Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

LAN - missile lag

The place to ask for technical help with running the demo or the full game...

Post Fri Feb 16, 2007 12:56 am

LAN - missile lag

Hello,

I play the FL vanilla version in LAN with 2 players and whenever a missile
is fired it behaves somehow strange and jumps around all the time.
It is very hard to hit the enemy with missiles. The ships of the players and
NPC do not have any lag.

I have read that this can be seen on online FL servers, but I'm playing
on a home LAN with a maximum of 2 players. The FL server is running
on a seperate PC and is patched with the original patch. The maximum lag
is about 5 ms max..

My guess is, that the lagging is a hardware issue. I already updated my network
cards and the speed and duplex setting is set to "automatic". I use a router
for the home LAN.

Has anybody encountered such problems and is there any solution?
It is quite annoying as I can't use missile because of this "bug".

Post Fri Feb 16, 2007 2:27 am

you will need to check the connection between those 2 PCs... maybe there is some kind of packet loss

use the ping command line to check it

Post Fri Feb 16, 2007 4:10 am

Oh yes, this is a known bug (at least to me).

Missiles do fly very strange and weird if there is very low serverload and hardly any action going on the server. I already did some investigation of it and I didnt come up with anything that helps, except increasing the serverload by adding more NPCs.
On a pvp server I even added cloaked NPCs so that the serverload would increase without the player noticing all the npcs

Its definately a weird bug...

Post Fri Feb 16, 2007 4:45 am

ur joking right? more serverload?
more serverload usually means more lag and therefore more jumping

Post Fri Feb 16, 2007 5:39 am

>ur joking right? more serverload?

No Im not joking. First, on servers where only a few payers are online anyways (like <10), serverload does not really matter because you will not feel the difference between 10 or 20 msec.
Second, there is a reason I call this a weird bug because I have actually seen it. I once ran a pvp server as stated and the problems with this bug were massive when just 1to4 players were online. The only way to "solve" this bug partially was by increasing the serverload or better: give the server sth to do.

Now as Im thinking of it I got an idea of why this bug could happen. The internal tick rate of the flserver is dynamic, meaning the less the flserver has to calculate, the faster it ticks.. now there is obviously a sleep limit so the server does not consume 100% cpu when doing nothing, but i think there was something screwed. Like every few ticks there was a fast-tick that should have been delayed.. maybe this is confusing the PhySys Engine.
mmhm.. but somehow I dont have the motivation right now to test this thoroughly..

Post Fri Feb 16, 2007 5:57 am

In the FL Server options I have a player maximum of 2,
because only 2 players are playing.

Does this limit affect the server load?

My network cards, drivers and cables are OK, so the hardware is not
the reason for the "jumping" missiles.

Does this problem rather occur on Online servers than on LAN servers?

Post Fri Feb 16, 2007 6:24 am

hmmm possible... it could be some kind of delay when increasing the cpu usage

honestly i cant say because i never tested it with just a few players... but i experienced the same when many players are online
not to mention the memory leak that FL has and which is causing lag after some time if the server is not going to be "refeshed"

the net-engine of FL is very weird ^^

Post Fri Feb 16, 2007 6:31 am

Is the FL server influenced in any way when running game and server on
the same PC? I mainly have this combination, while playing the server is
minimized.

But running the game should not stress the FL server. In my case there
are only 2 players and the server load is about 3 - 5 ms.

Post Fri Feb 16, 2007 6:46 am

try pasting this over the matching section in freelancer.ini

replaced } with square brackets
{Initial MP DLLs}
path = ..\dlls\bin
DLL = Content.dll, GameSupport, HIGHEST
DLL = Content.dll, SpaceSupport, NORMAL
DLL = Content.dll, BaseSupport, BELOW_NORMAL
DLL = Content.dll, SpacePop, NORMAL
DLL = Content.dll, AISandbox, NORMAL
DLL = Content.dll, TestAutomation, BELOW_NORMAL
DLL = Content.dll, BasePop, LOWEST

and also try pasting this into constants
{PhySysConsts}
DEFAULT_LINEAR_DAMPING = 0.100000

hope that helps - i have lots more constants but can't think of any that would affect missiles

Edited by - Cold_Void on 2/16/2007 6:46:54 AM

Return to Freelancer Technical Issues