Interesting Issues in Freelancer
This is not a complaint and nor am I looking for any help (though if you know a fix for any of these issues post them) I'm just posting all of the more interesting incedences/issues I've found in the game and seeing if anyone else has noticed these.
Lag and Player prediction: I've noticed that player prediction is either nonexistant or very bad so even normal incedental lag is very visible when playing. I've also noticed that in some cases a group of broadband players in close proximity can lag each other out even if the server is otherwise empty.
(I don't know why this bug exists as the fix to such an issue has been posted on the net for years.)
Losing a connection in peacefull space means nothing has changed when you log back on but if you're in battle it is registered as a death if your connection breaks. (meaning all cargo is lost and you are back at the last station when you log on. Understandable on missions, but not otherwise.)
Framerates: Why is the framerate capped at 30 when capping it at 87 provides a much better syn with the packet flow? (meaning less lag in the end). This observation is based on experiments with other game engines (mainly the Quake3 and UT engines but I don't see why it can't apply in Freelancer).
Covering both issues above: Why is there no console? Why is there no options to change the packet rate, size, and decide your own framerate cap and such via a console? Such command consoles are practically standard in first and third person shooters (Freelancer can easily fall into this catagory of engines) and have proven their worth thousand fold over the years for tweeking game performance.
(If I am wrong and there is such a console in Freelancer please let me know and direct me to the command list)
Things that happen in game:
Ever see one of those giant freighters do cartwheels down a shipping lane? Funny as hell to watch, but needs to be fixed.
Locking on in formation in tight quarters can mean a quick death for wingmen due to collisions with planets, suns, asteroids, bases and such. I think this is for realism but I got my two wingmates yelling POST IT! POST IT! so...
If several players are in close proximation and the police show up. All players are scanned at exactly the same time. NOT REALISTIC AT ALL!!! If players can only scan one ship at a time, why can the AI can multiple ships at the same time?
If you are docking with Artifacts or Cardamine and are scanned during the cycle you can often get locked in the cycle. This means the gate/dock closes, you are locked in letterbox mode with all control locked out and everything in sight shooting at you. They cannot destroy you, but the only way out is the 3-finger salute, meaning the game registers a death (loss of cargo, prestige, ETC...)
Losing a connection while in a jumpgate/hole causes the exact same problem as described above. The only way out is to crash the game and lose everything your holding. (crashing the game in a hole also registers a death for some reason).
About the static mines: These are decidedly flakey. Wanna see a very obvious bug? o to one of the less dense minefields and park in it in a place where you know you cannot trip a mine and wait.... Watch them sheilds and notice that about 5 minutes later they will just go away. No explosion, nothing. The best place to see this is at graves station. you don't even have to enter the field there. Just go 3k due east of the station and park (The direction the corsairs will run away to), You'll just be able to see the mines in the distance, but if you do not watch things you will silently die in about 90 seconds, and yet you can sit next to the derilect fighter less than 100 meters from mines all day and nothing will happen.
Under certain circumstances, a player can find himself trapped between the two docking doors on base stations. Docking with the station frees the player (Fortunately).
Ive seen a player get crushed by Planet Mahatton's docking ring. Still don't know how he did it though. (was in a Titan too)
Posted to save... more coming...
Lag and Player prediction: I've noticed that player prediction is either nonexistant or very bad so even normal incedental lag is very visible when playing. I've also noticed that in some cases a group of broadband players in close proximity can lag each other out even if the server is otherwise empty.
(I don't know why this bug exists as the fix to such an issue has been posted on the net for years.)
Losing a connection in peacefull space means nothing has changed when you log back on but if you're in battle it is registered as a death if your connection breaks. (meaning all cargo is lost and you are back at the last station when you log on. Understandable on missions, but not otherwise.)
Framerates: Why is the framerate capped at 30 when capping it at 87 provides a much better syn with the packet flow? (meaning less lag in the end). This observation is based on experiments with other game engines (mainly the Quake3 and UT engines but I don't see why it can't apply in Freelancer).
Covering both issues above: Why is there no console? Why is there no options to change the packet rate, size, and decide your own framerate cap and such via a console? Such command consoles are practically standard in first and third person shooters (Freelancer can easily fall into this catagory of engines) and have proven their worth thousand fold over the years for tweeking game performance.
(If I am wrong and there is such a console in Freelancer please let me know and direct me to the command list)
Things that happen in game:
Ever see one of those giant freighters do cartwheels down a shipping lane? Funny as hell to watch, but needs to be fixed.
Locking on in formation in tight quarters can mean a quick death for wingmen due to collisions with planets, suns, asteroids, bases and such. I think this is for realism but I got my two wingmates yelling POST IT! POST IT! so...
If several players are in close proximation and the police show up. All players are scanned at exactly the same time. NOT REALISTIC AT ALL!!! If players can only scan one ship at a time, why can the AI can multiple ships at the same time?
If you are docking with Artifacts or Cardamine and are scanned during the cycle you can often get locked in the cycle. This means the gate/dock closes, you are locked in letterbox mode with all control locked out and everything in sight shooting at you. They cannot destroy you, but the only way out is the 3-finger salute, meaning the game registers a death (loss of cargo, prestige, ETC...)
Losing a connection while in a jumpgate/hole causes the exact same problem as described above. The only way out is to crash the game and lose everything your holding. (crashing the game in a hole also registers a death for some reason).
About the static mines: These are decidedly flakey. Wanna see a very obvious bug? o to one of the less dense minefields and park in it in a place where you know you cannot trip a mine and wait.... Watch them sheilds and notice that about 5 minutes later they will just go away. No explosion, nothing. The best place to see this is at graves station. you don't even have to enter the field there. Just go 3k due east of the station and park (The direction the corsairs will run away to), You'll just be able to see the mines in the distance, but if you do not watch things you will silently die in about 90 seconds, and yet you can sit next to the derilect fighter less than 100 meters from mines all day and nothing will happen.
Under certain circumstances, a player can find himself trapped between the two docking doors on base stations. Docking with the station frees the player (Fortunately).
Ive seen a player get crushed by Planet Mahatton's docking ring. Still don't know how he did it though. (was in a Titan too)
Posted to save... more coming...