tr6al

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About tr6al

  • Rank
    Member
  • Birthday 04/16/1951

Profile Information

  • Location
    Kamloops BC canada
  • Preferred Side
    Allied
  • Preferred Branch
    Army
  • Preferred Unit
    Panhard

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  1. The QA team has players on 2 continents and 3 countries while we are testing ( as an FYI ). Problem is mainly that we don't have enough testers on at the same time to test anything under population load except on live server .
  2. My only ping issues are just when I spawn in for the first time , might go to 3k and then back down but normally around 80
  3. What oldzeke means by "being able to replicate " is that we need to be able to follow the steps that we are told and end up with the desired results . (whatever you are having issues with .) If we can't do that , it makes it extremely hard if not impossible to track down the issue you are having and then passing that on to a programmer with the logical steps to reproduce that issue. If we can log in , do a few things and repeat it to get same results , we can then get it sorted . That would then have a ticket created with the steps to reproduce the problem , and it would go into the list of hundreds of other tickets and would get prioritized according to ease of repair and importance .
  4. I am not a programmer but have a little understanding on what happens in game. I was actually a network manager at a university so have some understanding about networks , servers etc. This is just a little info for people who would like to understand a bit more about what happens when you shout someone technically. When you see an enemy and fire a shot at him , your client sends a message to that client , through the server and then receives a message back , through the server telling your client whether you did anything . It is not your client that decides if he dies but his . You might have hit a not fatal part , or missed completely . If he dies he tells you . (obviously though the client to server to client path) This normally works great if the timeing is perfect . If there is any form of delay between the clients then you will a lag and possibly no hit registering. You shoot , he waits a while as the communications move around the system and then he dies .(or not) These numbers are just vague guesses as everone has different ping times. Now if you add up the travel time , and your ping is say 50 one way while so is his , you get them added . 50ms + whatever time the server takes , lets say 10ms , then time to the other client of 50 + another 10 -15 for processing then 50 back to server , + 10 processing and then 50 back to you . Only 1/2 that time is important as you now know you are dead and would indicate by falling down twitching .But it still takes aprox 120ms for that to happen . Now if the other client was lagging or generally not communicating in the time period where it is getting told it is shot , it doesn't know , therefore no dropping dead or even getting wounded . If the shooter gets this sort of thing happeing constantly , he is most likely the issue (connections , memory , software etc ) or if is occasional then it is most likely the one getting shot. The other thing that effects what happens is "predictor code" where the server predicts where you should be if you followed the path you are on. With the time delay between information getting passed around , you just might not be seeing the exact location of the enemy depending on both your timing. ms=millisecond=1/1000 of a second Hope that helps Tr6al
  5. Ok Demon426 , the map on the training server is getting sorted out so there is Axis towns on the mainland ..
  6. Learning where to hit tanks to kill them would be a first step to using them .
  7. Hmm , I was wondering why i hadn't seen you on my kill list lately .. guess that will change soon ;-)
  8. not something that you can just snap your fingers , press a button and have instant 64bit i'm afraid. Needs programming and testing . The non 32 bit mac OS is quite new and is not a mandatory upgrade . 64 bit is in testing atm and still sorting out a few bugs.
  9. CycloneX , once we move to 64bit you will be able to play again as the new mac OS doesn't support 32bit . We are testing 64bit and hope to get it changed soon.
  10. We have been working on Netcode3 and feel it is ready to go .It's a start .
  11. No Capco , you will stay at same rate
  12. As it is now you can kill flak guns before they can deploy as well as take down the Veh spawn .. win-win. Infantry don't usually shoot down bombers .
  13. It's not the distance from city's that change internet timing but the routers in between and the paths that they move the data through. It is also depentant on the local setup around the servers . It isn't like radar or even sound in that the further away you are the longer it takes . It's like a map with many routes and there are fast routes and slow ones . The new location is better suited to serve the game community with an inproved infrastructure.
  14. Glad i could help Deadman09 ..
  15. Excellent !