[Logged] Slow Down with Ballistic Missiles and ABMs in the air

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BeirutDude
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[Logged] Slow Down with Ballistic Missiles and ABMs in the air

Post by BeirutDude »

Attached is a scenario I'm working on. Currently NKPA KN-11 Ballistic Missiles and USN RIM-161E's are in the air and the scenario comes to a screeching halt. Once the ABMs either reach a certain height, peter out or detonate the scenario returns to normal time. I'd say its 20 to 30 seconds real time to 1 second game time. It looks like the game is locked up but it's just running very slowly.
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KoreanMis..KPATest.zip
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"Some people spend an entire lifetime wondering if they made a difference. The Marines don't have that problem."
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Dimitris
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RE: Slow Down with Ballistic Missiles and ABMs in the air

Post by Dimitris »

Looking at a similar issue ATM by coincidence. It looks like there is no single "hotspot", just a lot of tiny calculations that unfortunately have to be run in millions of loops, and are hard to parallelize because one feeds inputs to the other. We'll see what we can do.
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BeirutDude
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RE: Slow Down with Ballistic Missiles and ABMs in the air

Post by BeirutDude »

TY, I have a warning in the scenario and its only for a short time.
"Some people spend an entire lifetime wondering if they made a difference. The Marines don't have that problem."
PRESIDENT RONALD REAGAN, 1985

I was Navy, but Assigned TAD to the 24th MAU Hq in Beirut. By far the finest period of my service!
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MarechalJoffre
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RE: Slow Down with Ballistic Missiles and ABMs in the air

Post by MarechalJoffre »

In my experience, this usually happens when the interceptor warhead gets to its terminal phase. A lot of calculations to run through, I imagine. Doesn't last very long.
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BeirutDude
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RE: Slow Down with Ballistic Missiles and ABMs in the air

Post by BeirutDude »

Actually I'm noting it seems to happen when both the Ballistic Missile and ABM are in the boost phase. I think that makes sense as there are a numerous tracks that are possible in the boost phase of both.

In any case its a known issue and as long as the scenario designer alerts the player it will happen for a brief period should be OK.
"Some people spend an entire lifetime wondering if they made a difference. The Marines don't have that problem."
PRESIDENT RONALD REAGAN, 1985

I was Navy, but Assigned TAD to the 24th MAU Hq in Beirut. By far the finest period of my service!
Rory Noonan
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RE: Slow Down with Ballistic Missiles and ABMs in the air

Post by Rory Noonan »

Logged for investigation.

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Primarchx
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RE: Slow Down with Ballistic Missiles and ABMs in the air

Post by Primarchx »

I've seen a bit of this in gunfire-heavy scenarios, too.
gennyo
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RE: Slow Down with Ballistic Missiles and ABMs in the air

Post by gennyo »

FYI: The performance drop seems happen only with build 1147.5 and after, I did some test with my infamous insanity.
darkmeat
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RE: Slow Down with Ballistic Missiles and ABMs in the air

Post by darkmeat »

I'll add that in my experience the massive slowdown happens once ballistic missiles are fired, during the boost phase, and ends as soon as the missiles become RVs.

Edit: And that this is a problem I have only noticed recently as well, across multiple powerful computers. This certainly seems to be a genuine bug as opposed to being a matter of complex calculations naturally slowing things down. Either way it renders certain scenarios terribly slow and tedious to play.
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SunlitZelkova
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RE: Slow Down with Ballistic Missiles and ABMs in the air

Post by SunlitZelkova »

ORIGINAL: darkmeat

I'll add that in my experience the massive slowdown happens once ballistic missiles are fired, during the boost phase, and ends as soon as the missiles become RVs.

Edit: And that this is a problem I have only noticed recently as well, across multiple powerful computers. This certainly seems to be a genuine bug as opposed to being a matter of complex calculations naturally slowing things down. Either way it renders certain scenarios terribly slow and tedious to play.

For me it continues regardless of the state of the missile. I tested this problem again a couple days ago, and there was a significant performance drop until the RVs impacted their targets. However interestingly, the slow down was less compared to the other test I used. When using SRBMs over a short distance (between China and Okinawa) 1 second in game took about 2 or 3 seconds while using ICBMs over an intercontinental distance (between China and the US) 1 second in game took over a minute. Just to make it clear, this is all during ABM engagements.

In the case with Okinawa, the Patriots continued firing ABMs at the warheads right up until impact because one of the batteries is incorporated into the airfield itself and thus the warheads remained in the DLZ. Also, during the boost phase, the game worked completely fine. It was only after the Patriots started firing that the slow down occurred.

I would also like to note that the first time I reported a similar issue, which was temporarily fixed, I was playing Salvo from CoW, which had 3000+ units. However my short range Okinawa test also had a high number of units, 2000+. So range seems to play a role in the slow down more than unit count. When the issue occurred during Salvo, ABM engagements were underway across intermediate missile ranges.

I hope I didn't say anything that is obvious to the devs who have access to the actual code and whatnot, I just want to provide as much info as possible.
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RE: Slow Down with Ballistic Missiles and ABMs in the air

Post by Raptorx7_slith »

ORIGINAL: SunlitZelkova

ORIGINAL: darkmeat

I'll add that in my experience the massive slowdown happens once ballistic missiles are fired, during the boost phase, and ends as soon as the missiles become RVs.

Edit: And that this is a problem I have only noticed recently as well, across multiple powerful computers. This certainly seems to be a genuine bug as opposed to being a matter of complex calculations naturally slowing things down. Either way it renders certain scenarios terribly slow and tedious to play.

For me it continues regardless of the state of the missile. I tested this problem again a couple days ago, and there was a significant performance drop until the RVs impacted their targets. However interestingly, the slow down was less compared to the other test I used. When using SRBMs over a short distance (between China and Okinawa) 1 second in game took about 2 or 3 seconds while using ICBMs over an intercontinental distance (between China and the US) 1 second in game took over a minute. Just to make it clear, this is all during ABM engagements.

In the case with Okinawa, the Patriots continued firing ABMs at the warheads right up until impact because one of the batteries is incorporated into the airfield itself and thus the warheads remained in the DLZ. Also, during the boost phase, the game worked completely fine. It was only after the Patriots started firing that the slow down occurred.

I would also like to note that the first time I reported a similar issue, which was temporarily fixed, I was playing Salvo from CoW, which had 3000+ units. However my short range Okinawa test also had a high number of units, 2000+. So range seems to play a role in the slow down more than unit count. When the issue occurred during Salvo, ABM engagements were underway across intermediate missile ranges.

I hope I didn't say anything that is obvious to the devs who have access to the actual code and whatnot, I just want to provide as much info as possible.

I was about to post the same thing, I'm no longer getting slowdowns with a bunch of RV's and missiles in the air in Salvo but when PATRIOTS fire at the missiles the game slows to a crawl.
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