The highly anticipated "Jurassic World Evolution: Complete Edition" has finally arrived, and it's an exclusive treat for Nintendo Switch and PlayStation 4 players. This comprehensive package includes the base game, as well as all the previously released DLCs, offering an unparalleled experience for fans of the Jurassic World franchise.
Developed by Frontier Developments, the same studio behind the critically acclaimed "Parkasaurus," "Jurassic World Evolution" is a theme park simulation game that lets players take on the role of a park manager, tasked with building and managing their own Jurassic World. The game is set on the fictional island of Isla Nublar, where players must create and care for a variety of dinosaurs, including the iconic Tyrannosaurus Rex, Triceratops, and Velociraptor.
Jurassicworldevolutioncompleteeditionnspr - Exclusive
The highly anticipated "Jurassic World Evolution: Complete Edition" has finally arrived, and it's an exclusive treat for Nintendo Switch and PlayStation 4 players. This comprehensive package includes the base game, as well as all the previously released DLCs, offering an unparalleled experience for fans of the Jurassic World franchise.
Developed by Frontier Developments, the same studio behind the critically acclaimed "Parkasaurus," "Jurassic World Evolution" is a theme park simulation game that lets players take on the role of a park manager, tasked with building and managing their own Jurassic World. The game is set on the fictional island of Isla Nublar, where players must create and care for a variety of dinosaurs, including the iconic Tyrannosaurus Rex, Triceratops, and Velociraptor. jurassicworldevolutioncompleteeditionnspr exclusive
This could have to do with the pathing policy as well. The default SATP rule is likely going to be using MRU (most recently used) pathing policy for new devices, which only uses one of the available paths. Ideally they would be using Round Robin, which has an IOPs limit setting. That setting is 1000 by default I believe (would need to double check that), meaning that it sends 1000 IOPs down path 1, then 1000 IOPs down path 2, etc. That’s why the pathing policy could be at play.
To your question, having one path down is causing this logging to occur. Yes, it’s total possible if that path that went down is using MRU or RR with an IOPs limit of 1000, that when it goes down you’ll hit that 16 second HB timeout before nmp switches over to the next path.