=/WoVi/=kirumovka Posted July 2, 2017 Posted July 2, 2017 (edited) I noticed for a while that this game (Battle of Stlaingrad/Moscow/Kuban series / new gen) does not predict angles and positions as well as War Thunder in air to air combat. While it isn't as important in long range, it does make a big difference as to weather I am able to survive scissoring and other forms of close range fights (e.g. I can easily learn to compensate for the lag in the enemy's expected rolling timing but if I have to deal with the fact that the enemy's position and angles are not reliable, it can be detrimental to my survivability) ~0.5 seconds before damage is known:http://i.imgur.com/chdrJdB.pngExact frame damage is known (bf109 is behind the frame):http://i.imgur.com/L2LDvhM.png0.1 second after damage received (you can see how the condensate trails do not line up closely at all):http://i.imgur.com/nrdvJoT.png These three clips show the apparent effect quite more or less obviously. I request improvements in this prediction system. Twitchy aircraft that you may see in war thunder is a side effect of the system which may not be visually appealing, but practical wise it's a lot easier to dogfight with it. Almost every time you are hit in WT, you will generally see the tracers cross paths with you.Whilst I do indeed prefer not to fly russian/european servers on WT, I still do almost every time since te US server isn't usually populated as much during my daylight hours. However at least their angles predictions are sufficient for close range 1 on 1 dogfights. The side effect is that you may get the effect that other people are using UFO flight models when the client receives an update that the prediction does not forese (you can see a similar effect when you play games like CS:GO, where if you make contact with another moving player, you will "warp" a bit as your client tries to stop moving through the target while the next few received server frames confirms that you can walk through the target. CS:GO doesn't double predict like flight simulators however, and CS:GO's collision problem can actually be easily solved)Note that while I do have high ping, it is most certainly stable (no yellow/red spikes/latency 'hills' which are named after what is seen on the quake 3 lagometer). I live in Perth, Western Australia. Because many australians, brazillians, south africans etc. cannot simply reduce their latency, it is important that a game with a small community of the current generation to have proper client predictions that should more or less reduce how obvious the effects of higher latency.In all honesty, this is actually the reason why I don't often go to the berloga duel and dogfight server. Edited July 2, 2017 by =BMAD=ZdrytchX
Willy__ Posted July 3, 2017 Posted July 3, 2017 Thats a problem of ping/netcode. Just test it offline and you will see that it doesnt happen there.
=/WoVi/=kirumovka Posted July 3, 2017 Author Posted July 3, 2017 Doesn't happen offline.The point is that this issue should not be as apparent with stable connection. Netcode + client prediction go hand in hand to eliminate, or reduce the apparent effects of higher latency.
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