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Out Of Sync...


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#121 FamineXv

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Posted 19 April 2013 - 07:09 PM

idk but it seems to be working for me at least now. at the end of a match i seemed to teleport across the map and back to the base. from than on I was able to play normal matches.

#122 Wintersdark

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Posted 19 April 2013 - 07:10 PM

View PostDangerousFat, on 19 April 2013 - 07:05 PM, said:


That's what I'm leaning towards.
Nope.

I'm not with AT&T, nor does my route cross their systems at all (I'm in Calgary, Alberta, Canada)

#123 Aklor

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Posted 19 April 2013 - 07:12 PM

I am able to play now, maybe too many online players causing problems?

#124 DangerousFat

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Posted 19 April 2013 - 07:17 PM

View PostWintersdark, on 19 April 2013 - 07:08 PM, said:

support had me tracert to 70.42.29.65.


I'm request timing out to that IP. So for me at least, it appears to be the same issue I and many others in Texas have on and off connecting to Star Trek Online.

#125 ElLocoMarko

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Posted 19 April 2013 - 07:25 PM

I'm having problems from Denver CO.

When I run this multiple times I often get a drop out in #3 but then some awkward pauses down in 8,9,10.

Tracing route to 70.42.29.65 over a maximum of 30 hops

1 5 ms 47 ms 5 ms 192.168.1.1
2 69 ms 27 ms 29 ms 67.172.148.1
3 17 ms 32 ms * te-7-2-ur04.arvada.co.denver.comcast.net [68.85.107.245]
4 52 ms 46 ms 31 ms te-0-10-0-2-ar02.aurora.co.denver.comcast.net [68.86.179.113]
5 50 ms 16 ms 38 ms he-3-4-0-0-cr01.denver.co.ibone.comcast.net [68.86.90.149]
6 20 ms 51 ms 16 ms xe-3-0-0-0-pe01.910fifteenth.co.ibone.comcast.net [68.86.82.26]
7 * 14 ms 35 ms 173.167.58.162
8 112 ms 38 ms 53 ms if-4-0-1-0.tcore1.CT8-Chicago.as6453.net [209.58.57.130]
9 68 ms 68 ms 66 ms if-9-1-0.core4.TNK-Toronto.as6453.net [63.243.172.33]
10 63 ms 69 ms 79 ms ix-4-0-3.core4.TNK-Toronto.as6453.net [216.6.49.2]
11 69 ms 81 ms 69 ms border1.te9-1-bbnet2.tor001.pnap.net [70.42.24.196]
12 67 ms 98 ms 145 ms 70.42.29.65

Trace complete.

Edited by ElLocoMarko, 19 April 2013 - 07:36 PM.


#126 Dimento Graven

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Posted 19 April 2013 - 07:26 PM

tracert 70.42.29.65
Tracing route to 70.42.29.65 over a maximum of 30 hops
1 3 ms 1 ms <1 ms home [192.168.1.254]
2 1148 ms 1174 ms 1103 ms 99-7-64-3.lightspeed.rcsntx.sbcglobal.net [99.7.64.3]
3 * * * Request timed out.
4 26 ms 28 ms 21 ms 12.83.80.165
5 25 ms 25 ms 22 ms 12.122.212.13
6 * * * Request timed out.
7 54 ms 51 ms 50 ms 64.86.78.5
8 78 ms 80 ms 78 ms if-6-1-0.core4.TNK-Toronto.as6453.net [63.243.172.37]
9 65 ms 62 ms 63 ms ix-4-0-3.core4.TNK-Toronto.as6453.net [216.6.49.2]
10 64 ms 63 ms 64 ms border1.te7-1-bbnet1.tor001.pnap.net [70.42.24.132]
11 65 ms 67 ms 67 ms 70.42.29.65
Trace complete.

#127 Hood

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Posted 19 April 2013 - 07:45 PM

The request timed out is not abnormal. A lot of companies will suppress the ping because they do not want to get attacked with ping blasts. So if you see that it could be they are just not replying.

#128 Viper69

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Posted 19 April 2013 - 07:57 PM

Anyone ever think that these "Tournaments" are a way to stress test some of the inner workings? I imagine they are gathering data during heavy loads to see where they need work at.

#129 Frisk

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Posted 19 April 2013 - 08:03 PM

View PostViper69, on 19 April 2013 - 07:57 PM, said:

Anyone ever think that these "Tournaments" are a way to stress test some of the inner workings? I imagine they are gathering data during heavy loads to see where they need work at.


That's the spirit... optimistic! bravo.

#130 Steel Fenix

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Posted 19 April 2013 - 08:32 PM

Just logged in again and it seems to be working, albeit for one match so far. will continue to see if it holds up.

Edited by Steel Fenix, 19 April 2013 - 08:37 PM.


#131 John Bronco

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Posted 19 April 2013 - 08:44 PM

working for me now

#132 Kin3ticX

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Posted 20 April 2013 - 12:09 AM

I didnt even see this thread here about this is General Forums. There is a thread called Rubberbanding in the patch forums that I have been posting in with the exact same issues.

Edited by Kin3ticX, 20 April 2013 - 12:09 AM.


#133 Budor

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Posted 20 April 2013 - 01:16 AM

I have no rubberbanding or lag atm., playing from berlin:

Posted Image

I had to play over a VPN regularly due to massive lags a few months back. HotspotShield (free) worked like a charm.

Edited by Budor, 20 April 2013 - 01:19 AM.


#134 Echo6

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Posted 20 April 2013 - 03:16 AM

Working okay now. Haven't changed anything.

#135 ElLocoMarko

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Posted 20 April 2013 - 06:39 AM

It is still all messed up.

Yes, it magically fixed itself. It was an internet hardware problem somewhere between a lot of us and Toronto Cananda. Seeing as there were reports from WI, CO, Calgary... it was very likely pretty close to PGI but Europe and others seemed unaffected so it probably wasn't right at the internet service provider of Piranha Games.

"Rubberbanding" (some call it massive warping) is caused when your computer loses several packets from the server and just starts simulating everything all by itself. Enemies walk in straight lines or circles or walk in place. When it finally gets a packet from the server everything snaps to its real world positions. Not only was you computer out of date, it was not sending your changes in direction and speed to the server. So the server simulated you and to everyone else in the game it looks like you were walking against a wall or maintaining a curve. But once you get this server packet your mech snaps to its server-side position and you see a rubber-band or warp. Often you will be walking against a wall or facing a completely different direction.

I can get this in a minor way if Windows Update or Steam decides to auto-update in the middle of a match. (usually first match of the day). Turn off anything that takes up bandwitdth. The user above that talked about a torrent client was right. It didn't interfere most of the time until someone in the world decided that they wanted content from his torrent stream and started pulling from it. But local bandwith siphons are temporary. Faulty hardware in a trunk close to PGI was most likely the cause and it is fixed.

These things happen and they also tend to go away in a matter of hours.

Edited by ElLocoMarko, 20 April 2013 - 12:07 PM.


#136 Wintersdark

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Posted 20 April 2013 - 07:42 AM

View PostElLocoMarko, on 20 April 2013 - 06:39 AM, said:


"Rubberbanding" (some call it massive warping) is caused when your computer loses several packets from the server and just starts simulating everything all by itself. Enemies walk in straight lines or circles or walk in place. When it finally gets a packet from the server everything snaps to its real world positions. Not only was you computer out of date, it was not sending your changes in direction and speed to the server. So the server simulated you and to everyone else in the game it looks like you were walking against a wall or maintaining a curve. But once you get this server packet your mech snaps to its server-side position and you see a rubber-band or warp. Often you will be walking against a wall or facing a completely different direction.


This is what was different for me. It wasn't normal rubber banding - enemies didn't walk in straight lines or circles; they'd continue to move and fight as normal. Other people would see me in my proper location (not what I'd see), and this actually enabled some kind of messed up ghost scouting - I'd be able to view actual enemy movements as if I where there, when I was actually somewhere else entirely.

That's why this was so f*cked up. It wasn't a full desync that you get from a very bad lag spike or what have you, and unless you tried to actually fire at someone - or where on voice comms with someone who thought to ask why you were walking into a building or something equally random - there was no way to know that your local position didn't match your server side position.

Well, unless you tried to zoom, typically there was a huge delay to zooming (if it happened at all). And by huge I don't mean a second or so, but often 30+ seconds, sometimes simply taking longer than the match was long.

And, again, this has happened intermittently for me since the Apr 2nd patch.

#137 Honey Badger

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Posted 20 April 2013 - 08:00 AM

I had issues with this yesterday, after I updated my Microsoft.Net Framework 4 client. I had to allow the MWO client through my firewall, in order to get my synchronization back. It did seem like this whole week that I've been having issues with MWO client lock-ups and funky stuff, like map and building rendering bugs, but that sync bug make the game absolutely unplayable.

Hope that information helps!

#138 LikeAKnife

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Posted 20 April 2013 - 08:08 AM

Tried it just now, It is still not working. Someone had a theory that it is worse when playing with higher ping players. My ping is always 50-70 but in the last game, there were some 150 and one 250 ping player.

#139 M4NTiC0R3X

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Posted 20 April 2013 - 08:45 AM

I didn't quite catch all that but I to have experienced the 5 - 10 second zoom effect... gotta keep readin.

Assumed it was my ping and moved on, but the game registered my ping as okay. Needless to say that 'match didn't go so well for me however my mates did just fine.

#140 Jelo

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Posted 20 April 2013 - 09:59 AM

My lag spike starts when I see my first enemy mech. Then I get 4-5 seconds spikes. Last night I teleported an entire grid square after the server caught up. Funny thing is it comes and goes. I was somehow able to do 742 damage and get 4 kills in a few moments of clarity. The game has been almost unplayable do to server lag lately.





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