PDA

View Full Version : Netcode...


NorwegianViper
30th December 2006, 15:36
I know its been said that the netcode has been improved...to me it seems its the other way around...alost impossible to rub shoulders with another car without being sent in to the atmosphere.... also the starts seems to be ..hmm..trickier to me....have to litteraly floor the throttle to get off the line in a decent way...am i the only one that feels this way,or are there others that share my opinion....

Boris Lozac
30th December 2006, 16:00
You always have to floor the trhottle, it's the best way to start in LFS curently..
About netcode, well, i didn't noticed any wierd behaviour with someone close to me, i had some very very close contacts and batlles with Patch V, but i did notice much bigger stutter with Patch V when someone leaves the garage, and when someone skin is being downloaded, the cars ahed of me lagg much more than before..

traxxion
30th December 2006, 16:03
but i did notice much bigger stutter with Patch V when someone leaves the garage, and when someone skin is being downloaded, the cars ahed of me lagg much more than before..
Same here.

NorwegianViper
30th December 2006, 16:06
the starts i mean actually keeping full throttle before the green lights..ive never done that in the past....that would cause heavy engine damage...

Cue-Ball
30th December 2006, 16:26
...alost impossible to rub shoulders with another car without being sent in to the atmosphere....I will agree with you on this point. I don't know if it's any worse than before but I've had a few races this week where I was running right next to another car, had a slight touch, then was sent flying. It's only happened a couple of times out of probably 50 races or more, so it's not a huge issue (and again, maybe no worse than before anyway). I think the key to fixing this is the same as the key to fixing "atmosphere barriers" - the cars need to absorb some energy when they hit another object instead of acting like a golf ball. Hopefully Scawen can address this when he does physics work in the future.

Boris Lozac
30th December 2006, 16:26
the starts i mean actually keeping full throttle before the green lights..ive never done that in the past....that would cause heavy engine damage...

Don't be silly.. :)
That is not modelled yet, just floor the throttle because everyone is doing the same..
I don't know how didn't you noticed this before, didn't you noticed that you are being overtaken at the starting line every time?? :)

spankmeyer
30th December 2006, 16:32
Don't be silly.. :)
That is not modelled yet, just floor the throttle because everyone is doing the same..
I don't know how didn't you noticed this before, didn't you noticed that you are being overtaken at the starting line every time?? :)

Don't be silly...
Engine damage has been (somewhat) modelled since S1. In S2 we got (somewhat too effective) rev limiters, so the popcorn factor was reduced to (somewhat) non-existent. Some cars do get engine damage sooner than others, especially during flat shifting (XRR is FZR's little bitch).

Boris Lozac
30th December 2006, 16:33
Don't be silly...
Engine damage has been (somewhat) modelled since S1. In S2 we got (somewhat too effective) rev limiters, so the popcorn factor was reduced to (somewhat) non-existent. Some cars do get engine damage sooner than others, especially during flat shifting (XRR is FZR's little bitch).

No, i meant the engine damage while flooring it on the start, you can't damage an engine like that..
I know that you can, by overreving it on some cars, and flat shifting..

RIP2004
30th December 2006, 16:33
The full throttle thing is something about partly unfinished/wrong tire physics and I really really really hope it will be fixed earlier than the start system.

When there are free starts in the future, nobody will notice this "bug" anymore, because there will be interessting starts with the different reaction times on the signal.

So this tire physics bug should be corrected and THEN also a free start should be possible ... this would be great for S2 beta/final ...

GianniC
30th December 2006, 17:41
Same here.

Ditto.

bbman
30th December 2006, 17:44
Now, that flooring on start issue isn't something new, it's there since S2. It's not that unrealistic though... I mean, in a low powered road car it makes sense to do that to keep the revs up (I imagine that rev limiters also work in neutral)... I'm convinced that with the implementation of false starts (with one of the next incompatible patches), it won't be much of an issue anymore... But yes, I'd like to see the clutch model improved anyway... :nod:

But I don't have problems with collisions... Yes, they still don't absorb the impact energy and send you spinning even with a slight tap, but I don't get much moonflights anymore...

NorwegianViper
30th December 2006, 19:13
Ok its interesting to see ur replies....perhaps its something my end maybe the number of "moonflights" havent increased but the effects of a slight touch is (to me atleast) worse and me no likey!

sinbad
30th December 2006, 20:34
Ok its interesting to see ur replies....perhaps its something my end maybe the number of "moonflights" havent increased but the effects of a slight touch is (to me atleast) worse and me no likey!

Can't say I've noticed it being any worse with patch V, I've had light contact with a number of cars and survived. But then I thought that it had gotten worse in the move from S1 to S2 and has never recovered its rubbing-racing-friendly nature.

Jonesy_
30th December 2006, 21:05
Can't say I've noticed it being any worse with patch V, I've had light contact with a number of cars and survived. But then I thought that it had gotten worse in the move from S1 to S2 and has never recovered its rubbing-racing-friendly nature.
Those would be my words exactly.

Tube
30th December 2006, 23:48
I know its been said that the netcode has been improved...to me it seems its the other way around

100% agreed.

since patch V it's worse than ever before. I have massive problems with cars "jumping" out of the track (late packets?), then reappearing right in front of my car. I was racing on AsGP with the GTR cars in a large grid today and there were tons of lag-induced crashes.

I suggest to completely reverse the "multiplayer update". Right now, it's nearly as bad as in NFS.

EeekiE
31st December 2006, 00:13
I had an incident on the STCC New server the other day where I me and someone else had two different lines for a corner, we were level, touched the softest touch and then both spun out. In the hatchbacks.....

hagenisse
31st December 2006, 00:32
I'm noticing much more cars than warps around than before, and when someone joins/leaves/pits there is often some lag aswell.

But what really annoys me, and this seems to happen a lot more now, is the "a player is connecting"-messages. Both when joining and pitting. I'm still waiting for the "can't turn right - a player is connecting" though. :smileypul

spankmeyer
31st December 2006, 00:54
I don't know about you guys, but on my interwebs the netcode has been a-ok since the patch.

I'll bet 10 buckazoids the problem is your router/modem/ISP/knots on the underwater optic cable/position of Saturn's third ring/insert any possible reason.

And Tube's comment had a stench of trolling...

Glenn67
31st December 2006, 03:03
alost impossible to rub shoulders with another car without being sent in to the atmosphere

I haven't noticed a significant difference in collissions that result in lag hits... I get as many as I have ever had :p being on a low speed connection I get more than my fair share :schwitz: I think the whole issue is more about the physics calutlation around the collisons than the netcode itself... and that can only change in an incompatible patch I guess :shrug:

Flycantbird
31st December 2006, 03:22
I've played quite a lot since V was released, and I have not noticed any of the suggested problems so far.

Things are quite smooth in my experiences ( the usual sporadic lag in a large field when people join).

However, the net code STILL fails to implant the knowledge in some users that 20 cars in front of you heading into turn one = more brake, less gas. The Dev's need to increase the frequency in the wave emitting sanity blaster. All in good time.

seinfeld
31st December 2006, 07:35
to mee the netcode hasnt gone anywhere, its still crap! thats being brutaly honest,
I mean new menu items and spedos and we still have farked gameplay , bad phisics, bad collisions,1 person connects at a time and lags the **** out of everything
to me the game should be fixed before menu funtions I mean FARK this is soo frustrating for me as we have 3 semi interested developers and infinate ****ing talant on these forums, is it their egos or what :shrug: :pillepall
they better do something soon 40% according to the poll regarding V dont like it and its growning not to mention half the servers wont even implement V

Glenn67
31st December 2006, 07:57
FARK this is soo frustrating for me...

Um :really: the physics are very good the online play is very good the collision detection is good, but there needs to be something done about the lag hits (i.e. LFS stores heading and speed info for each car for x amount of steps in the physics generator so it can cross check collision impact forces or something similar) and the sounds are pretty good considering they are a work in progress.

I mean there not forcing us to play LFS you do it willingly so it can't be that bad :p

I got GTR2 for xmas and have played it quite abit in the last 2 weeks (especially the V8 Supercar mod, I just love anything with Bathurst :x ) but I can tell you right now that in the year 2007 that LFS will get 90% or more of my PC time :D because it's physics are more believable, it's netcode is better and it is just so easy to fire up and jump into an online race...

Lotesdelere
31st December 2006, 07:57
but i did notice much bigger stutter with Patch V when someone leaves the garage
Yes, same here.

and when someone skin is being downloaded
Yes, same here.

the cars ahed of me lagg much more than before..
And yes, same here...

Not to mention that every car seems to lag a lot at the start of a full grid race.

All of that when playing on a patch V server even with a good old patch U client. You can notice the difference when playing on a patch =< U30 server.

spankmeyer
31st December 2006, 11:40
to mee the netcode hasnt gone anywhere, its still crap! thats being brutaly honest,
I mean new menu items and spedos and we still have farked gameplay , bad phisics, bad collisions,1 person connects at a time and lags the **** out of everything
to me the game should be fixed before menu funtions I mean FARK this is soo frustrating for me as we have 3 semi interested developers and infinate ****ing talant on these forums, is it their egos or what :shrug: :pillepall
they better do something soon 40% according to the poll regarding V dont like it and its growning not to mention half the servers wont even implement V

Just for the record: you're not making any sense.

mrodgers
31st December 2006, 15:21
OMG, I'm on 56k dialup and connect all over the world! I rarely lag out. The netcode is so horrible![/sarcasm]

Tube
31st December 2006, 15:34
I don't know about you guys, but on my interwebs the netcode has been a-ok since the patch.

I'll bet 10 buckazoids the problem is your router/modem/ISP/knots on the underwater optic cable/position of Saturn's third ring/insert any possible reason.

And Tube's comment had a stench of trolling...

I already suggested how to fix it, I don't think you realize what "trolling" means. Besides, I paid for this game and all updates until the final version, so I will comment on the development progress whenever I want to.

My point stands: The netcode is worse than before and causes massive issues in the fast cars.
If you don't have anything substantial to add, don't drive this thread offtopic.

SparkyDave
31st December 2006, 15:52
I have to say I have not noticed any improvement or degradation in the netcode for the online races I have had . Its as stable as it allways has been for me, close side by side racing, always fun :)

maybe a laggy server? who knows. (are you connecting to "V" hosts)

I tend to join servers in the ping range 16ms - 90ms according to the server list and I cannot complain.

SD.

Linsen
31st December 2006, 16:21
I have to say I have not noticed any improvement or degradation in the netcode for the online races I have had . Its as stable as it allways has been for me, close side by side racing, always fun :)

maybe a laggy server? who knows. (are you connecting to "V" hosts)

I tend to join servers in the ping range 16ms - 90ms according to the server list and I cannot complain.

SD.

Same here :). Not any more problems than ever before, which means: very, very few.

Smurfen
31st December 2006, 17:56
I had an incident on the STCC New server the other day where I me and someone else had two different lines for a corner, we were level, touched the softest touch and then both spun out. In the hatchbacks.....

been happening to me 2, very irritating. just ends up blaming each other:shrug:

bbman
31st December 2006, 18:28
I had an incident on the STCC New server the other day where I me and someone else had two different lines for a corner, we were level, touched the softest touch and then both spun out. In the hatchbacks.....

I really can't tell if it's worse than before the update... In fact, I know this happened since I've started playing... I see that type of crash more often now, but I don't know if that's really the updates or just me noticing it more... :shrug:

SamH
31st December 2006, 18:50
IMO, the netcode is visibly improved. Before we started running the latter test patches on the UKCT server (Odd Compo and STCC) we were getting fairly frequent mass disconnects. Now, we're seeing absolutely none.

There are many factors that cause the problems that you're experiencing, and very few of them are within the control of Scawen's coding or, for that matter, the server that the game is hosted on.

Most notable among these are the new policies of many ISPs, involving traffic shaping. In the UK, for example, seemingly the worst of all ISPs for this is PlusNet. Anyone on PlusNet in the UK is pretty well stuffed as far as LFS is concerned. They're also stuffed as far as Limewire/Emule/BitTorrent is concerned, and it's the ISP's attempts to kill their P2P traffic that is actually causing the problems with their clients' gaming on LFS. As a result, PlusNet customers are often suffering disconnects, server lag and disproportionately big crashes when sharing paintwork.

PlusNet is just the worst example, but all UK ISPs are now habitually shaping traffic - even the cream of the crop, NTL/Telewest cable, is now shaping traffic during peak times. ISPs are generally disparaging of P2P traffic, and because LFS servers typically use ports which are usually used by BitTorrents and other P2P applications, the LFS packets are mistaken for P2P traffic and the priority for those packets are artificially manipulated by the ISP, delaying them and often just discarding them.

I only know specifics about UK ISPs, but I'd be surprised if the attitude that UK ISPs have isn't reflected in ISPs around most of the world. If you think that there is no way that your ISP is shaping your LFS gaming packets, rearrange the following three words into a well known phrase or saying: "cloud", "land", "cuckoo".

An additional note about the STCC servers: I'm delighted to observe that the STCC's server is delivering a reasonable ping to users not just in Northern Europe, but in fact as far away as South Africa, where I'm told pings can be as low as 80ms (UK to SA, I think that's brilliant!). We're also not getting bad pings to Singapore, Malaysia and Australasia. As a result, we're getting gamers from a LONG way away. I'm delighted about this and, although on occasion there can be the odd problem with slightly warping cars, it doesn't happen often and the plus of having a truly multinational server far outweighs the occasional skyrocket. I hope you guys agree.