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Track recording is still flawed


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I recorded a MP session just to look at the playback; its still cannot record accurately your session, what gives? A bug that follows through from version to version without getting addressed? This needs fixing please. Why implement a feature to record tracks if isn’t going to do its job accurately…

That’s my only beef so far.

Thanks

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I recorded a MP session just to look at the playback; its still cannot record accurately your session, what gives? A bug that follows through from version to version without getting addressed? This needs fixing please. Why implement a feature to record tracks if isn’t going to do its job accurately…

That’s my only beef so far.

Thanks

 

Please explain exactly what the problem is with playback? I assume you were a client?

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Jim,

 

I have been experiencing a very similar problem in Black Shark that I believe is the same issue (correct me if you're seeing something different, Moose!): when I try to playback tracks recorded from a multiplayer session, they "go bad" after a few minutes. By "go bad" I mean that playback shows events differently than they actually occurred. For example, in one particular session, I took off from a FARP, headed into enemy territory, took out two enemy AI COBRAs with Vikhrs, took out another one with the cannon, but took a beating from a 4th and had to limp home, making a miraculous emergency landing at base. When reviewing the replay, everything seems normal up to the point where I intercept the Cobras: then, according to the replay, I lazily hover while the Cobras proceed to nail me from my flank, destroying my poor Shark while I don't react at all. This most certainly didn't happen in the online session!

 

It *appears* as if the AI Cobras are behaving/reacting differently in the replay than they did in real-time, and, since the track is just playing back my recorded inputs, the mis-match destroys the accuracy of the playback, leading to the frustration that Moose expresses above.

 

This happens whether I'm hosting or joining another server. The only tracks I've checked have been very large, and I've always used time compression to get from the start of the track to the juicy bits and wonder if something's getting out-of-whack during the speeded up bits?

 

I'm playing Black Shark 1.0.2, patched over 1.0, no mods whatsoever.

 

Panzertard has a good description of the problem (and what seems like a reasonable suggestion for a fix) here:

http://forums.eagle.ru/showthread.php?t=42571

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Shoot to Kill.

Play to Have Fun.

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Thanks EinsteinEP,

 

Thats exactly the symptoms of what I've experienced. However mine while shortly after an air refuelling on a MP session with an F15C.

 

As well, no mods. Clean install, actualy a fresh windows.

 

Haven't tried with single player. Maybe the issue is with MP only.

 

Regards,


Edited by TheMoose

Antec 900 gaming tower, PSU: Corsair 750W, Q6600, Asus P5K, 8Gig Mushkin, Nvidia eVGA 280 GTX Superclocked 1G DDR3, SSDNOW200 Kingston Drive, TrackIr 3000+Vector, Logitech Extreme 3D Pro joystick, Saitek rudder pedals pro, Sharp 42" inch LCD Aquo. OS: windows 7 64bit.

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Glad to hear I got *something* right today!

 

Jim,

 

I replayed the track I referred to above but without any time compression and experienced the same results: when my replayed-self encounters the AI Cobras, things go horribly wrong.

Shoot to Kill.

Play to Have Fun.

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I only play SP and I don't recall having problems with BS and the replays I've watched in FC2 have all been correct as well. Is it only engagements with AI units that seem to result in different outcomes in the replay? It might also be interesting to see what happens if two AI opponents fight each other.

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Track playback will show differently to the real mission as it actually runs the mission and some things can change. The playback is mathematically 'chaotic' in the sense that if the initial conditions and subsequent playback have small errors these propagate non-linearly over time and increase until they are noticeable.

 

The playback can have you shot-down when you survived in a real mission. This is a well known bug and was also in Flaming Cliffs 1.0.

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Yeah this is a real shame, makes any kind of video editing impossible.

 

I had a great MP mission tonight and was hoping to make a video from it. Both mine and my mates track files were quite different. Mine had me crashing about 5 mins into it and his had him crashing 2 mins into it. In mine he had a left hand engine fire 3 times that went out each time...?

 

I thought it might have somthing to do with the randomisation, but I dont think so, as other weird stuff happened. It didnt register me shooting an Aim9 at all, and after around 2 mins all my rounds were about 50m from the targets each time I went to straff. There was even explosions coming from nothing. Looks more like some kind of sync thing.


Edited by Kaiza
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