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    Questions about performance: tactical missiles

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    • ValkiV Offline
      Valki
      last edited by Valki

      I have seen discussion on making some missiles homing again a few times.

      Would it still be possible after this change to make select tactical missiles homing, also for mods with homing tactical missiles?

      Lastly Aeon missiles don't fly in a straight line. What about that?

      JipJ 1 Reply Last reply Reply Quote 0
      • JipJ Offline
        Jip @Valki
        last edited by Jip

        @valki said in Questions about performance: tactical missiles:

        Would it still be possible after this change to make select tactical missiles homing, also for mods with homing tactical missiles?

        Yes - people can add their own scripts to the missiles that make them follow the targets again.

        Lastly Aeon missiles don't fly in a straight line. What about that?

        The zig-zagging is applied in the engine, see also this blueprint value:

            Physics = {
                Acceleration = 3,
                DestroyOnWater = false,
                InitialSpeed = 3,
                LifeTime = 30,
                MaxSpeed = 12,
                MaxZigZag = 5,
                RotationalVelocity = 0,
                RotationalVelocityRange = 0,
                TrackTarget = true,
                TrackTargetGround = true,
                TurnRate = 0,
                UseGravity = false,
                VelocityAlign = true,
                ZigZagFrequency = 0.5, -- <- this value
            },
        

        A work of art is never finished, merely abandoned

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        • S Offline
          snoog
          last edited by

          Seems like a pretty clear cut thing. Wasted engine calls and computations should be removed. Even if it changes the balance a little bit, I'm sure it can be tweaked to be as close to normal as possible and then we can simply get used to the new change. A lot of games, at least with navy like Setons end up with a ton of tac missiles. I wouldn't be surprised if it hits performance quite a bit.

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          • JipJ Offline
            Jip
            last edited by

            I'll do a proper investigation into the hit on the sim later today.

            A work of art is never finished, merely abandoned

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            • BlackheartB Offline
              Blackheart
              last edited by

              Could you post a comparison screenshot of the difference in missile arc?

              Ban Anime

              JipJ 1 Reply Last reply Reply Quote 0
              • JipJ Offline
                Jip @Blackheart
                last edited by

                @blackheart I'll make sure to add that in too. The screenshots that I'll provide will be just a draft - it will require some tinkering in the long haul.

                A work of art is never finished, merely abandoned

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                • JipJ Offline
                  Jip
                  last edited by Jip

                  Initial investigations with intended changes show a difference of 0.5ms - 1.0ms for 25 UEF cruisers firing. I have a fast processor, so this is easily 1ms - 2ms for a laptop. It is not significant, but a quick water drip reduction in a large bucket called the sim.

                  9be31116-c4aa-48e9-8b1a-229a17c4a8f2-image.png
                  Low arc

                  93256376-ba81-4782-8af7-b1583450986b-image.png
                  Low-medium arc

                  5cbe9ecf-7611-4774-8826-9130625267a4-image.png
                  Medium-high arc

                  d9d4d0d9-bb25-41ea-aa3a-29643dc73407-image.png
                  high arc

                  Disclaimers:

                  • They're both shooting at the same location.
                  • The UEF cruiser has been adjusted.

                  A work of art is never finished, merely abandoned

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                  • Dragun101D Offline
                    Dragun101
                    last edited by

                    As a note a lower arc for missile make them more vulnerable to TMD’s

                    I’m a shitty 1k Global. Any balance or gameplay suggestions should be understood or taken as such.

                    Project Head and current Owner/Manager of SCTA Project

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                    • JipJ Offline
                      Jip
                      last edited by

                      Yep - that is why this is a balance thing too.

                      A work of art is never finished, merely abandoned

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                      • AskaholicA Offline
                        Askaholic
                        last edited by

                        0.5ms - 1.0ms for 25 UEF cruisers

                        What does that mean though? Is that 1ms over a 30min game or is that 1ms per tick? Per second?

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                        • JipJ Offline
                          Jip
                          last edited by Jip

                          That is per tick - apologies 🙂

                          To clarify further: there is 100 ms / tick to run the game at +0.

                          A work of art is never finished, merely abandoned

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                          • F Offline
                            FunkOff
                            last edited by

                            It would be pretty cool if cruisers could pick low or high arcs for missiles. Low arc: Missile flies up for a second then turns straight to target. High arc: Missile calculates turn rate on launch needed to follow semicircular trajectory.

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                            • JipJ Offline
                              Jip
                              last edited by

                              That is for the balance team to decide - I'm just here to make things faster 🙂 .

                              A work of art is never finished, merely abandoned

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                              • CheeseBerryC Offline
                                CheeseBerry
                                last edited by CheeseBerry

                                So if I understood you correctly we gain about a 1% speed improvement (1ms/100ms) in reasonable sized mid to lategame navy fights/sieges.

                                It's not huuge, but considering those are the situations where speed improvements matter the most it certainly is significant.

                                I'd say thats very much an improvement worth implementing.

                                Small balance note: Besides the TMDs there are also some maps that might be effected by different TML arcs. Previous save spots might be become hittable if the arc changes enough.
                                E.g. many spots on the setons islands are quite sensitive to the exact missile height and flight path

                                arma473A 1 Reply Last reply Reply Quote 0
                                • AskaholicA Offline
                                  Askaholic
                                  last edited by

                                  I would disagree. 1% sounds pretty weak to me. Remember this means if you can make the computation completely instantaneous you will gain 1% performance. So in reality you will probably be able to gain somewhere around 0.5%. Surely there are higher priority performance issues?

                                  AzraaaA 1 Reply Last reply Reply Quote 0
                                  • JipJ Offline
                                    Jip
                                    last edited by Jip

                                    @Askaholic It is a bucket of water - every drop counts. If we find 10 of these type of performance gains (ambient sound is another) then we have 5ms - 10ms additional time in a tick. I'm probably not going to take on this issue myself as it is not that hard to do. But it would be a nice beginners issue for someone who has not touched the code yet, is not able to analyze the code himself yet but does want to contribute.

                                    A work of art is never finished, merely abandoned

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                                    • arma473A Offline
                                      arma473 @CheeseBerry
                                      last edited by

                                      @cheeseberry said in Questions about performance: tactical missiles:

                                      So if I understood you correctly we gain about a 1% speed improvement (1ms/100ms) in reasonable sized mid to lategame navy fights/sieges.

                                      It's a 1% speed improvement if your computer is just barely able to process all of the information (it takes 100ms to process the next tick's info)

                                      If your computer is fast enough to process everything in 90ms, it's a 0% improvement

                                      If there's an air fight and it takes 400ms to process all the info, this wouldn't give 1% performance improvement. Saving 1 ms would be 0.25% improvement.

                                      Since it's normal for seton's to slow to -1 or even -2 if weak PCs are involved, even outside of air fights, saving 1ms per tick would end up saving 1 second every 1000 ticks (100 seconds) so ROUGHLY it could save 1 second every 2 minutes. If my math is right, for a 30-minute game, it would save about 15 seconds, or for a 60-minute game it could save less than 1 minute of real time. But that's assuming you constantly have 25 cruisers out. So really it would only save about 30 seconds of real time 1 out of every 10 games.

                                      Not a bad thing, but definitely not worth "breaking" the balance. (Of course it remains to be seen whether such a change would even be a bad thing for the balance.)

                                      Small balance note: Besides the TMDs there are also some maps that might be effected by different TML arcs. Previous save spots might be become hittable if the arc changes enough.
                                      E.g. many spots on the setons islands are quite sensitive to the exact missile height and flight path

                                      Good point. Unironically: we need to make sure this wouldn't break Astro Craters.

                                      It's not MY map, but it's a very important map to the community just based on the amount it gets played.

                                      I think also those people (craters folk) don't keep up with the balance patches so they will be surprised when they make cruisers and it just doesn't work.

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                                      • AzraaaA Offline
                                        Azraaa @Askaholic
                                        last edited by

                                        @askaholic said in Questions about performance: tactical missiles:

                                        I would disagree. 1% sounds pretty weak to me. Remember this means if you can make the computation completely instantaneous you will gain 1% performance. So in reality you will probably be able to gain somewhere around 0.5%. Surely there are higher priority performance issues?

                                        Certainly cant be picky with performance gains, like @Jip said every bucket of water counts towards better performance, plus like Jip & Sprouto said it's not one big change that fixes performances its hundreds of changes like THIS, that fix the performance.

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                                        • arma473A Offline
                                          arma473
                                          last edited by

                                          Yes but hundreds of changes that each break a little part of the game (like the ability of cruisers to shoot over the mountains in Astro Craters) would add up to a lot of damage to the quality of the game.

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                                          • E Offline
                                            Exselsior
                                            last edited by

                                            As long as it doesn't impact balance too much - haven't heard anyone in this thread have anything solid on what practical balance impacts it will have as opposed to kind of vague possibilities, then I think we should do it. I don't like the idea that we should ignore it just because it's a small improvement especially since @Jip is saying it's an easy change. A good number of small improvements leads to a much bigger and more noticeable overall improvement. Granted if this wasn't an easy change then it might not be worth it over more impactful changes, it sounds like the only complexity is that it might impact balance.

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