Author Topic: HTC netcoding - slipping  (Read 5565 times)

Offline Lusche

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Re: HTC netcoding - slipping
« Reply #15 on: October 22, 2008, 03:05:39 PM »
and lushe... it does make a difference in collisions, since i get the death msg faster... other times i'll often take catastrophic ram dmg while the other guy flies off with minimal dmg, when we both get the collisionj msg.  occasioally i'll come clear while seeing the msg for the other guy only.

It's a difference inasmuch 2 players with extremely short latency have a higher chance of both FE's registering a collision at the same time, resulting in both taking damage.

But it's neither an advantage nor a disadvantage having bigger latency, as the effect is the same for both the big latency as well as the small latency player if they collide:
First, because it's all about total latency (=yours & his combined), and second (and even more important) all collision/damage determination for your plane always happens on your FE.

If your enemy has a big latency, youre not more prone to take damage from a collision than with an enemy player with a small latency. Warping however is a completely different issue when it comes to collisions...
« Last Edit: October 22, 2008, 03:07:49 PM by Lusche »
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Offline hubsonfire

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Re: HTC netcoding - slipping
« Reply #16 on: October 22, 2008, 03:31:48 PM »
That is pretty bad. IMO, they shouldn't let anyone play with a latency over 300ms. I know they're not a big fan of cutting any customer for any reason, but that whole "should be fun and fair for everyone" line sounds like BS when it fails to apply to everyone.
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Offline Skuzzy

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Re: HTC netcoding - slipping
« Reply #17 on: October 22, 2008, 03:44:44 PM »
Skuzzy said something like, (And im not quoting,)
Its not their servers. Its our connections and PCs. =/


that i dont believe one bit.
His post is in here somewhere.
im too lazy to look for it
If you chose to ignore how things work, that is your choice, but coming in here and calling me a liar will not result in a change on how things work.

That's a canned answer. They all say that everytime.

We do not do "canned answers".  We have nothing to lose by being honest.

Everyday we do the best we can to get honest answers to people so they can have a chance to fix things and make game play better for themselves.  It serves no purpose to lie to to anyone about connections and I am tired of being called a liar about it.

Quite the opposite.  It is in our best interest to help make sure people all have the best connection possible.  To that end, I spend a lot of time everyday checking various issues with the Internet.  There is not a day that goes by there is not something wrong, somewhere on the Internet.

The really cool thing about it is, you do not have to take my word for it!  You can grab any number of utilities and check it all yourself.

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Offline humble

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Re: HTC netcoding - slipping
« Reply #18 on: October 22, 2008, 03:47:38 PM »
ive shot 18whisky and 10 secs later he explodes.


I think this is more a question of this guys connection or machine. He generates a huge volume of traffic on range and occasionally 200 when he's flying. There are times when its very frustrating but I have a film of him somewhere "dogfighting" with air while I line the A-20 sawzall up on him. Now he was engaged with me for a good 30 seconds but all of a sudden halfway in he goes "stupid" on me and then as I pull back over I see him shooting at air...no chance he's reacting to me or to my past manuevers.

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Offline BiPoLaR

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Re: HTC netcoding - slipping
« Reply #19 on: October 22, 2008, 03:50:13 PM »
I think this is more a question of this guys connection or machine. He generates a huge volume of traffic on range and occasionally 200 when he's flying. There are times when its very frustrating but I have a film of him somewhere "dogfighting" with air while I line the A-20 sawzall up on him. Now he was engaged with me for a good 30 seconds but all of a sudden halfway in he goes "stupid" on me and then as I pull back over I see him shooting at air...no chance he's reacting to me or to my past manuevers.
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Offline Shane

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Re: HTC netcoding - slipping
« Reply #20 on: October 22, 2008, 03:50:38 PM »
i understand where you're coming from, skuzzy, cod knows visroute has been a heavily used program on my pc.

while this is obviously due to whiskey's connect... it's also a matter of the servers computing our respective positions (based on the data rec'd)...

can u answer this?

*has* the netcoding been tweaked over the years to accomodate the increasing amount of data transmitted?
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Offline LePaul

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Re: HTC netcoding - slipping
« Reply #21 on: October 22, 2008, 03:55:54 PM »
Shane...whining?  Say its not so

I've been back in the game 3 weeks and I have only seen one warpy con...everything else has been very smooth.


Offline BaldEagl

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Re: HTC netcoding - slipping
« Reply #22 on: October 22, 2008, 04:16:40 PM »
That may explain why every single time I end up in a co-collision I die, the other guy gets the kill and I get nothing.  It works that way EVERY single time.

I do now have a high end computer and a good, fast internet connection
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Offline Skuzzy

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Re: HTC netcoding - slipping
« Reply #23 on: October 22, 2008, 04:21:49 PM »
i understand where you're coming from, skuzzy, cod knows visroute has been a heavily used program on my pc.

while this is obviously due to whiskey's connect... it's also a matter of the servers computing our respective positions (based on the data rec'd)...

can u answer this?

*has* the netcoding been tweaked over the years to accomodate the increasing amount of data transmitted?

Shane, the game does not transmit that much information per connection.  That is something anyone can figure out if they want to.  The current servers have a considerable amount of overhead to deal with any type of loads the game could impose on them.  I would be surprised to see any of our servers actually break 10% load utilization.
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Offline scot12b

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Re: HTC netcoding - slipping
« Reply #24 on: October 22, 2008, 04:24:57 PM »
Skuzzy

Offline Becinhu

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Re: HTC netcoding - slipping
« Reply #25 on: October 22, 2008, 06:34:49 PM »
ninjas man......it's all caused by ninjas. One could be behind you right now and you wouldn't know it. Or they could be in your connection making the other guy warp all while laughing their ninja laughs.... :noid
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Offline dedalos

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Re: HTC netcoding - slipping
« Reply #26 on: October 22, 2008, 07:11:23 PM »
While it is indeed a rather extreme display of the results of high latency, I have to add to the discussion that this doesn't give the other player in the film any advantage in shooting


Yes it does.  When I am watching at a guy behind me tying for an overshoot and I see that he has no guns solution, then I see his tracers missing way behind me, and then boom I am in the tower, the guy had a huge advantage.  He can shoot me in his FE while in mine I think I am safe.  A guy that was seconds from dieing ends up with a kill
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Offline dedalos

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Re: HTC netcoding - slipping
« Reply #27 on: October 22, 2008, 07:12:59 PM »
Shane, try wireshark
Quote from: 2bighorn on December 15, 2010 at 03:46:18 PM
Dedalos pretty much ruined DA.

Offline Lusche

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Re: HTC netcoding - slipping
« Reply #28 on: October 22, 2008, 07:21:41 PM »
Yes it does.  When I am watching at a guy behind me tying for an overshoot and I see that he has no guns solution, then I see his tracers missing way behind me, and then boom I am in the tower, the guy had a huge advantage.  He can shoot me in his FE while in mine I think I am safe.  A guy that was seconds from dieing ends up with a kill

But you are aware that it's exactly the same the other way round, if you are shooting on at him he will suffer from the same problem.
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Offline Shane

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Re: HTC netcoding - slipping
« Reply #29 on: October 22, 2008, 07:35:24 PM »
Shane, try wireshark

for hosting a film?
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