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Well, it's not THAT bad. If the AAR is from a single player scenario, its location is accurate. If it is from a multiplayer session there can be significant discrepancies caused by network latencies.

What a single screenshot doesn't tell however if the mobility kill was the straw that broke the camel's back (IOW if the tank had suffered other damages before (crew, weapon) so that in combination with the mobility damage it was then rated as KO'd.

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Well, it's not THAT bad. If the AAR is from a single player scenario, its location is accurate. If it is from a multiplayer session there can be significant discrepancies caused by network latencies.

Ah sorry for my over simplification.

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Even in a multiplayer AAR the hit location is accurate, it's just the question "whose reality is correct". The shot is being resolved by the shooter, so all hit events should be compiled from the shooting players' machines. This is of course a bit of a practical challenge. Even then you will still face the issue that the position and movement speed of the target at the moment of firing the gun may not be identical with the moment of impact, depending on the network situation. We're using dead reckoning to estimate a unit's location between position updates. In bad cases both shooter and target are under human player control, each with a latency of 300 milliseconds to the host, and two position update packets get lost. In that case it can take up to 1.2 seconds before a change of direction of the target's movement reaches the shooter; obviously, a lot can happen in 1200 milliseconds.

The good news is that we think that with the new network stack packet loss will occur less often, provided that the players enter "reasonable" figures in the bandwidth limitation dialog. Reasonable are about 80...90% of the maximum bandwidth to allow for extra traffic like TeamSpeak.

Speaking of which, we will probably launch the next Open Beta test tomorrow. So it may be a good idea to go to Speedtest.org to check what your upload and download speeds are. (If you're on a TV cable, run the test several times during your typical game times to see how much bandwidth your neighbors consume during that time so you get a realistic value, not the theoretical maximum.)

So, for a 7 MBit down/700kBit up DSL connection, the reasonable bandwidth limit in the corresponding Options > Network menu would be 6300 kBit down, and 600 kBit up.

Also, clients should drop less often from game sessions with the new version.

Note that the coming Open Beta release will be 64 bit only. Anyone with Windows 7-64 can run it, and we would like to encourage everybody to do so. :)

Edited by Ssnake
Up, down - down, up... details matter.
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Speaking of which, we will probably launch the next Open Beta test tomorrow.

OK.

Do you know if that next round (complete with the new version every couple of days) will be finished by the 19th of July?

Otherwise LNoT is going to be impacted.

I wouldn't go so far as to say the previous series created havoc for the TGIF sessions but there certainly were issues because not everybody visits the forum daily (or even weekly/monthly) it seems.

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So, for a 7 MBit up/700kBit down DSL connection, the reasonable bandwidth limit in the corresponding Options > Network menu would be 6300 kBit down, and 600 kBit up.

Aren't most connections likely to be the other way around (i.e. faster download than upload)?

Is there some sort of guide that comes with this new beta so people can set these limits or is it just applying what appears to be a 6/7's rule of thumb above?

So for say 110 Mbps "Down" and 2.5Mbps "Up" it equates to roughly: 9400/200

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Note that the coming Open Beta release will be 64 bit only. Anyone with Windows 7-64 can run it, and we would like to encourage everybody to do so. :)

Sorry last question.

Can people with the 64 Bit Beta participate in sessions with other users running the 32 Bit 3.011?

Or does a given session require everybody to run the 64 Bit Beta or everybody to run 3.011?

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Do you know if that next round (complete with the new version every couple of days) will be finished by the 19th of July?

It will run longer, that's pretty much a given.

We intend to release a new SB Pro PE (free) update in late summer/early autumn, provided that it's smooth sailing with the 64 bit version for at least six weeks, better ten.

If we discover some serious trouble we may need to extend the test phase until mid to late autumn.

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Aren't most connections likely to be the other way around (i.e. faster download than upload)?

Yes, I made a mistake there.

Is there some sort of guide that comes with this new beta so people can set these limits or is it just applying what appears to be a 6/7's rule of thumb above?

The rule is "about" 80...90% of the nominal capacity in both directions. You can leave the corresponding fields with the default zero for "use every amount of bandwidth that you possibly can" but this would actually result in a less optimal performance, likely with more packet loss. In our tests so far packet loss seems to no longer occur at all. This will probably not be like that in larger games - but the programmers apparently managed to figure out a way for much more efficient network sessions, so it's definitely an improvement we think.

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We intend to release a new SB Pro PE (free) update in late summer/early autumn, provided that it's smooth sailing with the 64 bit version for at least six weeks, better ten.

Great news,I take it that it is way to early to talk release notes?:gun:

Cheers,

Mick. :)

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Don't expect new vehicles or substantial new features. This final update will just be this - new network stack, and possibly a 64 bit executable together with a 32 bit version. IMO that's no small thing: 64 bit versions will work much more reliably with large scenarios/map sizes where we're already very close to the 4GByte limit (e.g. the nav mesh for the Revingehed map can not be generated using 32 bit, it will simply run out of memory and crash eventually; we already used a 64 bit version when preparing the 3.002 release).

The new network stack makes online game sessions more stable. Again, there's no serious downside to that. And it's all for free.

That said: We believe that the 32 bit version will die out in the coming years, so we'll continue to support it for a while, but the future belongs to 64 bit.

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NO.

It's either 64 bit for everybody, or the old 3.011.

Ah well you'd better put than in the post in Times New Roman 72 with bold and underline as it will effectively divide the community into two versions.

Things like TGIF will probably have to revert to all 3.011 to maintain numbers or go with the 64Bit version for the testing and hope everybody out there has 64Bit Windows.

I'm not sure what the proportion of 64Bit vs 32Bit users is, but I presume at least some are on 32Bit.

Guess we'll soon find out. :)

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Yes but ideally as a banner or something on the Forum.

Last time we lost maybe 30 mins per TGIF because large %'s of people didn't visit the forum (or at least read the specific thread) and found out "on the day" that either:

1. There was a Public Beta test underway or

2. They needed a newer version than they had because one had come out since they had last looked or

3. The Public Beta had finished and they need to ensure they were back with 3.011.

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Note that the coming Open Beta release will be 64 bit only. Anyone with Windows 7-64 can run it, and we would like to encourage everybody to do so. :)

I have 64 bit Win 7 and will be putting the new beta through its paces soon. :luxhello:

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