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Sun_distance_modifier vs government affecting oolite standard populator in an unfortunate way. #243

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DTHP opened this issue Jul 17, 2017 · 1 comment

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@DTHP
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DTHP commented Jul 17, 2017

Version 1.84

I finally tracked down an issue of FPS stuttering that suddenly occurred only to vanish "sometimes" a few minutes later in a government 3 system (Dictatorship). As some of you may know, I am making extended star systems with a few bit more planets to visit than the single one we are used too.

Now i set the sun_distance_modifer to 1000.0 and i assume that between the main planet and the sun that there are a lot of rocks and ships spawned because the entities in the system sky-rocketed to 1400 and sometimes something, very likely something with collision detection began to use a lot of resources.

I discovered the reason when i set the government to 6 (Democracy) and sun_distance_modifier to 1000 when it in system "7 144" spawned more than 2000 entities. I think the Oolite began to struggle with that many entities because afaik, the cap is around 2048.

I assume the more secure a government the more ships are spawned. Add to that the "import" of pirates from nearby Anarchy systems.

I fixed it by adding my own "empty" populator via the planetinfo.plist, and the entity list fell to a size of 59. Those new populator functions are empty and do nothing.

It is a pretty easy thing to just add two settings in the planetinfo.plist and "might" trigger this behaviour and I see the fault of it somewhere in how the standard populator is spawning entities rather than just capping the sun_distance_modifer that will be an exercise in itself in finding a fair cap.

As a side note i was surprised to see the main station launch a patrol and a single trader(sometimes with escorts) after undocking with "empty" populators doing nothing. The station is using stationAI.plist, not the new Javascript based one.

@cim--
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cim-- commented Jul 17, 2017 via email

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