Hi,
I've been playing with B.A.T.M.A.N advanced for a few weeks now.
welcome in the jungle. :-)
I've run into a "problem" when one vehicle/node moves away from the rest of the vehicles/nodes. It is taking a long time for the mesh to realize the node has gone and rebuild the mesh. With a 500ms orig_interval in our little test network, pings get lost for an average of 26 seconds. The variation is great, sometimes it reroutes in 10 seconds, sometimes in 50 seconds.
This is a known issue which is due to the current protocol design and its effect is increased by some code defects. We have a bunch of ideas how to improve the situation but we wanted to come to an end on our current construction sites before opening a new one. Hence we released a stable layer 3 version and the kernel module will follow soon before touching the routing code again.
If you are willing to test a few things to reduce the effect we can start right away. You could set TQ_GLOBAL_WINDOW_SIZE to 1 in order to deactivate the averaging of the TQ values. Aslo, some people reported that reducing the hop penalty also will increase the speed.
Beyond that we have to modify the code which is on my todo list but will become experimental.
I was surprised to see that its unstable and oscillating. The different tq_avg values mostly oscillate together, as shown in the figure, but i've also seen cases when they oscillate 180 degrees out of phase. In that case, the routing flips on the cross overs.
The TQ is obtained by sending broadcasts which get lost easily. If you have interferences / collisions / etc these values might fluctuate a bit. Although your values look rather unusual.
Regards, Marek