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Multiplayer with ships -> lagging
Posted: 27 Aug 2005 19:15
by DoubleYou
I played a multiplayer game online and over LAN with my housemate, and everything goes smooth until I start building ships. I built about 10 hovercrafts, and shortly after the takeoff of the ships, the game starts lagging. Put them into the depot and the lag is gone. Restart them, lag is gone, until you buy another ship, then the lag is back again. The more ships you got, the bigger the lag is.
With the internet game I once got a desync error, probably the same course of action. It's not only with hovercrafts, also with for example an oil tanker (I tested that).
How do I report this bug at sourceforge tracker? I got a savegame, but because it's a LAN-game instead of multiplayer I don't know how to report.
Someone knows this bug? I got no problem whatsoever with busses or trains.
Posted: 27 Aug 2005 20:49
by Seven Force
Which pathfinding system were you using during the game (check the patches section of OTTD) - Old, NPF or NTP?
Posted: 27 Aug 2005 20:55
by DoubleYou
NPF pathfinding is on, while NTP is set to off.
Posted: 28 Aug 2005 16:36
by lucaspiller
Are you using 0.4.0.1? If so you may want to try with a nightly, because they have had loads of fixes to make NPF a lot more efficient.
Posted: 28 Aug 2005 19:20
by White Rabbit
Yes, the largest NPF lag problems are caused with ships. It's pure evil when you want to start a ship company.
But then why would you want to?

Posted: 28 Aug 2005 20:55
by Seven Force
White Rabbit wrote:But then why would you want to?

Transport Tycoon. Trains aren't a one-size-fits-all solution.
Posted: 29 Aug 2005 02:02
by chairface
Because, especially with Newships, ships are freakin' awesome.
Posted: 29 Aug 2005 08:54
by White Rabbit
But in public multiplayer games, you would normally play with default ships and there are simply too few models, with pretty poor speeds, high prices and low capacity (relative to trains, planes and even road vehicles).
Posted: 29 Aug 2005 14:20
by Seven Force
White Rabbit wrote:But in public multiplayer games, you would normally play with default ships and there are simply too few models, with pretty poor speeds, high prices and low capacity (relative to trains, planes and even road vehicles).
Then it's a problem with the game that they are undereffective. With the current map generator system, trains have (unfortunatly) been more viable.
And not everyone likes to use trains. Some dislike spending swathes of time setting them up (regardless of income) and some just like using ships because they want to. Not everyone wants to be competative in a net game. Some, like me, only have twenty or so minutes, so use of trains can be unviable.
Posted: 29 Aug 2005 21:07
by MeusH
There will be certainly more ships with new graphic engine.
Posted: 30 Aug 2005 03:55
by chairface
I like that real-life planes patch too, but unfortunately it doesn't really have any spiffy futuristic planes for the post Y2K world. I realize that's kinda the idea with a real-world planes newgrf, and all, but still. Aerobiz Supersonic used both real planes and in the later years, fictional futuristic SST's and Hyperjumbos. And sure, there's the A380 and all, but it doesn't compare to the B2000-HJ...

Posted: 01 Sep 2005 16:41
by DoubleYou
So there's no solution, except for trying the nightly build. I continued the game without ships, and now I got about 200 vehicles, 100 trains and 100 aircrafts. My opponent (the only one active) has about 30 trains and nothing more. But then it starts to lag a bit too, probably because of the large amount of traffic?