsecond it gets for hyperspace exit. Depending on the system, how accurate my guesses were, and which OXPs are installed [1], it'll probably be at least somewhat wrong.spara wrote:By the look of it, the repopulator does not check the number of ships in system, but uses rather complex looking rate/hour calculations for each role based on system and neighboring systems properties. It seems to trust on big numbers in keeping the balance.
Launch delayed due to inbound traffic? I'd kinda like that!cim wrote:... though bear in mind that the act of launching from a station will auto-dock any ship currently in the docking queue...
We need to be careful with adding more traffic close to the station. There is a chance that average docking queues could become larger than now and that could put the patience of people trying to dock to the test.cim wrote:The populator probably could drop a few more ships really close to the station than it currently does
Definitely these kind of changes should be tested with OXPs first. Generally speaking, I think some tuning would be needed to not fill the system with entities over time. After all, the game does not permit the player to spend extended times in one system. Cim's idea of destructing barrels and splinter when they float too far is something that ought to be tested. Some periodic measuring of the total number ships in system and if needed, temporarily lowering the repopulator rates could also be an idea.another_commander wrote:I believe that OXP modifications and overrides would be a preferred approach rather than core changes, at least until we can verify that any/some of the proposed changes work better than what's currently there.
Often they are just too fast to be picked up too, even if you manage to keep them in scanner range. Especially if a ship was destroyed at injector speed somewhere you can sometimes watch alloys debris pass by at breakneck speed. Escape capsules are affected too but they become slower over time. I followed the constrictor pirate capsule on torus until I could pick him up.cim wrote:fights tend to leave alloy plates and cargo canisters lying around, many of which the winners won't be interested in picking up (police don't, traders don't, assassins don't, and most hunters don't have much or any hold space) - so they slowly drift away off-lane into deep enough space that no NPC goes and picks them up.
Is there a reason for this? If I want to dock, the ships waiting to launch are released first. So why shouldn't NPCs in the queue wait for the player launching? It would make the first seconds after launching more interesting if you would have to pass queued ships. And new players would see other ship earlier in the game. Only the ship that is in the launch corridor already should be moved out of the way by auto-docking.cim wrote:... though bear in mind that the act of launching from a station will auto-dock any ship currently in the docking queue...
That would mean about half an hour waiting at Laxema... and you couldn't spend the time watching other ships...Cody wrote:Launch delayed due to inbound traffic? I'd kinda like that!