Author Topic: dealing with net lag  (Read 407 times)

Offline df54

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dealing with net lag
« on: September 23, 2006, 11:10:24 AM »
how do you deal with net lag since what one person "sees"on his computer is differant than what another person "sees" on his computer i.e. not ocurring at the same instant in time(due to lag).For example what i might see from rear view is that my opponent is not pulling enough lead
for a "guns solution". What my opponet sees is that he's got plenty of lead and i'm gonna be dead meat very shortly.
« Last Edit: September 23, 2006, 11:24:22 AM by df54 »

Offline Schatzi

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dealing with net lag
« Reply #1 on: September 23, 2006, 11:46:24 AM »
You live with it.


You can try to *guess* and always put a "save zone" in. Generally you can assume that what you actually see is about a second or two old (including your reaction time).
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Offline Rocket

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dealing with net lag
« Reply #2 on: September 23, 2006, 12:45:56 PM »
To add to that alittle is you hope that you have a 2 second lag and at the same time he does also which puts everyone on an even playing field.
The other thing to do is make sure that you have nothing at all running in the background that can cause spikes in your latency or packet drops.  You do the best you can to minimize the risk of everyone being 2 seconds lagged and you being 3 seconds lagged occasionally.   Skuzzy has some great stuff on netlag and how to minimize the chances (or maximize your connection) of getting caught with a bad lag situation.

S!
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Offline Clutz

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dealing with net lag
« Reply #3 on: September 23, 2006, 04:00:35 PM »
Doesn't AH have some sort of deal with their program/server that estimates where Plane A will be in a second or two, and then send that info to the guy in Plane B to make up for Internet lag?

Offline Schatzi

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dealing with net lag
« Reply #4 on: September 23, 2006, 05:25:03 PM »
Clutz, yes they have a smoothing code. But AFAIK that code works on *your* FE... what the other guy sees is a different box.

Smoothing doesnt keep net lag from happening, it just covers it up visually.
21 is only half the truth.

Offline Schutt

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dealing with net lag
« Reply #5 on: September 23, 2006, 05:27:44 PM »
The overall lag is his lag + your lag + server lag. According to the net connection stat the server lag is verry low and most people have a lag below 300ms to the server. Aditional there is some computing time in between.

AH2 covers up some of the lag with prediction but basically 0.2-0.7 seconds of lag remain, so he might get of a shot eaven though on your side it looks like he doesnt.

But since you know how it looks from your side when he is about to hit you do not know that he actually pulls more lead than you see there and think hell hit. So there is not much problem about that. It is a bit more difficult with the collisions, but if you collide with the enemy you flew to close to him anyway, no matter if it was a near miss on your side .

Offline GunnerCAF

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dealing with net lag
« Reply #6 on: September 23, 2006, 10:26:18 PM »
The best way to deal with it is to be the guy shooting, and not the one dodging the bullets.  The shooter in this game has the advantage, not much unlike real life.  

The goal in air combat is to position yourself behind your target and set yourself up for a kill shot.  If you loose that advantage, you need lot's of luck :)

It is good that you film your fights.  I would suggest to focus more on what happened a few minutes before you were shot down to see how you lost the advantage.

Gunner
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