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Ships & Modules

 
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Server priorization regarding activated modules.

Author
Solstice Project
Sebiestor Tribe
Minmatar Republic
#1 - 2012-10-16 17:30:12 UTC
Greetings.

I have tried using google, but i either don't seem to know the right search terms,
or this question hasn't been asked/answered yet ... so here i go.

I was wondering in what order modules get processed on the server,
given they are all activated all at once.

Like ... F1, F2, F3, F4 ... Crosshair blinks ... Click on target ... Activation.

According to the experience of others, turrets have a higher priority than warp disruptors,
but that's all i know already. They found that out, because they tried catching instaundocking
ships over and over again ... and turrets actually fired, while the disruptor didn't get it.

I hope this somehow makes sense. ^_^

I came to start this thread, because i wanted to know if target painters
actually get applied BEFORE the turrets, so that the turrets benefit of
the additional signature radius ... or if they only benefit in the next cycle.

An ordered list would be very helpfull and i'm sure there are many others who could use that as well.


Thank you for your time !
Riot Girl
You'll Cowards Don't Even Smoke Crack
#2 - 2012-10-16 17:41:16 UTC
I think I read somewhere that it takes a full second for a point to stick to a target.
Sakari Orisi
Doomheim
#3 - 2012-10-16 17:44:27 UTC
There's two different kind of things:

Things that affects the physics engine, and things that don't.

ANYTHING that affects ship movement (be it speed, ability to warp, ANYTHING) is affected by the fact the engine works in ticks. Things will be registered on the next serverside tick of the engine. The engine, like the poster mentions above, lives on 1 second ticks as far as I'm aware of.

Anything that does NOT affect a ship's movement (turrets, non warp scram ewar, and basicly everything else) will come into effect instantly.
Solstice Project
Sebiestor Tribe
Minmatar Republic
#4 - 2012-10-16 17:49:14 UTC  |  Edited by: Solstice Project
Sakari Orisi wrote:
There's two different kind of things:

Things that affects the physics engine, and things that don't.

ANYTHING that affects ship movement (be it speed, ability to warp, ANYTHING) is affected by the fact the engine works in ticks. Things will be registered on the next serverside tick of the engine. The engine, like the poster mentions above, lives on 1 second ticks as far as I'm aware of.

Anything that does NOT affect a ship's movement (turrets, non warp scram ewar, and basicly everything else) will come into effect instantly.

This sounds interesting ... and sheds some light into what i want to know.

Thank you !


May i ask ... how do you know ?

Edit: Actually, come to think of it ... it's still not sure if the increased signature radius really gets
added before the turrets get processed ... or ? I mean ... your response clears up some things,
but it's still not sure if turrets get processed before target painters, or if it's one packaged, all processed at once ...
Lady Ayeipsia
BlueWaffe
#5 - 2012-10-16 18:10:51 UTC
For tp, it should be easy to tell. Look at your combat log. Does your first shot seem to do as much damage as the rest of your shots? If so, tp is being applies first. If not, and your 2nd, 3rd etc shots do more, the tp is being applied after.
Solstice Project
Sebiestor Tribe
Minmatar Republic
#6 - 2012-10-16 18:13:30 UTC
Lady Ayeipsia wrote:
For tp, it should be easy to tell. Look at your combat log. Does your first shot seem to do as much damage as the rest of your shots? If so, tp is being applies first. If not, and your 2nd, 3rd etc shots do more, the tp is being applied after.

If you had any ways of actually testing this, i really would do it ...
... but that's not actually so easy.

I'd need somebody willing to move to lowsec with me,
so i can test this with him, because it's not doable for me in highsec ...

... so i rather ask, before i die of waiting for some way to test it. ^_^
Sakari Orisi
Doomheim
#7 - 2012-10-16 18:24:48 UTC  |  Edited by: Sakari Orisi
Solstice Project wrote:
Sakari Orisi wrote:
There's two different kind of things:

Things that affects the physics engine, and things that don't.

ANYTHING that affects ship movement (be it speed, ability to warp, ANYTHING) is affected by the fact the engine works in ticks. Things will be registered on the next serverside tick of the engine. The engine, like the poster mentions above, lives on 1 second ticks as far as I'm aware of.

Anything that does NOT affect a ship's movement (turrets, non warp scram ewar, and basicly everything else) will come into effect instantly.

This sounds interesting ... and sheds some light into what i want to know.

Thank you !


May i ask ... how do you know ?

Edit: Actually, come to think of it ... it's still not sure if the increased signature radius really gets
added before the turrets get processed ... or ? I mean ... your response clears up some things,
but it's still not sure if turrets get processed before target painters, or if it's one packaged, all processed at once ...


I work on a fitting tool, I've tested a lot of these things while writing pyfa (or asked someone to test them).
On the TP & turret issue. As far as I'm aware, its whichever is activated first. So they should activate in the order you hit the buttons.

EDIT: if you want to test stuff like this, I strongly recommend sisi, not lowsec
Solstice Project
Sebiestor Tribe
Minmatar Republic
#8 - 2012-10-16 18:55:58 UTC
Sakari Orisi wrote:
I work on a fitting tool, I've tested a lot of these things while writing pyfa (or asked someone to test them).
On the TP & turret issue. As far as I'm aware, its whichever is activated first. So they should activate in the order you hit the buttons.

EDIT: if you want to test stuff like this, I strongly recommend sisi, not lowsec

I've never been on Sisi, but as i would be as -10 as i am on TQ,
the end result would be the same ... unless there's no faction police on Sisi ? ^_^

Hm ... whatever i activated first. Hm ... dev answer would really be the best way to know ...
Sakari Orisi
Doomheim
#9 - 2012-10-16 19:11:39 UTC
Solstice Project wrote:
Sakari Orisi wrote:
I work on a fitting tool, I've tested a lot of these things while writing pyfa (or asked someone to test them).
On the TP & turret issue. As far as I'm aware, its whichever is activated first. So they should activate in the order you hit the buttons.

EDIT: if you want to test stuff like this, I strongly recommend sisi, not lowsec

I've never been on Sisi, but as i would be as -10 as i am on TQ,
the end result would be the same ... unless there's no faction police on Sisi ? ^_^

Hm ... whatever i activated first. Hm ... dev answer would really be the best way to know ...


On sisi you could fly around without caring if you lost anything, unlike tq
Lady Ayeipsia
BlueWaffe
#10 - 2012-10-16 19:16:38 UTC
Solstice Project wrote:
Lady Ayeipsia wrote:
For tp, it should be easy to tell. Look at your combat log. Does your first shot seem to do as much damage as the rest of your shots? If so, tp is being applies first. If not, and your 2nd, 3rd etc shots do more, the tp is being applied after.

If you had any ways of actually testing this, i really would do it ...
... but that's not actually so easy.

I'd need somebody willing to move to lowsec with me,
so i can test this with him, because it's not doable for me in highsec ...

... so i rather ask, before i die of waiting for some way to test it. ^_^


Belt rats.

Prime your mods, lock one see damage. Find a similar rat, repeat. Find similar rat, do tp then turret review result. Plus while killing rats you can build up sec status.

Or, give a trial account to urself. Create an alt that trains hull upgrade to 5. Test on the alt, let trial account expire when done.
Solstice Project
Sebiestor Tribe
Minmatar Republic
#11 - 2012-10-16 19:21:23 UTC
*sighs*
Alex Carmel
Phoenix Naval Operations
Phoenix Naval Systems
#12 - 2012-10-17 21:46:34 UTC
Solstice Project wrote:
I've never been on Sisi, but as i would be as -10 as i am on TQ,
the end result would be the same ... unless there's no faction police on Sisi ? ^_^

Hm ... whatever i activated first. Hm ... dev answer would really be the best way to know ...


The main spot to do anything on SiSi is syndicate so 0.0 space (31-MLU if memory serves right). And you can ask to be teleported there. Then everything is basically NPC seeded and nearly free.

No need to worry about Concord or whatever.
Solstice Project
Sebiestor Tribe
Minmatar Republic
#13 - 2012-10-17 22:33:59 UTC
Alex Carmel wrote:
Solstice Project wrote:
I've never been on Sisi, but as i would be as -10 as i am on TQ,
the end result would be the same ... unless there's no faction police on Sisi ? ^_^

Hm ... whatever i activated first. Hm ... dev answer would really be the best way to know ...


The main spot to do anything on SiSi is syndicate so 0.0 space (31-MLU if memory serves right). And you can ask to be teleported there. Then everything is basically NPC seeded and nearly free.

No need to worry about Concord or whatever.

^_^