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Delay to other player getting you killed


monsjoex
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Why is this possible? How does it work?

A few times now i have run a circle around a tank and the turret gun can be up to like 30 degrees behind me, and he fires and kills me.

While its obvious I am way ahead of the turret gun in terms of circling around the tank.

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It should be fixed or noticeably improved in 1.34 according to the Production update from sometime back.

HOST:

All new vehicle/infantry updates system:

Provides for much smoother positional updates, especially for infantry

Prioritizes important updates and update elements

Increases frequency of updates per player/vehicle you can see

Improved recovery from packet loss/lag

Reduces bandwidth per visible player, then uses it right up again to increase your update rate

What I think happened is that your PC did not receive the updated position of the tank gun. So while you were keeping ahead of the gun on your PC, on their end, they had you in their sights when they fired.

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Fact of life in an internet game. What you see and what they see are seperated by time. With 1.34 the host contribution has been optimized, but there is nothing we can do about the speed of packets on the internet. What you see and they see can be seperated by a second or two depending on travel times, packet loss and congestion and a lot can happen. MMO's maintain an illusion of synchronized action but it's an illusion. Some games can get away with not having the clients do anything but send state to the host which then sends out the results but that only works on a LAN or in a game with few moving parts (like World Of Tanks). In a game like this with people running around a host synchronized state would be comical (I turn right but nothing happens for 1.5 seconds and then my dude moves right). Usually the illusion works pretty well but unless all the players move into the server room it's always going to be.

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Not only time andrew but fidelity. The turret you see is probably not 100% accurate of what the turret is really doing. For instance with rifles where you see him hit and where he sees him hit are only approximately the same because the positional update sent from the shooter is lower fidelity.

What the shooter sees is what's important.

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neutrinos.png

I could just call them up. "Hey CERN we're having some problems with infantry lag. Can haz hep?"

Reminds me of a good story when DOC first logged onto Killers old game on the GEnie network. When they asked him where he was from he said Australia. "But you can't use the GEnie network to log on from Australia!"

Yet there he was.

Edited by GOPHUR
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neutrinos.png

I could just call them up. "Hey CERN we're having some problems with infantry lag. Can haz hep?"

Reminds me of a good story when DOC first logged onto Killers old game on the GEnie network. When they asked him where he was from he said Australia. "But you can't use the GEnie network to log on from Australia!"

Yet there he was.

Oh for Pete sake bigrow!

I was going to post that the Rats should use those faster than light neutrinos they think they may have found.

How the hell could you have been thinking the same thing!? :P

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I dunno murf, though 2 answers spring to mind....

Either 'great minds think alike'

Or, more likely, something to do with the old '1000 monkeys with 1000 typewriters'..... :D

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otoh - I actually read the arxiv article.

7-26 extra nanoseconds for 99.99999% massless sub-atomic particle is not going to help your photons (light for fiber optics) and/or electrons (electricity for bits and bytes of your game) go any faster.

If the result holds, it'll just be something silly like dark matter/dark energy goes backward in time but juuuuust a little bit - with 7-26 extra nanoseconds appearing to all humans who cannot experience this small gain (brain runs at chemical energy speed where this small amount of time happens thousands of times between every chemical reaction).

Reminds me that satellites are noted to appear to speed up by fractions of milliseconds near earth..but it couldn't be measured until recently. It'd be cool if they were related phenomena.

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And - anyway - it's not just the interwebs (light speed or faster) to blame.

There's the state of the phone-line and exchange that your ADSL is connected to ...

And even when your packets do get to Texas at faster than light speed, them packets have to go whizzing round CRS' host systems and kit

And THEN they have to wing their way to the other guy (with the rubbish state of the phone-line and exchange that his ADSL is connected to)

And THEN they have to get processed by that other guy's rubbish Pentium IV and his GT9600 card (while he downloads chinese donkey pr0n and has lord knows what else running in the background)

NOW he's actually dead ...

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Reminds me that satellites are noted to appear to speed up by fractions of milliseconds near earth..but it couldn't be measured until recently. It'd be cool if they were related phenomena.

Oh no branko...you don't get to underail this!

Is the quote above related to frame dragging which was predicted by Einstein? I didn't know they actually verified this. If so...cool!

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Oh no branko...you don't get to underail this!

Is the quote above related to frame dragging which was predicted by Einstein? I didn't know they actually verified this. If so...cool!

frame-dragging at our own solar system's Sun level was proven (iirc mercury's orbit solution requires einstein's frame dragging to explain anomalous precession...(?).

iirc earth frame dragging is so small that it happens inside earth's crust's circumference...

lots of drama on the 60 nanosecond superluminal results on HEP pages. Generally believed to be some sort of detector effect or bad statistics.

Best Question: If speed of light not a limit; why r neutrino's running so close to speed of light?...

/nerd

Edited by shdwnoob
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  • 2 weeks later...

As a reply to Vonkurts comment on the front page article regarding this:

Completely false, Vonkurt. By that logic one should see rounds traveling out of the back of turrets and bofors firing every which way. My understanding of this is that people do see what direction the turret is facing, but only with a certain fidelity as mentioned. I do not know the number, but it is limited to a given number of positions. For the sake of this well say that there are 360 positions, one for every degree a turret can rotate. This works fine up close, but lets say a tank is firing at a target 1k away and its turret happens to be at .5 degrees to the right. What would it be represented as to everyone else? 0 or 1 degrees? I don't know, but it would have to be one of them in this instance. Either way what everyone else sees is still a half a degree off, and at 1k that can be about 10m, and that is not even taking in to account the elevation of the gun.
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