Space Clouds

New servers / migration soon.

As a few may have heard, we have been investigating the possibility of changing provider for our servers. This did not come from our current ones being insufficient, although the webserver was rather overloaded.
But instead came from Jeff mentioning he saw some Hacker News post praising a datacenter company in Quebec called OVH.

After that point, I had a look at what they offered, prices / specs and multiple reviews I could find on the internet.
The price for the specs were… pretty darn impressive, to get machine a bit stronger than what we currently have, we end paying about half our current price but, specs arent everything and the price felt too good to be true.




None the less, we ordered a machine for a week so that we could test the quality of their network and hardware when compared to our current machines.

on liquid we currently have

  • www:
    • AMD Phenom(tm) II X6 1055T Processor (6×2.8GHz)
    • 16 gb ram ddr3 1333MHz
    • 300gb sas raid1 (15k rpm) for the database/webserver
    • 1Tb 7200rpm sata drive for the immediate backups (theres 2 other levels of backups hosted externaly, this is just for the quick every 30minutes backups)
    • 100mbit connection
  • liberty:
    • AMD Opteron(tm) Processor 6128 x4 (32x2GHz)
    • 16 gb ram ddr3 1333MHz
    • raid 1 sata 7200rpm for the main os / source code
    • 1x ssd drive for the universe save (reduce the lag impact from the save to <2ms instead of the old 130ms that often occured on regular harddrive).
    • 1gbit connection (to ensure minimal latency to the game at all time even with a lot of players)

the machines we are getting on ovh are

  • www:
    • Intel(R) Xeon(R) CPU E5-1650 v2 @ 3.50GHz (6cores with H-T 12threads)
    • 128 gb ram ddr3 1600MHz
    • 300gb ssd raid 1 for the database/webserver
    • 2tb sata raid1 7200rpm for the immediate backups
    • 500gb of external backup storage (free with most dedicated servers at ovh)
    • 1gbit/500mbit out unlimited connection (1gbit burst up to 10secs)
    • ddos hardware protection from 100gbit/sec to 500gbit/sec depending on the specific
  • liberty:
    • Intel(R) Xeon(R) CPU E5-2670 v2 (20×2.5ghz with hyperthread so 40logical threads, turbo 2.9ghz and maintained at low temperature)
    • 256 gb ram ddr3 1600MHz
    • 3x ssd 300gb in raid1 for the os install and a partition in raid0 for higher performance uni save
    • 500gb of external backup storage (free with most dedicated servers at ovh)
    • 1gbit/500mbit out unlimited connection (1gbit burst up to 10secs)
    • ddos hardware protection from 100gbit/sec to 500gbit/sec depending on the specific





Now, on paper this mean that the website should be a lot more responsive once we switch.
The database will have so much ram available for caching that it should be a world apart from our current configuration, not to mention the cpu being by far superior and so is the storage on which the database will be.
What this also mean for the webserver, is that we will be able to run test servers with full universe without impacting performance all that much.

Currently test server is rather limited on full uni testing, it cannot have both livetest and test running full uni at the same time or the memory drops too low and the database ends up affected.
With this new server, we should in theory have no problem with 2 or maybe even 3 -4 test servers (private test servers for the content devs to run their own separate player related tests etc).
Offcourse cpu is limited, but servers with 1-2 players on them use very little cpu so theres generally no issue here for a test server.

For liberty we are looking at an improvement of a little over 250% performance all around the board. There is a slight drop in the number of physical cores (from 32 to 20) but the performance per core is quite a bit faster.
Both in lag scenario (1500ai fighting in a single galaxy) and the current uni without players, the performance was always 2-3 times faster on the new server compared to the current liberty.




Now for the part the specs and paper rarely properly cover, the connection reliability. As some of you know, it’s been a constant issue over the years.
Some people unable to connect even tho others can, part of the world losing access and need to rely on proxy / gateway temporarily, frequent disconnection even tho their internet never lost the connection as far as they can tell etc.

It is extremely hard to properly test for those things due to the apparent randomness involved, so I came up with a test that I think should catch it as best as possible to allow for comparison.
No server is perfect and our network code is extremely fragile (its been a problem for a long time, the slightest corruption or interruption is often enough to cause a full disconection), therefor having a network that experience less of those interruption sound like a good improvement

Now for the specifics, I split the tests in 3 categories, each with their own frequency. All tests were ran on both liberty and the test machine we took on ovh for 5 days.

  1. A ping test: Every second, each server pinged 49 locations (7 per test regions) around the world looking for packetloss / disconnection as well as latency.
  2. A route test: Every 5 minutes, each server took a snapshot of the route used to reach all 49 locations to compare with the previous and note route change.
  3. A bandwith test: Every 2 hours, each server ran a speed test using the speedtest.net command line tool to 21 (3 per test regions) different speedtest nodes spread around the world.

The ping test has up to 1 second error per grouped packet loss (1 packet loss is 0-1 sec, 2 packet loss in a row is 1-2 sec, 3 is between 2-3 secs etc.). Downtime that were identical to both liberty and the ovh server were removed (the target was likely down and not the route to it)
the new server had a total all around disconnections between 397 and 1489 seconds out of 432000 seconds tested (0.0009% to 0.0034% off the time when not all the international routes were functional)

  • Africa Central: 193-835 seconds down (249ms)
  • Asia: 112-154 seconds down (195ms)
  • Australia: 32-157 seconds down (203ms)
  • England: 27-117 seconds down (97ms)
  • Germany: 23-106 seconds down (85ms)
  • US south west: 6-78 seconds down (72ms)
  • US east: 4-39 seconds down (19ms)

current liberty had a total all around disconnections between 866 and 2309 seconds out of 432000 seconds tested (0.002% to 0.0053% off the time when not all the international routes were functional)

  • Africa Central: 393-1135 seconds down (280ms)
  • Asia: 212-468 seconds down (195ms)
  • Australia: 74-235 seconds down (207ms)
  • England: 87-178 seconds down (120ms)
  • Germany: 73-162 seconds down (105ms)
  • US south west: 12-81 seconds down (60ms)
  • US east: 15-50 seconds down (23ms)

Interestingly enough, the ping on the server based in Quebec, is lower on average (with the exception of the worst case scenario and that would be the US south west), this was not expected.
But it can be explained due to the effort OVH put on their network, they have a lot of private routes / deals with other providers to ensure good connections whenever possible (which is along other things, needed for their impressive ddos protection).
All in all, the downtimes were a lot shorter on the OVH network than on liquid’s.




the second test, theres a little too much data to be put in a way that would remain clear in a post (most routes tested are international, and imply 10-20 gateways), but there was a pretty clear difference in the routes used by each server.

The current liberty changed route on average twice per hour, rarely major change, just a different gateway here and here. Those change often happened at the same time a disconnection was found during a ping, but not always.

On the new server, there were very few actual route changes, 4-5 per day with the exception of central Africa, which saw about 2 every hours as well.




The third test was the bandwith test. While bandwith doesn’t equate to performance when you’re looking at a video game (you dont need 30mbit to play ss, especially not on download) it does give a somewhat good representation to the link quality and load, as a rule of thumb, if a link let you transfer faster, it mean its able to take a whole lot more load.
Keep in mind that while this is the average bandwith speed obtained using speedtest cli, a lot of those ended up thottled at one point or another along the line because it was only 1 source. When doing multiple different tests in similar location at the same time, the total bandwith nearly always approached 700/400 DL/UL

The current liberty network average for each regions DL/UL MBit/sec

  • Africa Central: 97/38
  • Asia: 84/24
  • Australia: 138/96
  • England: 157/43
  • Germany: 165/52
  • US south west: 443/319
  • US east: 409/294

The new server network average for each regions DL/UL MBit/sec

  • Africa Central: 122/44
  • Asia: 124/74
  • Australia: 238/126
  • England: 357/213
  • Germany: 365/252
  • US south west: 343/189
  • US east: 705/494





In a nutshell, trying as I may to find a problem with the new server location, I could not. All I could find were more reasons on why we should switch over. Altho liquid do have their incredible support team going for them (never had problems fixed as fast as with them).
OVH gives us quite a fair bit more power over the hardware which should normally greatly reduce the need to rely on the support (beyond hardware repairs).
Funnily enough this is something quite a few of the review on the internet actually complain about, their control panel is compared to most other services I tried, complex and dangerous.

The OVH server end up being way cheaper than our current ones, an order of magnitude faster and have a more reliable connection as far as I could test.

Have no fear, Easter’s here!

It’s that time of the year again, with all kinds of fun easter stuff!

Until the 13th of April, Easter Warren’s in Sol for a lot of fun missions to do.

The (Zombie) Easter Bunny is back as well, with a vengeance! Can you manage to kill him?

We also have the roaming rats and egg crates, as well as some Easter drops which drop… Everywhere!

Are you ready to hunt some eggs?

As an added bonus, we’ve added a +40% XP bonus until the end of the event. Enjoy, everyone!

Suit’s update on ALL THE THINGS! AI ships! Steam!

Hey there guys, girls, and other people!

I wanted to update you guys on a few things. I’ve been quite busy on working on stats on my 2 new ships. The missions are done, I just have to think of one last thing, which I’m not going to spoil already.

The last time I made the stats, they were incredibly broken. Then I made them underpowered. Hopefully, this time I’ve got it just right! We’ve thought of some nice inbuilt extra’s for you guys. If I’ve done it correctly, they’ll be mid-range in their tech level, not too expensive and quite useful for everybody. After much thinking, I’ve also decided to keep their AI appearance, seeing how you could always add your own funky texture to it. It’d kind of ruin the AI-ship feeling if it would have another skin.

Now, what we’ve been waiting for. STEAM!

We’re working very hard on finishing up stuff, but look. LOOK AT THIS BEAUTY!Steam

 

That’s right. I have it. Deal with it.

We’re still doing some finishing touches, like how it interacts with Steam. Since we don’t know what issues could pop up, I can’t give a definite date. Sorry guys! I’ll try and update you as soon as possible. I poke the others a lot of information, to try and keep you guys up to date as much as I am.

And finally, uni reset! It’s going to be this saturday, we have to change some stuff for Steam!

Just kidding.

Or not, who knows?

(I’m kidding, don’t worry. There won’t be a reset this saturday. A uni reset is always announced at least 2 weeks in advance, and with a special post about it.)

Server Patch 3.18.2015

Server Patch 3.18.2015
Lots of bug fixes here today!

* Fixed a bug with /mc where certain shops would not show up in the list even though they had the best price
* Fixed a server crash
* Small adjustments to Ultimte Art of Healing Augmenter and Ultimate Art of Commanding Augmenter
* Fixed an issue where the Factories in Kalthi Stronghold didn’t use the right commodities
* Fixed a typing error that resulted in a malfunctioning endmission in Strontium-90
* Fixed some typing errors in inline replacement variables used in some missions (such as $startstation)
* Fixed an issue with Primal Leopard Scratch Blueprint requiring a Leopard Will
* Removed the last bits of the monthly event

Monthly Event: Perilous Perilous XP!

This weekend, we’re doing a bonus XP event focuses on the new Perilous Perilous area! AI there will be dropping global +5% xp boosts like crazy! We’ll also have some powerup spawners like the last event going at the same time. Like last time though each account can only have 1 boost active at a time, so the more people in perilous perilous the higher the boost will be. Unlike our last event though, these aren’t tied to limited time spawners. So the XP limit will be based only by how many people participate! If everyone on at the time of the post were to go scoop an XP buff, we’d have +500% xp! We’re also introducing a limited time item that will be a rarer drop that will give a level to any character that uses it (up to level 9000). Like the global xp boosts, it’ll be dropping from AI in Perilous Perilous as well as dungeons there.

epiph

We hope everyone enjoys the event!

Server Patch 2.27.2015

Server Patch 2.27.2015

* Prep for monthly event (blog post coming soon)
* Players can now construct up to 10k items at once, but the discount maxes out at the same percent as 1k items. This will potentially be lifted even higher in the future.
* Owning an HQ gal will now give a team 200 team xp per day
* Made is so that missions that reset themselves on completion (repeatable missions) will automatically correct themselves if they are marked as completed due to previously incorrect xml. This should fix most instances of missions being bugged for specific players.

Server Patch 2.17.2015

Server Patch 2.17.2015

* Server changes to allow webchat to work again!
* Fixed an issue with Perilous Perilous Space AI tossing their missiles and fighters
* New spawner values for Perilous Perilous Space roaming AI
* Slightly rebalanced all Perilous Perilous Space AI to make up for the reduction in amount of AI and swarming
* Fixed an issue where T9 Junkyard kits came with T12 extensors
* Tweaked the drop tables for Perilous Perilous Space slightly, mainly increased the chance of getting build commodities and items as drops, and lowered the chance of getting blueprints
* Added some new items to the drop tables for Perilous Perilous Space dungeons

Revisting Perilous Perilous Space

Hey everyone!

As a few of you have noticed from reading all chat and the forums, there has been some major rework to the spawners in Perilous Perilous Space. In this blog post I’ll quickly give you the details on what we’ve done.

The first time we launched Perilous Perilous Space, we did not have the time to test it as much as we should have, due to it being launched with the universe reset, and because it was a volunteer project that I was in charge of :) It turned out bigger than I expected!

Most of the galaxies looked like the one in the picture below. There were some unknown aspects of the code that I used, which I wasn’t aware of, that resulted in the AI swarming a lot. Most spawners would try to swarm, and all spawners were roaming, and they really only cared about jumping to other galaxies.

Swarm1

This meant that the majority of galaxies had a lot of AI jumping between wormholes. The unknown aspect of code was that teamed AI would automatically swarm together. In result, this made the content way harder than intended.

Jump1

To address this, we had to go through some new values, and design the spawners in a new way. In the picture below, you can see how the new values behave in game.

Newgal2

The values themselves are based around the following structure:

  • 75% of all AI are static. This means they don’t jump to other galaxies, they roam around in the galaxy that they spawn in
  • 25% of all AI are roaming. This means that they will always jump to other galaxies, and their respawn location will be random
  • All factions now have subteams, which means they will swarm to a minimum

In raw numbers, each galaxy should get around 8-15 AI in total. This will build up if you stay in the galaxy for too long, as the roamers would eventually catch you!

 

Newgal1

 

I should also mention that I increased the strength of the AI slightly since I lowered the total spawner amount.

And a big thanks to The SI who spent 40 minutes mass deleting the old spawners, so we could replace them with these new ones. He has been a great help in improving the Perilous Perilous Space.I encourage everyone to post feedback in this thread, and the next few weeks ahead I’ll probably try to finish some more items to improve the diversity of player obtainable content that is related to Perilous Perilous Space :)

XP for Unique Captures

Coming in the next full patch will be a feature to get bonus XP the first time you capture each type of ship. This is actually the very last part of a highly voted suggestion from a while ago called “Alternate XP Methods”.

Capturing a new space ship

Each character will have saved a list of the different types of hulls that he’s captured from wild AI. You can view your own list and your total count with a slash command, “/caps”. For now, the bonus XP is set to a flat 500 XP regardless of level. How many different ships can you capture? Gotta catch ‘em all!

Beta client version 286.111

beta 286.135
* tweaked the onscreen fps display to be smaller and less flickery. Should be a lot less annoying to the eye now.

–Since the micropatch was pretty minor, ill just slip that here–

* fix for the bases not updating their energy/shield properly when docked and the value change
* few tweaks to the perilous perilous ais to improve the balance

this is a minor performance and quality of life update.
* when you maximize the window it nows go in what could be considered equivalent to the “show taskbar” option in c1 (no titlebar but taskbar is visible if on that monitor). Except theres a restore button in the top right. This was done for 2 reasons, 1. it gives you more space on the screen for the game, 2. it fix an issue some graphic card have when you maximize a d3d9 window on a secondary monitor.
* 3 different client crashes were fixed.

- Currently cause issue with mouse related actions when maximized. (fixed in the new beta version)

to try out / use just install it from http://www.starsonata.com/dl/StarSonata_2_beta.exe