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Multiplayer: Effective A/C Speed Mismatch Between Players


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Posted (edited)

There are up to 3 of us flying multiplayer with me hosting.  One player in EST timezone, one in MST and one in PST.  I have a highspeed fiber-optic connection and hosting the server since my line is the fastest, and I'm geographically in the middle of the two.... MI, ND, and AZ.  When the game starts, the other players (1or 2) speed off ahead of me and I'm unable to catch them.  An example, my IAS is 100mph higher than both of theirs, yet they continue to increase distance from me at a significant rate.  This occurs in all mission, irregardless of a/c, and with 2 or 3 players.   When in the target area, its obvious that their effective speed is much greater than mine, as they are able to make a pass and come-around again much faster than I am.  The issue occurs in autopilot as well during transit to the target area.  We continue to do tests to try and isolate the problem.  The issue continues to degrade performance the more we fly.  We did a test today using the Pat Wilson Campaign Generator with 2 flying and me hosting, did not see the issue.  When we go back to a mission created with the mission editor, the issue occurs.  My system ASUS Crosshair V Formula-Z Motherboard, AMD FX-8370 Black Edition processor, Vegence 32GB DDR3 Ram, XFX Radeon RX580 8GB GDDR5 GTS Video Card, Win10 2004.  We run the game via Steam.  We also run DCS via steam and have no issues with that game.  I will provide any data to help understand the issue, only need instructions how to pull the information. 

Edited by dpspaz
  • 5 months later...
=TF=bintynz
Posted

Same issue. Did you ever find a solution?

Posted (edited)

So if yur with frends when this hapend ask them to tell you what time they see in their cockpit watch (min and secounds) and your watch will probably be with some time delay to them. Thats the only time i remenber encountering this problem where i could see same or more speed on my airplane gauges but i was slower then tm8s. It was happening on starts of heavy missions, when there was to many moving ais on it data just gets slow down betwen server and user, and if your host and playing at same time that could be happening.

Edited by CountZero
=TF=bintynz
Posted

Good suggestion. I might have a look at that. I always seem to be the fast one so don't mind quite as much : ) We're using PWCG so might drop all the AI densities down to 'Low' as well and see if that helps. Playing with my bro yesterday and his set-up was that slow that he could shoot two rounds at a time... reckoned he could have shot down about 50 aircraft in one sortie if he was a better shot haha

  • 1 month later...
Posted

Was never able to identify what was causing this issue nor any feedback about a game issue, it did go away.  However, with the latest update 4.601, we are seeing this again.  2 players, same aircraft and loadout, significant difference in speed between the two, yet maintain formation at the significant delta in speed. 

  • 1 month later...
buttonsmasher
Posted

a few ideas:

  1. Try having everyone (clients and the server) cap their framerate at 60 fps. (or lower if necessary)
  2. If that doesn't change anything make sure the server isn't overloaded/pegged at 100 percent cpu usage.
  3. If the CPU isn't overloaded make sure all of the cores are running at the same frequency.

 

(3) Setting CPU/Mobo to default doesn't mean it isn't auto-overclocking itself on the first core when demand calls for it. AMD's Turbo Core(tm) and Intel's Turbo Boost (tm)

 

My theory is that what Valve calls tick rate and id software calls snaps (tick rate w/ a divider) and everyone else calls it something else is mismatched between the clients and server. This might be due to CPU load (might be something else entirely). Normally when this happens what you experience is teleporting/stuttering when it gets too low. When it gets too fast (if it is somehow tied to the framerate) then players with a higher framerate can move faster than the ones with a lower framerate. Some games turned this bug into a feature (Quake 3 Arena). Other games banned players for it (SMITE).

 

Of course, I recommend using your favorite search engine to look those terms up and come up with your own ideas as well.

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