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[01.127] [DS] Massive Server sim speed drop from previous version

Discussion in 'Bug Reports' started by Kham, Mar 25, 2016.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. Malgrond Trainee Engineer

    Messages:
    6
    DS is unplayable for us - SIM sits between 0.3 and 0.03 after patch. running it standalone is not much better. complex survival with large base/conveyor/cargo setups. NO Mods. 1/1/1 setup. Planets. No pirates (that made it even worse). Won't/Can't play again till this is patched. Thanks.
     
  2. Scorpion00021 Senior Engineer

    Messages:
    1,411
    I'm getting lots of lag spikes as of the update and the sim speed is diminishing over time. Max Speed dropped by about .3 in ~2 hours.
     
  3. Squida Trainee Engineer

    Messages:
    77
  4. demolish50 Senior Engineer

    Messages:
    1,434
    I know this is never going to happen, but if the game is going to continue to be broken every single week and we are always in a state of perpetual brokenness it would seem logical to not update every week. But hey, common sense is not so common is it.
     
    • Agree Agree x 1
  5. Squida Trainee Engineer

    Messages:
    77
    It's funny, if the game was not in Alpha. I would full agree with you. But as we know. It is still in alpha. we are responsible for telling them about the bugs, in order to make the game better.

    If the game was already Released as Release 1.0, instead of Alpha / Beta, etc.. There would be a ton of threads just flaming about the amount of problems we have had. but that is why we, the community that is, you included of course. Can sort out and let them know what is most annoying about the game and what to do about it before release.

    So keep testing and keep putting threads up about the problems you are having, it is the best thing to do for now.
     
    • Agree Agree x 2
  6. Mikiy Trainee Engineer

    Messages:
    68
    Before the patch we had a simspeed of 0.8-1 usually, after the patch we suffered 0.15 - 0.3 until now. Today i went around and disconnected every single ship connected to a connector at our main hub and the simspeed went up quiete alot again. Still seeing tons of error messages in the log that we didn't use to see before about rigid body tho and the performance with a couple players on seems still lower then usual.
     
  7. nateman2000 Trainee Engineer

    Messages:
    36
    This may be of interest to people experiencing far lower than usual average sim speed. Before the 127 patch I was getting pretty consistent 0.85-1.00 server sim speed. After, I had the issue like many of you where my average dropped down to about 0.23.

    Now this does not fix the bigger issue of the server sim speed dropping down to 0.05 every few seconds and killing any speed your craft or your character had. But I hadn't moved one of my ships for most of the day until last night. This ship was just floating above a docking connector, not actually connected just in yellow mag-pull state. I'm not sure if that's significant or not but I'm almost certain it was the only ship I had not moved yet that day. As soon as I simply moved it slightly...nothing special...my average server sim speed has gone back up to the 0.85-1.00 range. Still experiencing the drops every few seconds.

    But just a tip to try moving all of your dynamic grids a bit and it possibly might help.

    Still hasn't fixed the slew of cannot calculate mass errors...which I'm guessing is the root cause of the stability loss. I'm guessing that's why the log files have been getting so huge because there are so many more lines of the errors noted in previous posts here. My log from last night over like a 6-8 hour period was like 450MB big.
     
  8. Lé Grand Sárrazin Apprentice Engineer

    Messages:
    125
    New as of 1.127
    Confirmed in logs this is not limited to DS or multiplayer at all!! It has KILLED my previous saves, I hope not permanently!! Went from .7-1.0 sim 10-30 fps to .02sim!!!!!! 1-13fps!!!!!!
    [​IMG]
    This is an unmodded save-as of my build, as I had to be sure it wasn't mods, which it is not, these are ALL vanilla blocks!!
    My log bares witness to the hell that was unleashed on my saves!!
    2016-03-26 18:57:58.263 - Thread: 1 -> Rigid body at address 000000001ED89600 is a complex MOPP/bvtree shape (more than 100 children)
    and has motion type other than fixed.
    Note that this can cause a significant performance loss.
    Consider simplifying the shape representation.
    2016-03-26 18:57:58.666 - Thread: 1 -> Rigid body at address 000000002A5FC1B0 is a complex MOPP/bvtree shape (more than 100 children)
    and has motion type other than fixed.
    Note that this can cause a significant performance loss.
    Consider simplifying the shape representation.
    2016-03-26 18:57:58.975 - Thread: 1 -> Rigid body at address 000000001EDD1950 is a complex MOPP/bvtree shape (more than 100 children)
    and has motion type other than fixed.
    Note that this can cause a significant performance loss.
    Consider simplifying the shape representation.
    2016-03-26 18:58:01.221 - Thread: 1 -> hkpBoxShape passed a NONPOSITIVE-valued extent
    2016-03-26 18:58:09.326 - Thread: 1 -> Rigid body at address 0000000034485B20 is a complex MOPP/bvtree shape (more than 100 children)
    and has motion type other than fixed.
    Note that this can cause a significant performance loss.
    Consider simplifying the shape representation.
    2016-03-26 18:58:16.259 - Thread: 1 -> Rigid body at address 000000003D460520 is a complex MOPP/bvtree shape (more than 100 children)
    and has motion type other than fixed.
    Note that this can cause a significant performance loss.
    Consider simplifying the shape representation.
    2016-03-26 18:58:16.361 - Thread: 1 -> Rigid body at address 000000007A5E37A0 is a complex MOPP/bvtree shape (more than 100 children)
    and has motion type other than fixed.
    Note that this can cause a significant performance loss.
    Consider simplifying the shape representation.
    2016-03-26 18:58:16.476 - Thread: 1 -> Rigid body at address 000000003D5C1FB0 is a complex MOPP/bvtree shape (more than 100 children)
    and has motion type other than fixed.
    Note that this can cause a significant performance loss.
    Consider simplifying the shape representation.
    2016-03-26 18:58:16.579 - Thread: 1 -> Rigid body at address 000000003D5F7EC0 is a complex MOPP/bvtree shape (more than 100 children)
    and has motion type other than fixed.
    Note that this can cause a significant performance loss.
    Consider simplifying the shape representation.
    2016-03-26 18:58:16.631 - Thread: 1 -> Rigid body at address 000000003D60D0F0 is a complex MOPP/bvtree shape (more than 100 children)
    and has motion type other than fixed.
    Note that this can cause a significant performance loss.
    Consider simplifying the shape representation.
    2016-03-26 18:58:16.681 - Thread: 1 -> Rigid body at address 000000003D6393A0 is a complex MOPP/bvtree shape (more than 100 children)
    and has motion type other than fixed.
    Note that this can cause a significant performance loss.
    Consider simplifying the shape representation.
    2016-03-26 18:58:16.738 - Thread: 1 -> Rigid body at address 000000003D64C5C0 is a complex MOPP/bvtree shape (more than 100 children)
    and has motion type other than fixed.
    Note that this can cause a significant performance loss.
    Consider simplifying the shape representation.
    2016-03-26 18:58:16.907 - Thread: 1 -> Rigid body at address 000000003D6730D0 is a complex MOPP/bvtree shape (more than 100 children)
    and has motion type other than fixed.
    Note that this can cause a significant performance loss.
    Consider simplifying the shape representation.
    2016-03-26 18:58:16.974 - Thread: 1 -> Rigid body at address 000000003D6A6FD0 is a complex MOPP/bvtree shape (more than 100 children)
    and has motion type other than fixed.
    Note that this can cause a significant performance loss.
    Consider simplifying the shape representation.
    2016-03-26 18:58:17.090 - Thread: 1 -> Rigid body at address 000000003D6C7AB0 is a complex MOPP/bvtree shape (more than 100 children)
    and has motion type other than fixed.
    Note that this can cause a significant performance loss.
    Consider simplifying the shape representation.
    ---
    2016-03-26 18:58:18.224 - Thread: 1 -> Constraint added between two *colliding* dynamic rigid bodies. Check your collision filter logic and setup. Collision between constrained bodies typically leads to unintended artifacts e.g. adjacent, constrained ragdoll limbs colliding leading to 'ragdoll jitter'.
    2016-03-26 18:58:18.224 - Thread: 1 -> Colliding body and constraint info; hkpRigidBody A pointer:0x0000000034485B20, filter info:459824. hkpRigidBody B pointer:0x000000003D64C5C0, filter info:918575. Constraint pointer:0x000000003D6FD740.
    2016-03-26 18:58:18.224 - Thread: 1 -> Constraint added between two *colliding* dynamic rigid bodies. Check your collision filter logic and setup. Collision between constrained bodies typically leads to unintended artifacts e.g. adjacent, constrained ragdoll limbs colliding leading to 'ragdoll jitter'.
    2016-03-26 18:58:18.224 - Thread: 1 -> Colliding body and constraint info; hkpRigidBody A pointer:0x0000000034485B20, filter info:459824. hkpRigidBody B pointer:0x000000003D64C5C0, filter info:918575. Constraint pointer:0x000000003D6FD740.
    2016-03-26 18:58:19.315 - Thread: 1 -> Constraint added between two *colliding* dynamic rigid bodies. Check your collision filter logic and setup. Collision between constrained bodies typically leads to unintended artifacts e.g. adjacent, constrained ragdoll limbs colliding leading to 'ragdoll jitter'.
    2016-03-26 18:58:19.315 - Thread: 1 -> Colliding body and constraint info; hkpRigidBody A pointer:0x000000003D5F7EC0, filter info:721967. hkpRigidBody B pointer:0x0000000034485B20, filter info:459824. Constraint pointer:0x000000003D6FD940.
    2016-03-26 18:58:19.315 - Thread: 1 -> Constraint added between two *colliding* dynamic rigid bodies. Check your collision filter logic and setup. Collision between constrained bodies typically leads to unintended artifacts e.g. adjacent, constrained ragdoll limbs colliding leading to 'ragdoll jitter'.
    2016-03-26 18:58:19.315 - Thread: 1 -> Colliding body and constraint info; hkpRigidBody A pointer:0x000000003D5F7EC0, filter info:721967. hkpRigidBody B pointer:0x0000000034485B20, filter info:459824. Constraint pointer:0x000000003D6FD940.
    2016-03-26 18:58:19.471 - Thread: 1 -> Constraint added between two *colliding* dynamic rigid bodies. Check your collision filter logic and setup. Collision between constrained bodies typically leads to unintended artifacts e.g. adjacent, constrained ragdoll limbs colliding leading to 'ragdoll jitter'.
    2016-03-26 18:58:19.471 - Thread: 1 -> Colliding body and constraint info; hkpRigidBody A pointer:0x000000003D60D0F0, filter info:787503. hkpRigidBody B pointer:0x0000000034485B20, filter info:459824. Constraint pointer:0x000000003D6FDAC0.
    2016-03-26 18:58:19.472 - Thread: 1 -> Constraint added between two *colliding* dynamic rigid bodies. Check your collision filter logic and setup. Collision between constrained bodies typically leads to unintended artifacts e.g. adjacent, constrained ragdoll limbs colliding leading to 'ragdoll jitter'.
    2016-03-26 18:58:19.472 - Thread: 1 -> Colliding body and constraint info; hkpRigidBody A pointer:0x000000003D60D0F0, filter info:787503. hkpRigidBody B pointer:0x0000000034485B20, filter info:459824. Constraint pointer:0x000000003D6FDAC0.
    2016-03-26 18:58:19.645 - Thread: 1 -> Constraint added between two *colliding* dynamic rigid bodies. Check your collision filter logic and setup. Collision between constrained bodies typically leads to unintended artifacts e.g. adjacent, constrained ragdoll limbs colliding leading to 'ragdoll jitter'.
    2016-03-26 18:58:19.645 - Thread: 1 -> Colliding body and constraint info; hkpRigidBody A pointer:0x000000003D6A6FD0, filter info:1049647. hkpRigidBody B pointer:0x0000000034485B20, filter info:459824. Constraint pointer:0x000000003D6FDC40.
    2016-03-26 18:58:19.645 - Thread: 1 -> Constraint added between two *colliding* dynamic rigid bodies. Check your collision filter logic and setup. Collision between constrained bodies typically leads to unintended artifacts e.g. adjacent, constrained ragdoll limbs colliding leading to 'ragdoll jitter'.
    2016-03-26 18:58:19.645 - Thread: 1 -> Colliding body and constraint info; hkpRigidBody A pointer:0x000000003D6A6FD0, filter info:1049647. hkpRigidBody B pointer:0x0000000034485B20, filter info:459824. Constraint pointer:0x000000003D6FDC40.
    2016-03-26 18:58:21.243 - Thread: 1 -> Colliding two hkBvTreeShapes where neither contains a hkpListShape collections. For perfomance reasons, it's advised for one to have a hkpListShape collection. Other collections are too slow.
    2016-03-26 18:58:21.568 - Thread: 1 -> Cannot calculate mass properties with zero mass or less.
    -Followed by 100 of the above line ^^^ "zero mass or less"
    ---
    Not relevant to this issue per se, but this was still in the log:
    2016-03-26 18:57:50.837 - Thread: 1 -> Loading physical material properties
    2016-03-26 18:57:50.845 - Thread: 1 -> Could not find any sound for 'ImpBulletHitGlass'
    2016-03-26 18:57:50.846 - Thread: 1 -> Could not find any sound for 'ImpExpHitRock'
    2016-03-26 18:57:50.846 - Thread: 1 -> Could not find any sound for 'ImpExpHitMetal'
    2016-03-26 18:57:50.846 - Thread: 1 -> Could not find any sound for 'ImpExpHitGlass'
    2016-03-26 18:57:50.846 - Thread: 1 -> Could not find any sound for 'ImpExpHitMetal'
    2016-03-26 18:57:50.846 - Thread: 1 -> Could not find any sound for 'ImpExpHitMetal'
    2016-03-26 18:57:50.846 - Thread: 1 -> Could not find any sound for 'ImpExpHitMetal'
    2016-03-26 18:57:50.846 - Thread: 1 -> Loading environment item definitions
     
  9. Lé Grand Sárrazin Apprentice Engineer

    Messages:
    125
    Vrage log also had all of this fun junk in it:
    2016-03-26 18:58:17.869 - Thread: 11 -> Mesh asset Models\Cubes\small\CornerTriangleLeftPlate_LOD1.mwm missing
    2016-03-26 18:58:17.902 - Thread: 11 -> Mesh asset Models\Cubes\small\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:17.904 - Thread: 11 -> Mesh asset Models\Cubes\small\CornerTriangleLeftPlate_LOD1.mwm missing
    2016-03-26 18:58:17.909 - Thread: 11 -> Mesh asset Models\Cubes\small\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:17.911 - Thread: 11 -> Mesh asset Models\Cubes\small\SlopePlate_LOD1.mwm missing
    2016-03-26 18:58:17.912 - Thread: 11 -> Mesh asset Models\Cubes\small\CornerTriangleLeftPlate_LOD1.mwm missing
    2016-03-26 18:58:17.912 - Thread: 11 -> Mesh asset Models\Cubes\small\CornerTriangleRightPlate_LOD1.mwm missing
    2016-03-26 18:58:17.913 - Thread: 11 -> Mesh asset Models\Cubes\small\CornerTriangleRightPlate_LOD1.mwm missing
    2016-03-26 18:58:17.914 - Thread: 11 -> Mesh asset Models\Cubes\small\FaceTrianglePlate_LOD1.mwm missing
    2016-03-26 18:58:17.914 - Thread: 11 -> Asset Models\Cubes\Small\Armor\HeavyCornerTriangleLeftPlateCorner2TipFront.mwm tries to overrwrite material corner_and_face_triangle with different textures
    2016-03-26 18:58:17.915 - Thread: 11 -> Asset Models\Cubes\Small\Armor\HeavyFaceTrianglePlateCorner2Tip.mwm tries to overrwrite material corner_and_face_triangle with different textures
    2016-03-26 18:58:17.916 - Thread: 11 -> Mesh asset Models\Cubes\small\HeavySquarePlate_LOD1.mwm missing
    2016-03-26 18:58:17.916 - Thread: 11 -> Asset Models\Cubes\Small\Armor\HeavySquarePlateSlope2BaseTop.mwm tries to overrwrite material SlopePlate with different textures
    2016-03-26 18:58:17.916 - Thread: 11 -> Mesh asset Models\Cubes\small\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:17.917 - Thread: 11 -> Mesh asset Models\Cubes\small\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:17.917 - Thread: 11 -> Asset Models\Cubes\Small\Armor\HeavySquarePlateSlope2BaseRight.mwm tries to overrwrite material corner_and_face_triangle_inv with different textures
    2016-03-26 18:58:17.918 - Thread: 11 -> Mesh asset Models\Cubes\small\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:17.918 - Thread: 11 -> Mesh asset Models\Cubes\small\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:17.919 - Thread: 11 -> Mesh asset Models\Cubes\small\SlopePlate_LOD1.mwm missing
    2016-03-26 18:58:17.919 - Thread: 11 -> Mesh asset Models\Cubes\small\CornerTriangleLeftPlate_LOD1.mwm missing
    2016-03-26 18:58:17.920 - Thread: 11 -> Asset Models\Cubes\Small\Armor\HeavySquarePlateSlope2TipBack.mwm tries to overrwrite material SquarePlate with different textures
    2016-03-26 18:58:17.920 - Thread: 11 -> Mesh asset Models\Cubes\small\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:17.927 - Thread: 11 -> Asset Models\Cubes\Small\GeneratorSmall.mwm tries to overrwrite material Emissive with different textures
    2016-03-26 18:58:17.938 - Thread: 11 -> Asset Models\Cubes\Small\RemoteControl.mwm tries to overrwrite material Emissive with different textures
    2016-03-26 18:58:17.947 - Thread: 11 -> Asset Models\Cubes\Small\gyroscope.mwm tries to overrwrite material Emissive with different textures
    2016-03-26 18:58:17.968 - Thread: 11 -> Mesh asset Models\Cubes\small\CornerTriangleLeftPlate_LOD1.mwm missing
    2016-03-26 18:58:17.969 - Thread: 11 -> Mesh asset Models\Cubes\small\CornerTriangleRightPlate_LOD1.mwm missing
    2016-03-26 18:58:17.969 - Thread: 11 -> Mesh asset Models\Cubes\small\FaceTrianglePlate_LOD1.mwm missing
    2016-03-26 18:58:17.970 - Thread: 11 -> Mesh asset Models\Cubes\small\invFaceTrianglePlate_LOD1.mwm missing
    2016-03-26 18:58:17.970 - Thread: 11 -> Mesh asset Models\Cubes\small\SlopePlate_LOD1.mwm missing
    2016-03-26 18:58:17.971 - Thread: 11 -> Mesh asset Models\Cubes\small\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:17.972 - Thread: 11 -> Mesh asset Models\Cubes\small\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:17.972 - Thread: 11 -> Mesh asset Models\Cubes\small\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:17.973 - Thread: 11 -> Mesh asset Models\Cubes\small\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:17.974 - Thread: 11 -> Mesh asset Models\Cubes\small\InvFaceTrianglePlate_LOD1.mwm missing
    2016-03-26 18:58:17.974 - Thread: 11 -> Mesh asset Models\Cubes\small\CornerTriangleRightPlate_LOD1.mwm missing
    2016-03-26 18:58:17.975 - Thread: 11 -> Mesh asset Models\Cubes\small\CornerTriangleLeftPlate_LOD1.mwm missing
    2016-03-26 18:58:17.976 - Thread: 11 -> Mesh asset Models\Cubes\small\CornerTriangleLeftPlate_LOD1.mwm missing
    2016-03-26 18:58:17.976 - Thread: 11 -> Mesh asset Models\Cubes\small\InvFaceTrianglePlate_LOD1.mwm missing
    2016-03-26 18:58:17.977 - Thread: 11 -> Mesh asset Models\Cubes\small\CornerTriangleRightPlate_LOD1.mwm missing
    2016-03-26 18:58:17.977 - Thread: 11 -> Mesh asset Models\Cubes\small\CornerTriangleLeftPlate_LOD1.mwm missing
    2016-03-26 18:58:17.978 - Thread: 11 -> Mesh asset Models\Cubes\small\CornerTriangleLeftPlate_LOD1.mwm missing
    2016-03-26 18:58:17.979 - Thread: 11 -> Mesh asset Models\Cubes\small\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:17.979 - Thread: 11 -> Mesh asset Models\Cubes\small\SlopePlate_LOD1.mwm missing
    2016-03-26 18:58:17.980 - Thread: 11 -> Mesh asset Models\Cubes\small\CornerTriangleRightPlate_LOD1.mwm missing
    2016-03-26 18:58:17.981 - Thread: 11 -> Mesh asset Models\Cubes\small\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:17.981 - Thread: 11 -> Mesh asset Models\Cubes\small\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:17.985 - Thread: 11 -> Mesh asset Models\Cubes\small\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:17.986 - Thread: 11 -> Mesh asset Models\Cubes\small\SlopePlate_LOD1.mwm missing
    2016-03-26 18:58:17.987 - Thread: 11 -> Mesh asset Models\Cubes\small\HeavyCornerLeftPlate_LOD1.mwm missing
    2016-03-26 18:58:17.987 - Thread: 11 -> Mesh asset Models\Cubes\small\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:17.993 - Thread: 11 -> Asset Models\Cubes\Small\OxygenGenerator.mwm tries to overrwrite material Emissive with different textures
    2016-03-26 18:58:17.994 - Thread: 11 -> Asset Models\Cubes\Small\OxygenStorage.mwm tries to overrwrite material OxygenGenerator with different textures
    2016-03-26 18:58:17.994 - Thread: 11 -> Asset Models\Cubes\Small\OxygenStorage.mwm tries to overrwrite material Conveyor with different textures
    2016-03-26 18:58:17.994 - Thread: 11 -> Asset Models\Cubes\Small\OxygenStorage.mwm tries to overrwrite material Emissive with different textures
    2016-03-26 18:58:17.994 - Thread: 11 -> Asset Models\Cubes\Small\OxygenStorage.mwm tries to overrwrite material Emissive3 with different textures
    2016-03-26 18:58:17.994 - Thread: 11 -> Asset Models\Cubes\Small\OxygenStorage.mwm tries to overrwrite material Emissive1 with different textures
    2016-03-26 18:58:17.994 - Thread: 11 -> Asset Models\Cubes\Small\OxygenStorage.mwm tries to overrwrite material Emissive2 with different textures
    2016-03-26 18:58:17.996 - Thread: 11 -> Asset Models\Cubes\Small\HydrogenTank.mwm tries to overrwrite material Emissive4 with different textures
    2016-03-26 18:58:18.029 - Thread: 11 -> Asset Models\Cubes\Small\LandingGear.mwm tries to overrwrite material Emissive with different textures
    2016-03-26 18:58:18.032 - Thread: 11 -> Mesh asset Models\Cubes\small\HeavyCornerRightPlate_LOD1.mwm missing
    2016-03-26 18:58:18.032 - Thread: 11 -> Mesh asset Models\Cubes\small\HeavyFacePlate_LOD1.mwm missing
    2016-03-26 18:58:18.033 - Thread: 11 -> Mesh asset Models\Cubes\small\HeavyInvFacePlate_LOD1.mwm missing
    2016-03-26 18:58:18.034 - Thread: 11 -> Mesh asset Models\Cubes\small\HeavySlopePlate_LOD1.mwm missing
    2016-03-26 18:58:18.044 - Thread: 11 -> Asset Models\Cubes\Small\cockpit.mwm tries to overrwrite material Emissive with different textures
    2016-03-26 18:58:18.160 - Thread: 11 -> Asset Models\Cubes\Large\Armor\HeavySquarePlate.mwm tries to overrwrite material HeavySquarePlate with different textures
    2016-03-26 18:58:18.160 - Thread: 11 -> Mesh asset Models\Cubes\large\HeavySquarePlate_LOD1.mwm missing
    2016-03-26 18:58:18.161 - Thread: 11 -> Asset Models\Cubes\Large\Armor\HeavySlopePlate.mwm tries to overrwrite material HeavySlopePlate with different textures
    2016-03-26 18:58:18.161 - Thread: 11 -> Mesh asset Models\Cubes\large\HeavySlopePlate_LOD1.mwm missing
    2016-03-26 18:58:18.162 - Thread: 11 -> Mesh asset Models\Cubes\large\HeavyInvFacePlate_LOD1.mwm missing
    2016-03-26 18:58:18.162 - Thread: 11 -> Asset Models\Cubes\Large\Armor\HeavyCornerLeftPlate.mwm tries to overrwrite material Heavy_corner_and_face_triangle with different textures
    2016-03-26 18:58:18.162 - Thread: 11 -> Mesh asset Models\Cubes\large\HeavyCornerLeftPlate_LOD1.mwm missing
    2016-03-26 18:58:18.163 - Thread: 11 -> Mesh asset Models\Cubes\large\HeavyFacePlate_LOD1.mwm missing
    2016-03-26 18:58:18.168 - Thread: 11 -> Asset Models\Cubes\Large\Armor\CornerTriangleRightPlate.mwm tries to overrwrite material corner_and_face_triangle_inv with different textures
    2016-03-26 18:58:18.168 - Thread: 11 -> Mesh asset Models\Cubes\large\CornerTriangleRightPlate_LOD1.mwm missing
    2016-03-26 18:58:18.168 - Thread: 11 -> Asset Models\Cubes\Large\Armor\CornerTriangleLeftPlate.mwm tries to overrwrite material corner_and_face_triangle with different textures
    2016-03-26 18:58:18.169 - Thread: 11 -> Mesh asset Models\Cubes\large\CornerTriangleLeftPlate_LOD1.mwm missing
    2016-03-26 18:58:18.169 - Thread: 11 -> Asset Models\Cubes\Large\Armor\SquarePlate.mwm tries to overrwrite material SquarePlate with different textures
    2016-03-26 18:58:18.169 - Thread: 11 -> Mesh asset Models\Cubes\large\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:18.170 - Thread: 11 -> Asset Models\Cubes\Large\Armor\SlopePlate.mwm tries to overrwrite material SlopePlate with different textures
    2016-03-26 18:58:18.170 - Thread: 11 -> Mesh asset Models\Cubes\large\SlopePlate_LOD1.mwm missing
    2016-03-26 18:58:18.170 - Thread: 11 -> Asset Models\Cubes\Large\Armor\HeavySquarePlateSlope2BaseTop.mwm tries to overrwrite material SlopePlate with different textures
    2016-03-26 18:58:18.171 - Thread: 11 -> Mesh asset Models\Cubes\large\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:18.171 - Thread: 11 -> Asset Models\Cubes\Large\Armor\HeavySquarePlateSlope2BaseFront.mwm tries to overrwrite material SquarePlate with different textures
    2016-03-26 18:58:18.171 - Thread: 11 -> Mesh asset Models\Cubes\large\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:18.172 - Thread: 11 -> Asset Models\Cubes\Large\Armor\HeavySquarePlateSlope2BaseRight.mwm tries to overrwrite material corner_and_face_triangle_inv with different textures
    2016-03-26 18:58:18.172 - Thread: 11 -> Mesh asset Models\Cubes\large\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:18.173 - Thread: 11 -> Mesh asset Models\Cubes\large\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:18.179 - Thread: 11 -> Mesh asset Models\Cubes\large\SlopePlate_LOD1.mwm missing
    2016-03-26 18:58:18.179 - Thread: 11 -> Mesh asset Models\Cubes\large\CornerTriangleLeftPlate_LOD1.mwm missing
    2016-03-26 18:58:18.180 - Thread: 11 -> Mesh asset Models\Cubes\large\CornerTriangleRightPlate_LOD1.mwm missing
    2016-03-26 18:58:18.181 - Thread: 11 -> Mesh asset Models\Cubes\large\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:18.181 - Thread: 11 -> Mesh asset Models\Cubes\large\InvFaceTrianglePlate_LOD1.mwm missing
    2016-03-26 18:58:18.182 - Thread: 11 -> Mesh asset Models\Cubes\large\CornerTriangleRightPlate_LOD1.mwm missing
    2016-03-26 18:58:18.183 - Thread: 11 -> Mesh asset Models\Cubes\large\CornerTriangleLeftPlate_LOD1.mwm missing
    2016-03-26 18:58:18.183 - Thread: 11 -> Mesh asset Models\Cubes\large\CornerTriangleLeftPlate_LOD1.mwm missing
    2016-03-26 18:58:18.184 - Thread: 11 -> Mesh asset Models\Cubes\large\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:18.185 - Thread: 11 -> Mesh asset Models\Cubes\large\InvFaceTrianglePlate_LOD1.mwm missing
    2016-03-26 18:58:18.185 - Thread: 11 -> Mesh asset Models\Cubes\large\CornerTriangleRightPlate_LOD1.mwm missing
    2016-03-26 18:58:18.186 - Thread: 11 -> Mesh asset Models\Cubes\large\CornerTriangleLeftPlate_LOD1.mwm missing
    2016-03-26 18:58:18.187 - Thread: 11 -> Mesh asset Models\Cubes\large\CornerTriangleLeftPlate_LOD1.mwm missing
    2016-03-26 18:58:18.206 - Thread: 11 -> Mesh asset Models\Cubes\large\SlopePlate_LOD1.mwm missing
    2016-03-26 18:58:18.207 - Thread: 11 -> Mesh asset Models\Cubes\large\CornerTriangleRightPlate_LOD1.mwm missing
    2016-03-26 18:58:18.207 - Thread: 11 -> Mesh asset Models\Cubes\large\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:18.211 - Thread: 11 -> Mesh asset Models\Cubes\large\SquarePlate_LOD1.mwm missing
    2016-03-26 18:58:18.213 - Thread: 11 -> Mesh asset Models\Cubes\large\CornerTriangleLeftPlate_LOD1.mwm missing
    2016-03-26 18:58:18.213 - Thread: 11 -> Mesh asset Models\Cubes\large\CornerTriangleRightPlate_LOD1.mwm missing
    2016-03-26 18:58:18.214 - Thread: 11 -> Mesh asset Models\Cubes\large\FaceTrianglePlate_LOD1.mwm missing
    2016-03-26 18:58:18.215 - Thread: 11 -> Mesh asset Models\Cubes\large\CornerTriangleLeftPlate_LOD1.mwm missing
    2016-03-26 18:58:18.267 - Thread: 11 -> Asset Models\Cubes\Large\OxygenStorage.mwm tries to overrwrite material Emissive0 with different textures
    2016-03-26 18:58:18.267 - Thread: 11 -> Asset Models\Cubes\Large\OxygenStorage.mwm tries to overrwrite material Emissive2 with different textures
    2016-03-26 18:58:18.267 - Thread: 11 -> Asset Models\Cubes\Large\OxygenStorage.mwm tries to overrwrite material Emissive1 with different textures
    2016-03-26 18:58:18.267 - Thread: 11 -> Asset Models\Cubes\Large\OxygenStorage.mwm tries to overrwrite material Emissive3 with different textures
    2016-03-26 18:58:18.267 - Thread: 11 -> Asset Models\Cubes\Large\OxygenStorage.mwm tries to overrwrite material Emissive4 with different textures
    2016-03-26 18:58:18.270 - Thread: 11 -> Asset Models\Cubes\Large\OxygenGenerator.mwm tries to overrwrite material Emissive with different textures
    2016-03-26 18:58:18.294 - Thread: 11 -> Asset Models\Cubes\Large\SlideDoorLeft.mwm tries to overrwrite material Glass with different textures
    2016-03-26 18:58:18.296 - Thread: 11 -> Asset Models\Cubes\Large\passage.mwm tries to overrwrite material Emissive with different textures
    2016-03-26 18:58:18.310 - Thread: 11 -> Asset Models\Cubes\Large\GravityGenerator.mwm tries to overrwrite material Emissive with different textures
    2016-03-26 18:58:18.323 - Thread: 11 -> Asset Models\Cubes\Large\InteriorLight.mwm tries to overrwrite material Emissive with different textures
    2016-03-26 18:58:18.335 - Thread: 11 -> Asset Models\Cubes\Large\OxygenPressurizer.mwm tries to overrwrite material Emissive2 with different textures
    2016-03-26 18:58:18.336 - Thread: 11 -> Asset Models\Cubes\Large\OxygenPressurizer.mwm tries to overrwrite material Emissive1 with different textures
    2016-03-26 18:58:18.336 - Thread: 11 -> Asset Models\Cubes\Large\OxygenPressurizer.mwm tries to overrwrite material Emissive3 with different textures
    2016-03-26 18:58:18.336 - Thread: 11 -> Asset Models\Cubes\Large\OxygenPressurizer.mwm tries to overrwrite material Emissive4 with different textures
    2016-03-26 18:58:18.373 - Thread: 11 -> Asset Models\Cubes\Large\TimerBlock.mwm tries to overrwrite material Emissive with different textures
    2016-03-26 18:58:18.377 - Thread: 11 -> Asset Models\Cubes\Large\JumpDrive.mwm tries to overrwrite material Emissive3 with different textures
    2016-03-26 18:58:18.377 - Thread: 11 -> Asset Models\Cubes\Large\JumpDrive.mwm tries to overrwrite material Emissive2 with different textures
    2016-03-26 18:58:18.377 - Thread: 11 -> Asset Models\Cubes\Large\JumpDrive.mwm tries to overrwrite material Emissive0 with different textures
    2016-03-26 18:58:18.377 - Thread: 11 -> Asset Models\Cubes\Large\JumpDrive.mwm tries to overrwrite material Emissive1 with different textures
    2016-03-26 18:58:18.377 - Thread: 11 -> Asset Models\Cubes\Large\JumpDrive.mwm tries to overrwrite material Emissive4 with different textures
    2016-03-26 18:58:18.387 - Thread: 11 -> Asset Models\Cubes\Large\ButtonPanel.mwm tries to overrwrite material Emissive1 with different textures
    2016-03-26 18:58:18.387 - Thread: 11 -> Asset Models\Cubes\Large\ButtonPanel.mwm tries to overrwrite material Emissive2 with different textures
    2016-03-26 18:58:18.387 - Thread: 11 -> Asset Models\Cubes\Large\ButtonPanel.mwm tries to overrwrite material Emissive3 with different textures
    2016-03-26 18:58:18.387 - Thread: 11 -> Asset Models\Cubes\Large\ButtonPanel.mwm tries to overrwrite material Emissive4 with different textures
    2016-03-26 18:58:18.400 - Thread: 11 -> Asset Models\Cubes\Large\Connector.mwm tries to overrwrite material Connector with different textures
    2016-03-26 18:58:18.400 - Thread: 11 -> Asset Models\Cubes\Large\Connector.mwm tries to overrwrite material Emissive1 with different textures
    2016-03-26 18:58:18.404 - Thread: 11 -> Asset Models\Cubes\Large\BatteryLarge.mwm tries to overrwrite material Emissive3 with different textures
    2016-03-26 18:58:18.404 - Thread: 11 -> Asset Models\Cubes\Large\BatteryLarge.mwm tries to overrwrite material Emissive2 with different textures
    2016-03-26 18:58:18.404 - Thread: 11 -> Asset Models\Cubes\Large\BatteryLarge.mwm tries to overrwrite material Emissive0 with different textures
    2016-03-26 18:58:18.404 - Thread: 11 -> Asset Models\Cubes\Large\BatteryLarge.mwm tries to overrwrite material Emissive1 with different textures
    2016-03-26 18:58:18.434 - Thread: 11 -> Asset Models\Cubes\Large\CryoPod.mwm tries to overrwrite material Emissive with different textures
    2016-03-26 18:58:18.434 - Thread: 11 -> Asset Models\Cubes\Large\CryoPod.mwm tries to overrwrite material Terminal with different textures
    2016-03-26 18:58:22.795 - Thread: 11 -> Mesh asset Models/Debug/Cone.mwm has inconsistent vertex streams
    2016-03-26 18:58:22.795 - Thread: 11 -> Mesh asset Models/Debug/Cone.mwm has no material in part 0

    ---

    Although this has been a problem for some time if I remember correctly!!
     
  10. Soulthule Apprentice Engineer

    Messages:
    362

    Same thing - Confirmed - My DS is getting .1 to .3 - 8/30 UPS with one person on it. It is not playable, players are losing ships or getting damage ships as the difference in sim speed are causing explosions with connectors / landing gear etc. I have scrubbed the DB and nothing. I have to disagree with you on this one Prescott. If you want the world just tell me how you want it sent and where...

    By they way - here are the log files that are exploding. Maybe they are fixed now.

    [​IMG]
     
  11. Kham Apprentice Engineer

    Messages:
    477
    I've tried everything I can think of in game to try and improve the speed. I've disconnected all ships across the world which were docked via connectors, I've shut down refineries/assemblers/oxygen generators etc, I've stopped all timer blocks and programmable blocks. No luck at all, server still refuses to go above 0.3 sim speed and the log is filling up fast with literally thousands of 'Cannot calculate mass properties with zero mass or less' not to mention the dozens (if not hundreds) of entries like this
    Code:
    2016-03-25 19:28:18.166 - Thread:   6 ->  Rigid body at address 000000004A966870 is a complex MOPP/bvtree shape (more than 100 children) 
    and has motion type other than fixed.
    Note that this can cause a significant performance loss. 
    Consider simplifying the shape representation.
    2016-03-25 19:28:18.166 - Thread:   6 ->  Rigid body at address 000000004A966870 is a complex MOPP/bvtree shape (more than 100 children) 
    and has motion type other than fixed.
    Note that this can cause a significant performance loss. 
    Consider simplifying the shape representation.
    2016-03-25 19:28:18.166 - Thread:   6 ->  Old quality type doesn't correspond to the old motionType. DO NOT call entity->getCollidable()->setQualityType(HK_COLLIDABLE_QUALITY_chosen_type) before the call to hkpRigidBody::setMotionType(). Quality type changes are now handled by setMotionType internally. 
    2016-03-25 19:28:18.166 - Thread:   6 ->  This is important as the default collision filtering relies on qualityTypes of bodies (and filters out fixed-fixed, fixed-keyframed, keyframed-keyframed interactions). Also further asserts may be fired when processing TOI events for bodies with such inconsistent motion-quality types settings.
    2016-03-25 19:28:21.492 - Thread:   6 ->  Rigid body at address 0000000029CBBC80 is a complex MOPP/bvtree shape (more than 100 children) 
    and has motion type other than fixed.
    Note that this can cause a significant performance loss. 
    Consider simplifying the shape representation.
    2016-03-25 19:28:21.492 - Thread:   6 ->  Rigid body at address 0000000029CBBC80 is a complex MOPP/bvtree shape (more than 100 children) 
    and has motion type other than fixed.
    Note that this can cause a significant performance loss. 
    Consider simplifying the shape representation.
    2016-03-25 19:28:21.492 - Thread:   6 ->  Old quality type doesn't correspond to the old motionType. DO NOT call entity->getCollidable()->setQualityType(HK_COLLIDABLE_QUALITY_chosen_type) before the call to hkpRigidBody::setMotionType(). Quality type changes are now handled by setMotionType internally. 
    2016-03-25 19:28:21.492 - Thread:   6 ->  This is important as the default collision filtering relies on qualityTypes of bodies (and filters out fixed-fixed, fixed-keyframed, keyframed-keyframed interactions). Also further asserts may be fired when processing TOI events for bodies with such inconsistent motion-quality types settings.
    2016-03-25 19:28:21.767 - Thread:   6 ->  Constraint added between two *colliding* dynamic rigid bodies. Check your collision filter logic and setup. Collision between constrained bodies typically leads to unintended artifacts e.g. adjacent, constrained ragdoll limbs colliding leading to 'ragdoll jitter'.
    2016-03-25 19:28:21.767 - Thread:   6 ->  Colliding body and constraint info; hkpRigidBody A pointer:0x000000002949B790, filter info:2884656. hkpRigidBody B pointer:0x00000000294202A0, filter info:2884656. Constraint pointer:0x000000002940ECE0.
    2016-03-25 19:28:28.173 - Thread:   6 ->  Maximum number of ContactPoints reached, dropping points. Note: This message is fired only once and it means that one object has too many triangles in a specific area
    2016-03-25 19:28:28.189 - Thread:   6 ->  Colliding two hkBvTreeShapes where neither contains a hkpListShape collections. For perfomance reasons, it's advised for one to have a hkpListShape collection. Other collections are too slow.
    I see these reports on both modded and vanilla so it's not due to a mod, this is something which showed up after a patch a couple of weeks ago and I'm guessing it's probably related to what's killing the server performance.

    Full log here.
     
  12. CrookedTube Trainee Engineer

    Messages:
    37
    Identical performance for me. I have a DS hosted by Bluefang and today I added the priority CPU option to see if it helped. Bottom line, server simulation speed has been averaging around .3 with client simulation at 1.0. I am using three mods, Midspace Scan, Automatic LCDs, and a speed mod. I rebooted the server and the sim speed started around .7-.8 but soon dropped to .3 after a few minutes.

    There are just two of us playing on the DS, we don't have any large builds, just a station with 2 reactors and 3 arc furnaces, 12-15 sorter conveyors. At times the lag was so bad it looked like items produced but the assemblers were disappearing only to have them start showing up in containers 5-6 minutes later.

    If anyone has any tips I should try to learn more about the cause of the sim speed issue let me know.
     
  13. Scorpion00021 Senior Engineer

    Messages:
    1,411
    Yeah, I think we are stuck with these issues until the next patch :/
     
  14. demolish50 Senior Engineer

    Messages:
    1,434
    I can shed some light on this issue and tell you what it is not. It is not any functional block, assemblers, refineries, etc.

    I have a very heavy (300MB) world. I have turned off every functional block by cycling all power sources to off and saw 0 rise in sim. I have downloaded my world locally and am testing. Pre 127 this world was getting .80, now I'm getting .21. That is with 0 active functional blocks.

    Gamelogic is bouncing around 75 to 115ms.
     
    • Agree Agree x 1
  15. CrookedTube Trainee Engineer

    Messages:
    37
    My fix for this was to copy/paste our base and the few vehicles into a fresh solar system, it is running like a champ. All I lost was the time spent marking GPS coords of ores and the faction settings.

    I am running a DS on Bluefang, paying for High CPU priority (we will see if that ends up making a difference)
    Windows 10 (client) 64-bit, 16G ram
    The problem began yesterday with reduced Server Simulation as I had said earlier. When I checked the log file and server console there were tons of errors. I will upload the log file if anyone wants to see it but in summary there were thousands of entries with the following:

    -hkpBoxShape passed a NONPOSITIVE-valued extent
    -Cannot calculate mass properties with zero mass or less.
    -Found a child shape container without a bounding volume. This can be slow.
    -Rigid body at address 0000000058488D20 is a complex MOPP/bvtree shape (more than 100 children) and has motion type other than fixed. Note that this can cause a significant performance loss. Consider simplifying the shape representation.
    - NaN velocity or velocity > 1e6f detected, something is seriously wrong (bad inertia tensors?). Linear and angular velocities will be set to (1,0,0).
    -Reference count error on object 000000007D5272C0 with ref count of 0 in addReference.
    * Are you calling delete instead of removeReference?
    * Have you called removeReference too many times?
    * In a multithreaded environment, what is the hkReferencedObject lock mode you use (see setLockMode())?
    * Is this a valid object?
    * Do you have more than 32768 references? (unlikely)

    All we had been doing in this server instance was a few days of building, some exploring in a small ship (looking for derelicts). No intense copy/paste and only 2-3 players on at any given time.
     
    • Informative Informative x 1
  16. Kham Apprentice Engineer

    Messages:
    477
    That's interesting that you're not getting the log spam or sim speed drop with a fresh world. Sadly, I'm not up for the idea of starting a new world right now as we already started a new system when planets came out and it's taken months of work to get the new system 'up to scratch'. I'm also slightly worried that even if we got rid of the problem in the short term, with no idea of what actually causes it, it may come back and the whole thing would be for nought.
    But please, keep us posted on the state of your new world to let us know how you get on as it may at least shed some light on the cause of these insane log spams.
     
  17. danibw0i Apprentice Engineer

    Messages:
    133
    Same problem on our server. Sim went from 1.0 to bouncing between .2 and .5. It's not unplayable but flying ships and mining is pretty impossible atm. Also, every time the server autosaves, ships stop.
     
    Last edited: Mar 28, 2016
  18. demolish50 Senior Engineer

    Messages:
    1,434
    I removed 9,154 conveyors that were on grids that did not have power. As I said in my previous post, no grids in my save currently have power. The conveyor removal alone cause gamel ogic to improve by 50% but still not back to pre 127 levels.
     
  19. Squida Trainee Engineer

    Messages:
    77
  20. CrookedTube Trainee Engineer

    Messages:
    37
    Update 2:
    I checked the log file this morning and there were, again, tons of errors. For a reminder, I had pasted our simple base and 4 vehicles into a fresh star system and Server Simulation speed went back up to 1.00, and seemed to have fixed this.

    After I noticed the errors this morning, I stopped the server and performed a Steam Update/Validate and restarted it. No errors. Played for 30 minutes and checked the log file many times, no errors.

    Now, 30 minutes after logging off (with no other players on), the null exception is back, 57 counts of them in the 20 minutes between autosaves:


    delivery: 68, True
    delivery: 68, True
    delivery: 69, True
    delivery: 69, True
    delivery: 88, True
    delivery: 88, True
    delivery: 89, True
    delivery: 89, True
    delivery: 98, True
    delivery: 98, True
    delivery: 99, True
    delivery: 99, True
    delivery: 108, True
    delivery: 108, True
    delivery: 118, True
    delivery: 118, True
    delivery: 119, True
    delivery: 119, True
    2016-03-28 06:13:51.877: User left
    Disconnected: (My userid)
    (null)(0):'(unknown - see comments in hkStackTracerWin32.cxx)'
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    (null)(0):'(unknown - see comments in hkStackTracerWin32.cxx)'
    2016-03-28 06:27:51.252: Autosave
    (null)(0):'(unknown - see comments in hkStackTracerWin32.cxx)'
    (null)(0):'(unknown - see comments in hkStackTracerWin32.cxx)'
    (null)(0):'(unknown - see comments in hkStackTracerWin32.cxx)'
    (null)(0):'(unknown - see comments in hkStackTracerWin32.cxx)'
    (null)(0):'(unknown - see comments in hkStackTracerWin32.cxx)'
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    (null)(0):'(unknown - see comments in hkStackTracerWin32.cxx)'
    2016-03-28 06:47:51.282: Autosave

    Sim speed is still okay, for the moment, but not sure where to go from here.
     
  21. Prescott Freyd Senior Engineer

    Messages:
    1,833
    Hey everyone, Prescott here again.

    Thank you all for the detective work, we appreciate it. The biggest help you could provide would be the worlds where this issue can be observed. Also, when you start a new server / new game does the issue still occur or is it better?

    Regards,
    PF
     
  22. Kham Apprentice Engineer

    Messages:
    477
    Here is a copy of our current world from our server. It does run a lot of mods and has quite a few large ships and stations, however as I said in the OP, our Server Sim Speed used to be around 0.7 - 1.0 and since the .127 patch it's been 0.1 - 0.3 and never above that.

    I can't speak for the clean world on DS as I don't want to start a clean world on DS right now without knowing what is causing the issue in the first place as it's not worth losing months of work if the problem may reoccur as has happened to CrookedTube in the above posts.

    What I can say, is the log spam is showing for me even in local games and even on brand new worlds. This is my log file from creating a new world locally by selecting the 'Quick Start' option (I wont include that save file as you can reproduce hopefully by just doing the same). I haven't even done anything in the world, just started it and tabbed out to look at the log and it's got a lot of the same entries we're all seeing of late but just a lot fewer of them than our DS is spitting out every millisecond. A lot of these warnings indicate they can cause performance issues, so considering our DS is spitting them out by the hundreds every few seconds I'm pretty sure they are the cause of the issue. Though of course, it could just be terribly inconvenient coincidence.
     
  23. CCampbell Trainee Engineer

    Messages:
    28
    *BUMP*

    I'm noticing sim speed drop specifically related to the rotor's breaking force and torque. I can literally use the break and torque sliders as a sim speed "performance" adjustment.

    I have a space station that has advanced rotor > conveyer > 8 hydro tanks + 8 oxygen tanks ( cool rotating effect below station upon arrival ) . When I turn my breaking speed or torque up or down I see a direct correlation to the sims speed drop.


    Hope this is helpful to others.

    Chris
     
  24. CrookedTube Trainee Engineer

    Messages:
    37
  25. nateman2000 Trainee Engineer

    Messages:
    36
    Well as of late, the biggest contribution to sim speed reduction is attaching the grid's inventories together.

    With my large 28k ship docked on the static station (to make it static as well, cause when it is mobile it reduces sim speed by about 0.20) but not connected to an inventory docking connector... I'm getting about .85-1.00 sim speeds. When I connect my big ship to the station's inventory, it drops down to about 0.50.

    If I also attach my other small ship to the station...then we get down to a whopping 0.02 server sim speed. Which as you can imagine creates awesome 5 second lag spikes for anything I'm trying to get in or activate. Never had such a drop with several times as many ships connected to a static station at once.

    I've created a folder for my dedicated server log files and 3 saves since the patch dropped last week. https://drive.google.com/folderview?id=0ByFyBRd6hvC6b09vRmo2MXl1Mmc&usp=sharing
     
  26. nateman2000 Trainee Engineer

    Messages:
    36
    Also oddly when I look at the inventory of a grid...the Client sim speed ducks down in the same up down fashion and averages around 0.3 to 0.5

    I wonder if its partly the inventory/conveyor system? Might be a multi-pronged problem stacked on top of each other to give the odd results of the last week.
     
  27. nateman2000 Trainee Engineer

    Messages:
    36
    Further update: ^^^ That happens when I look just at my character's inventory as well.
     
  28. Prescott Freyd Senior Engineer

    Messages:
    1,833
    Hey everyone.

    Thank you all for the contribution, we're trying to figure out what might be causing these drops. We'll be releasing some tweaks to the logging today, hopefully that will help with the server performance. I also discussed the issue with some of our programmers, especially the possible connection to the conveyor systems and inventories and even though there were no significant changes to that part of code recently, we'll investigate if that is the cause.

    Sorry for the inconvenience, we're on it.

    PF
     
    • Like Like x 2
  29. nateman2000 Trainee Engineer

    Messages:
    36
    Who knows...game code can get immensely complicated...perhaps it was something small that was lurking around for weeks and something else recent triggered a more noticeable reaction. I have accomplished a setup where I'm getting more consistent 0.6-1.0 server sim speeds with the larger grid's inventories not connected. And my largest ship landed but not connected to the inventory. I just fly my smaller ship for right now.
     
  30. Ryuuji Apprentice Engineer

    Messages:
    230
    Hey all.

    I also have these problems in my Offline Worlds. Is there some way to revert back to 01.126? The game ran for me with this version better then any other version this year. Today's update did not fix anything for me.

    Also do you all have Max FPS (60) in my case and very bad Sim speed? like 0.1 to 0.4? Also there is some stuttering as if the picture freezes for a short amount of time. But my fps are a solid 60.
    My UPS go from 60 to 30. Most of the time at 60 and when the game freezes/stutters at 30.

    Starting a new Easy Start 1 World I got 60/60/1, but as soon as I paste in a Blue Print it shows the same problems with the sim speed.


    Edit.
    I would really like for keen to give us the possibility to revert to an older Version if we have problems with the current one (trough the beta option in steam). It doesn't even need to be online, I think it would be enough to just being able to play offline with an older Version.
     
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