Seems to only happen upon loading the chunks. Some of them (usually the closest ones to you) will act as if they're not blocked by other chunks.
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Sep 21 2016
Sep 20 2016
Both the moire effect and the colour distortion happen from a distance. Colour distortion only from very flat angles though.
AA isn't required to see it happening but it does seem to amplify the effect.
Thank you for the logs but I need them from the server itself.
Side note, in the dev builds after the 0.199.217 release, the Tab debug button was moved to F1.
(so it's F1 + F8 and F1 + G now)
Hm, I'm assuming user error then. In case you do get it again and you're sure you didn't get out, PM me on SMD or on here (http://phab.starma.de/conpherence/) and I'll re-open it again.
Hm, I've been noticing (minor) stuttering with small enough weapon sizes too now.
My fps doesn't really drop, from 200 to 160 which is within expected ranges when killing blocks.
A ship core starts with 3 x 3 x 3 chunks initialized if I remember correctly. That should be a 96 x 96 x 96 box with the ship core in the middle.
A single 50m long line wouldn't trigger new chunks since the area being used is already initialized. 100m would though.
Not sure if this can be fixed, that big station might be influencing your FPS a lot. If you're still having issues, it's better to contact support instead. It seems that this issue only happens for a few players. http://help.star-made.org/support/tickets/new
Alt Gr and Left Control are seen as the same button.
Everything you assign to Left Control or Alt Gr will trigger with both keys.
Alright, closing this task then. AA does seem to trigger other issues but don't think it's related to whatever happened here.
I made a test entity, one 50+ long line in the x-direction and one in the z-direction, without any problems. Then I added another line in the z-direction, which turned all blocks in a 9 block radius around the core unphysical. I don't see any relation to chunk borders, and the problem occured in a place that worked before, it's even the core chunk, so I don't think it's related to uninitialized chunks, at least not directly. Also, the extent of the unphysical part changes when adding more blocks.
rejecting this then for now.
If you're still having issues, open up a new task or contact support here http://help.star-made.org/support/tickets/new
...Well found the problem then. The partition is 100GB in size to separate out steam libraries in case 1 or other fails to load a game as is something that has happened in the past.
-QA testing-
Was fixed a while ago. You can still have it play "catch up" when you alt tab or your client is having issues. But it never gets stuck, the server keeps moving and stopping them correctly.
Incorrect. Rolling is set to Q and E. In an update, your config was probably partially adjusted to use the new defaults. Still using some of your old keybinds. Not an issue though.
Pretty sure this is a duplicate of T758. Placing in new chunks (you're probably looking at a chunk border) can cause the block to appear non physical for your build mode stuff. Changing the camera rotation will hit the physical part and the game will then try to put it in the correct spot.
Changing claim back, looks like we both did this task at the same time.
Your logs mention that there is not enough space on "the disk". Is your partition full?
As for the javascript error, that's something from the launcher. Not sure if that's a real issue considering it only seems to pop up after this particular "crash".
-Feedback-
[2016-09-20 12:27:59] java.io.IOException: There is not enough space on the disk
I think I may know what is the cause now.
Whoops...Merged the wrong task.
Sep 19 2016
Prior versions feel exactly the same when tested, the CPU caps out almost instantly despite there being relatively few blocks broken.The optimisations are apparently unfelt on my computer, and changing builds so often has caused a number of issues in itself.
Duplicate, it's confusing as there's little to no difference between weighted mass true or false. The rotational values will never change (since it always checks for the ship core's position, not center of mass).
With the recent optimizations, it's far from "extreme" lag now. It seems like it doesn't affect performance now except that there are these weird freezes for a small amount of time each volley.
When testing in current release, the test ship and target half FPS from 45 to 23 while blocks are being destroyed.
-QA Testing-
Rejecting for now, if the issue pops up again I'll re-open it.
Can do, At least the new Launcher allows hotswapping much easier and faster. A few patches ago the single player F7 lag statistics on HUD has also been stuttering occasionally, when at one point the game showed no load (A flat line) when in single player indicating that the server was having no issues at all almost all the time.
A part of this issue was fixed a while ago. The lag compensation handles it well inside a sector, no warping back and forth going on.
Beam targeting was also improved and phasing through ships shouldn't happen anymore at larger distances. (T91)
Tab has some other issues now with the radial menu being moved to it and the debug button to F1.
None related to the original issue (which is still gone).
Hm, so it goes downhill the longer you fire it at once?
Sounds like the server (in this case, your SP) can't keep up with the block destruction and is queuing more and more till it bogs down.
You'll notice that on planets with a large enough salvage group.
In T1669#73357, @33Cav wrote:Another issue I have also noticed that it takes quite some time after exiting to main menu before memory is de-allocated from the StarMade process (if at all). Entering back into a world (the same MP server as I was just on in this case) has the previously "used" memory counted as "used" still and now new memory is being taken up reloading chunks in the world. As a consequence of this I usually have to restart the entire game to free up the memory or risk poor performance (in the form of repeated game freezes) when the StarMade process dumps the older memory when I near my max memory allocation amount.
Hopefully you can get something useful from my description.