NTR Legend Ver. 1.0.2 64-bit is a final, stable release of a pixel-art management simulation game designed for modern 64-bit operating systems. Analysis of this build typically focuses on its narrative reliance on Netorare (NTR) tropes, its core resource-management mechanics, and performance improvements over previous versions. For more details, visit the RAWG entry at RAWG .
File: Ntr_legend_final_ver.1.0.2_64bit.rar | ...
NTR Legend Ver. 1.0.2 64-bit is a final, stable release of a pixel-art management simulation game designed for modern 64-bit operating systems. Analysis of this build typically focuses on its narrative reliance on Netorare (NTR) tropes, its core resource-management mechanics, and performance improvements over previous versions. For more details, visit the RAWG entry at RAWG .
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.