Author Topic: Higher ping times and rubber bullets  (Read 424 times)

Offline Estes

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Higher ping times and rubber bullets
« on: May 10, 2007, 10:15:09 AM »
I've noticed that the ping times to the arenas is a lot higher than it seemed not too long ago. It used to be 50's across the board; of course this was awhile back and probably before the massive influx of new players.

I have Vsync enabled, which pegs my frame rate at 60. And my rubber bullets, although they are on again - off again, are still annoying nonetheless. Was flying with Silat last night, and he has been having major problems with these rubber bullets. Also have seen an increase in warps, again could be because of the bigger load the servers have. This brings me to a few questions...

Would a higher ping on any particular server make someone warp more than it would have the pings been lower? Or make someone who usually never warps, warp? And also, is it a remote possibility that the ping times could be related to rubber bullet syndrome? Reason I decided to post this here is it gets more foot traffic and would like some input from the community as to if they seem to notice the same.

Offline Lusche

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Higher ping times and rubber bullets
« Reply #1 on: May 10, 2007, 10:29:55 AM »
Ping times and warps are not related. As long your connection is stable and variance is low, you don't warp. Warping is a result of lots packages, or computer problems & such.
50 is a ping time many players can only dream about. I have between 150 and 180 myself, many players are at about 200-250 without any warping problems.
The only phenomenom resulting from big lag (=long ping times) is "his nose wasn't even pointed at me and yet he still shot me".
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Offline Larry

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Higher ping times and rubber bullets
« Reply #2 on: May 10, 2007, 10:38:30 AM »
Im on dailup afound 193-208 ping and never get rubber bullets.
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Offline Shuffler

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Higher ping times and rubber bullets
« Reply #3 on: May 10, 2007, 10:39:51 AM »
As on any network, there are many factors other than the end server (Aces High). Your connection to their servers passes through many other servers (called HOPS) on its trip from you to them and back. If any server in that trip has an issue or heavy load you can be affected.
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Offline Estes

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Higher ping times and rubber bullets
« Reply #4 on: May 10, 2007, 11:57:10 AM »
Quote
Originally posted by Shuffler
As on any network, there are many factors other than the end server (Aces High). Your connection to their servers passes through many other servers (called HOPS) on its trip from you to them and back. If any server in that trip has an issue or heavy load you can be affected.


Yes, I ran a ping plot to both IP's listed in the technical support forum. My ping started out really low (which is of course common) then jumped to only a max of 100 or so and no packet loss.

It doesn't seem to affect me, I never hear complaints about me warping and as I mentioned earlier to me, the rubber bullet thing is an on again off again deal. When I mentioned the 50 ping, I was refering to what the arena pings used to be. Doesn't seem like it was that long ago when they were 50, but now I see them in the hundreds.

Also, I do know that the servers have hiccuped several times over the course of a few days. Major text lag (not only me, others mentioned the same thing) and furball had that annoying you don't take damage until they are a good 400 away from you server burp.
« Last Edit: May 10, 2007, 11:59:22 AM by Estes »

Offline Scherf

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Higher ping times and rubber bullets
« Reply #5 on: May 10, 2007, 05:19:28 PM »
My understanding is that "rubber bullets" are a coading impossibility. Gunnery and hits/misses are calculated on your FE, IIRC.
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Offline Trukk

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Higher ping times and rubber bullets
« Reply #6 on: May 11, 2007, 05:06:50 PM »
Quote
Originally posted by Scherf
My understanding is that "rubber bullets" are a coading impossibility. Gunnery and hits/misses are calculated on your FE, IIRC.

Yeah it never made sense to me that your client could calculate that you hit the bandit, trigger the routine to show you the hit sprite, but then decide to not bother to send the damage result to the bandit's client.

I have seen situations where the bandit's connection was so bad that he never got the "damage" packets, but it's pretty obvious because they're warping all over the place.

Offline Viper35

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Higher ping times and rubber bullets
« Reply #7 on: May 11, 2007, 05:11:25 PM »
Or when your on their 6 and all of a sudden they warp and are on yours.  I have noticed this past month there are more then your avg amount bouncing planes.  Could it be fixed if HTC put a ping limiter on their servers?  Who know's.

Offline Estes

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Higher ping times and rubber bullets
« Reply #8 on: May 11, 2007, 06:22:05 PM »
Quote
Originally posted by Viper35
Or when your on their 6 and all of a sudden they warp and are on yours.  I have noticed this past month there are more then your avg amount bouncing planes.  Could it be fixed if HTC put a ping limiter on their servers?  Who know's.

Ping limiter wouldn't do much; the warping is caused by missing packets IIRC. If they put a ping limiter on their servers yes the ping of the arenas would probably go back down but that would kick some dial users off depending on the ping.

That's what’s so unique about AH's code, you can play smoothly on dial up with a relatively high ping. But, so long as you have a stable connection (not missing packets) you don't run into any warping. If I was to guess, I would say the majority of the warping (squeakers not knowing any better) leaving software firewalls on, or anything similar that "scans" every packet in and out.

Again, this may not be 100% accurate but it's what I think happens. I was just curious as to if the high ping of the arenas might be causing some anomalies.