No idea why this is repeatedly being tagged as "Waiting on Author"; without further input from Schine or more feedback from other players, all has been said as far as I am concerned.
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Mar 11 2017
Mar 10 2017
Mar 9 2017
Mar 8 2017
I will upload blueprints and logs as soon as I can. It may be a few days before I have time.
Unfortunately the youtube video seems to have been removed because it was too long. Could you upload a blueprint of the ship and target you were using where you saw this issue happening?
Mar 6 2017
After the most recent update, when I spawn in the broken ship, the rails work perfectly without deleting the rail speed controller.
Mar 4 2017
Great, could reproduce the problem.
I just uploaded the SMENT here. If you can't access the SMENT let me know and I will find a public server to spawn it on.
Mar 1 2017
oh great thank you.
In the port cargo bay, where the ventral bay door attaches, the third rail controller down in the stack of four.
To update the case here, the ship has multiple rail controllers, all hooked up to run at different speeds. One of them was not connected to any rails, though it was connected to activation modules. When this rail controller was deleted, the rail lockup issue on the ship was instantly resolved. Disconnecting it from the activation modules, changing their state, etc, had no effect. Only deleting the rail controller block had an impact.
Feb 28 2017
Sector export uploaded. I went to the sector to investigate. The ship in question was in the sector, but not at the sector coordinates indicated in the log file.
Feb 27 2017
That is exactly my thought.
Regular clocks do not run in the "logic lag detection" and thus usually do not trigger the "emergency exit" from logic processing because it would affect global server performance.
So yeah, its a side effect of that exploit clock, buffering up signal or signal-changes that cannot be processed that fast.
I have not been able to reproduce this on non-rail clocks as their frequency is far too low for this to happen.
Feb 26 2017
Added information: When I go to open the Structure / Rail Systems key, it takes a long, long time, during which the client freezes. It did this when I played on GenXNova, and it still does it on a local server. Even when all of the entities have been removed from the ship, opening that menu takes a long time.
Thank you for sending the server-details.
Ahh I did not realize there were possibly timing complications smaller than a delay signal's capabilities. I added a row that the not-checking row feeds into before being counted by the final ANDs and now everything works! Thank you
Feb 25 2017
Yes, the ship has 12,000 rail mass enhancers.
It's not out of power on my server.
Nice command area, but it actually shows the problem:
The ship is out of power.
It shows ~12k rail mass enhancers being used.
Anything above the free-limit will not work anymore when the rail mass enhancers run out of power.
No, thank you, will ask for details if I cant find the problem, I have an idea what it could be.
Should I zip up the entity itself from the server or anything, or is there anything else I can provide to assist?
Well, on the copy on the testserver, all smaller things were moving properly.
Partially back and forth on the same spot, but still looked working.
Loaded tonight's patch server and client side, spawned in blueprint uploaded here, rails still frozen, no change.
Yes, I certainly can.
Feb 24 2017
Issue has been fixed long time ago.
Ah, yeah, well the windows built in scaling options do not play well with most games.
Feb 22 2017
Im not sure why this is has been assigned feedback so I am assuming you want me to respond if this has been fixed.
I have been unable to reproduce as of the lastest update, the confirmation window will now dissapear when enter is pressed without needing to close it with the mouse.
Thanks, I'll merge it with a duplicate and check it out thoroughly once more.
Thanks for looking into this. Since posting the bug I am unable to repeat it again. I had this problem on an online server and in 3 local worlds but it now seems to have cleared itself. Maybe just an glitch but happened over several days. I guess you can close this.
Ok, Further feedback:
Could you upload a blueprint of a ship that has it from time to time?
Feb 21 2017
The server I was having that error on is no longer up (friends lost interest) and I haven't been able to reproduce it in single-player, so I don't know what happened.
In T1533#69441, @mclaih wrote:With the 32 size chunks this seems to happen less often.
Seems fixed
Still an issue, latest launcher version.
Still seeing this issue:
Feb 21 04:51:22 stars SMPrd: [FACTIONMANAGER] faction update took: 14559ms Feb 21 05:51:36 stars SMPrd: [FACTIONMANAGER] faction update took: 14022ms Feb 21 06:51:49 stars SMPrd: [FACTIONMANAGER] faction update took: 13266ms Feb 21 07:52:03 stars SMPrd: [FACTIONMANAGER] faction update took: 13878ms Feb 21 08:52:16 stars SMPrd: [FACTIONMANAGER] faction update took: 13437ms Feb 21 09:52:29 stars SMPrd: [FACTIONMANAGER] faction update took: 12471ms Feb 21 10:52:43 stars SMPrd: [FACTIONMANAGER] faction update took: 13832ms Feb 21 11:52:57 stars SMPrd: [FACTIONMANAGER] faction update took: 13834ms Feb 21 12:53:10 stars SMPrd: [FACTIONMANAGER] faction update took: 13691ms Feb 21 13:53:23 stars SMPrd: [FACTIONMANAGER] faction update took: 13119ms Feb 21 14:53:38 stars SMPrd: [FACTIONMANAGER] faction update took: 14711ms Feb 21 15:53:53 stars SMPrd: [FACTIONMANAGER] faction update took: 14671ms Feb 21 16:54:07 stars SMPrd: [FACTIONMANAGER] faction update took: 14188ms Feb 21 17:54:22 stars SMPrd: [FACTIONMANAGER] faction update took: 14146ms Feb 21 18:54:34 stars SMPrd: [FACTIONMANAGER] faction update took: 12681ms Feb 21 19:54:47 stars SMPrd: [FACTIONMANAGER] faction update took: 12824ms Feb 21 20:55:02 stars SMPrd: [FACTIONMANAGER] faction update took: 14754ms