Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
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03-18-2007 23:14
"fail safe" doesn't mean infallible.. it just means that the console doesn't burn up on failure of a circuit. (we call that a fuse). Trapeze artists use safety nets as their fail-safes.
a fail-safe is a good idea for WarpPos to have.. since it is a hack (admittedly, a well known, widely used hack). It's never needed one before, because it's never failed in this manner. So, we've added one.
Yay team!
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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Failsafe versus failsoft
03-19-2007 04:00
From: Winter Ventura "fail safe" doesn't mean infallible.. it just means that the console doesn't burn up on failure of a circuit. (we call that a fuse). Trapeze artists use safety nets as their fail-safes. There's already a fail-safe in Warp. If Warp fails, you don't go anywhere, that's a safe condition. The "while not at target" code actually bypasses the failsafe, since it creates an unsafe (infinite loop) condition. What the *correct* failure handler does is create a "failsoft" condition, one where the correct functionality is retained in a degraded manner. It turns a hard (but safe) failure into a soft failure.
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Luz Melbourne
Registered User
Join date: 26 Nov 2006
Posts: 9
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03-19-2007 16:03
From: Gaius Goodliffe Yes, autopark now only works if you're with 10m of the parking spot to begin with.  (snip!) Damn close to the same speed, if you use enough "pseudowarp" scripts. Of course, this probably generates massive lag, but that's par for the course. If LL didn't want scripts using massive resources, they'd remove all those silly delays and limitations since the inevitable workarounds always end up costing more than it would have cost to just let the original function work without delay or limitation to begin with.  If LL really wants to keep the grid running smoothly, they'll just revert this particular change back to the way it was. They could make it work even more smoothly by removing or shortening a lot of other script delays, but that's another battle. Unfortunately, I think someone in my home sim has used this method, which is why there are now over 14,000 active scripts in the sim (I believe I read somewhere that script throttling tends to kick in at around 6,000), making all scripts excruciatingly slow and turning the "slow train" method (which runs nice and smoothly, if nowhere near as fast as a properly working WarpPos, on Sandbox Island) into a simulation of big-city, rush hour, stop-and-go traffic with a major accident just beyond the next off-ramp. ...and whoever has done it has probably made his/her/their own hacked teleporters as slow as the "slow train" method. Then again the script over-saturation could be unrelated to the broken WarpPos. Whatever the cause, it stinks. If I could find out who the owner(s) of those scripts are, I might file an AR for Disturbing the Peace (CS-6). Unfortunately, a person can't file an AR without a name of someone to report. Ah... it's down to 13,660 active scripts, 730 active objects, 2,300,000 ips, 16ms script time. I think I'll log off SL and play with Orbiter (maybe for the next few days).
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----- Luz Melbourne (Who speaks neither Spanish nor Australian.)
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