Does anyone else get this sudden lag in Johnson Valley? and if anyone else gets it, can someone give me a solution for it? the map is unplayable!!!
This Plate Spoiler on the Gavril Grand Marshal looks new, I don't recall seeing it in prior updates. Plus it wasn't mentioned in the patch notes at all, which could mean something new is on the way... Cheers!
Instead of limiting log files to 15000 entries could it be limited by file size instead? I've ran into problems with that limit while trying to dump the state of relatively large tables before/during/after performing some actions and constantly had to delete the log and restart the game because of how fast I would hit that limit, but the log file was barely hitting 2.5 MB so I could afford to let it keep getting quite a bit bigger. I don't know if the numbered logs are supposed to start being written to if the entry limit is hit in the previous log but I don't think that happened when I was having that problem, I could only get the game to start writing log entries by clearing the file and restarting the game. If we're talking about reasonable entries I think that limit could probably be like 10 times bigger. Or just make it possible to change the limit with a setting (doesn't have to be shown in game, just inside a .ini file or something), which would probably work well with a file size limit so you can allocate whatever amount of space you can afford for log files. This isn't a big deal, just a bit annoying to deal with when you manage to recreate a bug and the log file gets cut off by the limit because you forgot to clear it. While I'm on this topic I think a log file that gets cleared when the game launches could be nice, so it only contains stuff from the last session. That way players don't have to worry about clearing log files manually and devs get bug reports with a log that's specific to a session where a bug happened.
Unfortunately the current choice of limiting by entries instead of size was intentional (my original goal was to use size instead). Due to code complexity, performance and my available dev time to work on this, and being such a fundamental part of the game engine, made me resort to entries instead.