Nealius Posted March 17, 2019 Posted March 17, 2019 (edited) Upon reviewing a multiplayer track from a LAN game, I noticed the control surface animations are extremely choppy, while they are extremely smooth at the time of play. For example: -Wing flutter appears to switch between max up and max down animation without anything between. -Stab animation seems to snap between one condition to the next without movement between positions. Same with stabs and pilot/RIO bodies. -Spoilers magically appear when enabled, instead of moving from the down position to the up position. -Wing sweep is very choppy, sometimes moving one or two steps in reverse along the way. -Stabs will de-sync. E.g. full aft stick on landing roll shows right stab deflected up but left stab deflected down, when both should be up. This is on a LAN game with <10ms latency. Probably optimization issues that will get ironed out later, but thought I'd mention it. Edited April 2, 2019 by IronMike
shagrat Posted March 17, 2019 Posted March 17, 2019 Upon reviewing a multiplayer track from a LAN game, I noticed the control surface animations are extremely choppy, while they are extremely smooth at the time of play. For example: -Wing flutter appears to switch between max up and max down animation without anything between. -Stab animation seems to snap between one condition to the next without movement between positions. Same with stabs and pilot/RIO bodies. -Spoilers magically appear when enabled, instead of moving from the down position to the up position. -Wing sweep is very choppy, sometimes moving one or two steps in reverse along the way. -Stabs will de-sync. E.g. full aft stick on landing roll shows right stab deflected up but left stab deflected down, when both should be up. This is on a LAN game with <10ms latency. Probably optimization issues that will get ironed out later, but thought I'd mention it.Maybe the track replay? Tracks are bugged most of the time. I flew with a buddy of mine yesterday and only sync issue was the movement (slight swaying on the carrier deck, which has been reported). Wing rock was noticeable while taxiing but looked smooth, slats, flaps and spoilers animated ok, apart from one mismatch where the flaps showed down after launch when I watched him in F2 view, but he had them raised, already. Shagrat - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
Nealius Posted March 17, 2019 Author Posted March 17, 2019 (edited) Multiplayer server tracks are as reliable as Old Faithful. It's only client tracks that are broken. There's also some funky NWS twitching going on when NWS isn't even engaged during the startup, and the RIO's head animation gets stuck in awkward positions on landing, sometimes with his arm sticking outside the canopy. I'm kinda thinking it's this "twitching" that breaks client replay tracks. None of my other modules have this behavior. Like I said initially though, WIP optimization thing? Edited March 17, 2019 by Nealius
Nealius Posted March 22, 2019 Author Posted March 22, 2019 Since more evidence is needed, here's a comparison of carrier ops over a LAN session, with me as the sole participant. In the server track you can see: 1. Taxi movement choppy 2. Nosestrut compression choppy 3. Control surface movement choppy 4. Tire revolution not matching taxi speed In the client track, you can see everything is smooth as butter; of course the track itself is broken and the jet crashes into the ocean. C_1SFmZfJbo x1U0Yh5J1jY Later I will try to get a video on land with better lighting.
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