Ships cost high cpu
Moderator: OpenTTD Developers
Ships cost high cpu
i have version 1.2.0-B4
i have a game
320 airplanes
150 cars
230 trains
this runs fine on my computer (around 5% cpu)
when i add 100 ships the cpu springs to 60%
when i have more than 200 ships the game hangs
the strange thing is that this is only when i use a ship
al other vehicle's are no problem
i have a game
320 airplanes
150 cars
230 trains
this runs fine on my computer (around 5% cpu)
when i add 100 ships the cpu springs to 60%
when i have more than 200 ships the game hangs
the strange thing is that this is only when i use a ship
al other vehicle's are no problem
Re: Ships cost high cpu
1) welcome to the forums
2) you may want to update your OpenTTD. 1.2.0-RC1 is out for some time now. That doesn't fix this particular issues, but does fix other problems.
3) use more buoys along your ship route. Ship pathfinding is very heavy on the cpu if the distance between two orders is long. Don't forget to add the buoys to the orders of your ships!

2) you may want to update your OpenTTD. 1.2.0-RC1 is out for some time now. That doesn't fix this particular issues, but does fix other problems.
3) use more buoys along your ship route. Ship pathfinding is very heavy on the cpu if the distance between two orders is long. Don't forget to add the buoys to the orders of your ships!
Re: Ships cost high cpu
hey
thanks for the information
i will try to do that
i will not upgrade because openttd is not backwards compatibile (it is a network game)
thanks for the information
i will try to do that
i will not upgrade because openttd is not backwards compatibile (it is a network game)
Re: Ships cost high cpu
koos147 wrote:hey
thanks for the information
i will try to do that
i will not upgrade because openttd is not backwards compatibile (it is a network game)
What's a network game? Multilayer? OTTD is backwards compatible...... :S
Re: Ships cost high cpu
I think he means that he wants to continue playing a multiplayer game. While it's possible to upgrade a game to a new version, it does mean that all players need to upgrade. Which is a bit difficult to accomplish if you're not running the server.
Re: Ships cost high cpu
yes thats correct
when i run version 1.2.3 and someone else rund 1.2.2 it doesn't work
(ps yes i know the version numbers are only for example)
when i run version 1.2.3 and someone else rund 1.2.2 it doesn't work
(ps yes i know the version numbers are only for example)
Re: Ships cost high cpu
What pathfinder are you using for ships? yapf?
Re: Ships cost high cpu
The usual solution to reduce CPU costs of ships is to add buoys. That way, the path finder can make smaller steps in finding the right path.
Re: Ships cost high cpu
i use the default pathfinderzooks wrote:What pathfinder are you using for ships? yapf?
Re: Ships cost high cpu
"the default pathfinder" was changed recently, so you'll have to be more specific.
Re: Ships cost high cpu
Code: Select all
pf.pathfinder_for_trains = 2
pf.pathfinder_for_roadvehs = 2
pf.pathfinder_for_ships = 0
pf.wait_for_pbs_path = 30
pf.reserve_paths = off
pf.path_backoff_interval = 20
I cant start the game anymore on my computer here
so the only thing i can tell you is what the server say
- JazzyJaffa
- Engineer
- Posts: 35
- Joined: 13 Jul 2007 13:41
- Location: Oxford, UK
Re: Ships cost high cpu
I've made a patch to address the ship CPU issue - would be good if you could test it on your game.
http://www.tt-forums.net/viewtopic.php?f=33&t=58905
http://www.tt-forums.net/viewtopic.php?f=33&t=58905
Re: Ships cost high cpu
thanks for the support
i do not know how to compile
i run a console server on debian
all the clients are windows
i have never compile a patch to openttd and the manual on the wiki is a litle bit to much for me (i am not a developer)
i do not know how to compile
i run a console server on debian
all the clients are windows
i have never compile a patch to openttd and the manual on the wiki is a litle bit to much for me (i am not a developer)
Re: Ships cost high cpu
If you want to use it in a network game all clients and the server must have the patch.
In that case, I doubt anyone will be able to help you so that you can compile it yourself. (no offence, just pure fact) Thus, you have to wait until *someone* with more knowledge on compiling get interested enough in it that they compile it for them self and perhaps also upload the result on the forums. In your case you need both a linux build and a windows build of the same version of the patch.koos147 wrote:i have never compile a patch to openttd and the manual on the wiki is a litle bit to much for me (i am not a developer)
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
- JazzyJaffa
- Engineer
- Posts: 35
- Joined: 13 Jul 2007 13:41
- Location: Oxford, UK
Re: Ships cost high cpu
koos147: I will make a windows and linux build of my patch - I'll probably get round to this later today.
Re: Ships cost high cpu
that should be great
i will test is as soon as it is availible
i will test is as soon as it is availible
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