Of course - is big problem when missile go on me when no logic to do that.
EDIT:
BTW... we do some short test few days ago but we didn't have time to go in details and repeat it. I see something (on the fly) ... i think problem is on STT shot. With TWS no desync or desync is random. As i said need to check more later.
F14 cold - missiles tracking. DCS Multiplayer.
What shooter/server see i don't know - but i just know that these missile somehow are guided right to me. 54-1.zip 54-2.zip
Ok, np. :thumbup:
The vast majority here is trying to tame this sim in normal frames (find the balance between hardware requests and performances) and they meet everyday some problem... This joke was totally unnecessary, if is joke.
Are you ED's PR?
If you like this, that's ok. Some ppl don't like what they see and you can't measure who is wrong or not for this sim by that and at all.
For me Persian Gulf only performance drop almost 60%... and big FPS variations.
Also now have stutter/freeze on Su-33 takeoff (at the moment of separation from the runway) and strange stutter/freeze when trun on LSHIFT+E (Special Afterburner) on all terrains.
@Blaze
I do not know, I just guess...
how inaccuracies work
https://www.pcgamer.com/netcode-explained/
This guy knows what he's talking about:
Interesting explanation at 6:11.
...any ping will give same result here (this math surprised me :joystick: )
Ping:10 = 0.01sec
Missile Speed: 2 Mach = 680m/s
1sec/0.01 = 100
2sec = 2000ms (2 sec after missile miss you and then hit ...even behind)
so...
680/100=6.8; Missile speed is 6.8m in 0.01sec
6.8m*2000=13600m/10ping=1360m
Maybe problem is somewhere here:
2sec = 2000ms - why this 2 sec??? What happens in that 2sec and what causes it??? (in this case)
Ping?
I'm not NASA scientist and my calculation is wrong maybe but...
Ping: 200ms (i don't know... maybe just for one client or sum of both) = 0.2sec (a fifth of a second)
Missile Speed: 2 Mach = 680m/s at the moment when missile pass/miss Blaze
1sec/0.2 = 5
2sec = 2000ms (2 sec after missile miss you and then hit ...even behind)
so...
680/5=136; Missile speed is 136m in 0.2sec
136m*2000=272000m/200ping=1360m distance hit behind you
On attached pic distance is 1600m but because missile losing speed. Even i'm not sure in my science :) i'm pretty sure that all this "desync" problem is in relation with ping.
Question is: Is it possible to synchronize two objects at all if one does not exist on some place in some/current time?
Calculators links that i use:
https://www.grc.nasa.gov/www/k-12/rocket/machu.html
http://www.unitconversion.org/time/milliseconds-to-seconds-conversion.html
Head-on you and your buddy. Max range TWS shot and do what i said above. After your shot, your buddy just turn 90° left or right... watch how missile tracking.
Just shot at any range (feel free to shot at max range too), do whatever... go cold, go on another server, go low in some canyon, ...just break your lock and watch your Phoenix.
Man, we flying Flankers, nightmare for western pilots - we just don't want to be target drones for boys like you. If you want to kill Flanker with that retired bird you have to invest a lot more effort than just have missile that will do that for you. :)
We go in spectators just to be sure that there is nothing that can guide missile. We do many tests before that (with no go in spectators) F14 cold, F14 low without radar painting target (no lock) ... that missile just tracking.