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Connectivity Hotfix!
#81
Posted 27 April 2013 - 01:40 PM
#82
Posted 27 April 2013 - 04:21 PM
#83
Posted 27 April 2013 - 06:19 PM
#84
Posted 27 April 2013 - 07:30 PM
Usually I don't have any issues, but once in a while I get a round that is unplayable. I just had one such round.
I got circled to death by a RVN while I was in a STK with 5 LL. Granted that I had sustained damage already, but the exchange still took a good 40 seconds. From my point of view I hit him with most of the duration of all 5 LL enough times to kill him twice over, yet he barely sustained any damage.
I have a R.A.T 7 with a lot of ability to on-the-fly change mouse resolution, so I can easily switch the the proper resolution to hold my shots on the RVN. I am not sweeping wildly across it and exaggerating when I say "most of the duration".
#85
Posted 27 April 2013 - 07:47 PM
#86
Posted 27 April 2013 - 07:49 PM
#87
Posted 27 April 2013 - 07:50 PM
Tenzek, on 27 April 2013 - 07:30 PM, said:
I have a R.A.T 7 with a lot of ability to on-the-fly change mouse resolution, so I can easily switch the the proper resolution to hold my shots on the RVN. I am not sweeping wildly across it and exaggerating when I say "most of the duration".
I noticed the same problem with moving Ravens, but not so with other lights.
I can light a Raven with 4 LLs, the affected component heats up to red, and quickly returns back to normal with his paint job barely scratched (well, or cooked). I didn't notice this happening as much with traditionally much faster lights (i.e. Jenners).
#88
Posted 27 April 2013 - 07:55 PM
Noticed since last major patch (not hotfix) that I'll hit a certain time in the evening and everything goes to hell.
Typically ~1am eastern during the week, and tonight it was ~11pm. I played dozens of games, then the clock struck the witching hour and I dropped 3x in a row. That's my limit. I'm not going to continue screwing up other people's play experience being shorthanded because mine decides to start crashing. I'm not going to keep trying at that point.
The hotfix, needless to say, hasn't corrected this. I haven't noticed any more or less rubberbanding, but I'm terrible so may just not notice.
Edited by R 13, 27 April 2013 - 07:55 PM.
#89
Posted 27 April 2013 - 08:45 PM
R 13, on 27 April 2013 - 07:55 PM, said:
Typically ~1am eastern during the week, and tonight it was ~11pm. I played dozens of games, then the clock struck the witching hour and I dropped 3x in a row. That's my limit. I'm not going to continue screwing up other people's play experience being shorthanded because mine decides to start crashing. I'm not going to keep trying at that point.
This might be the problem, actually. Even the forums are terribly slow right now. Perhaps the servers bog down at prime time.
#90
Posted 27 April 2013 - 09:46 PM
- FPS cut in half for the duration of some matches (I run 55-60fps steady windowed 1600x900, and it cuts this to almost exactly 30fps when this issue occurs).
- CTDs. Game was pretty much rock solid for me prior to the hotfix, at least for the last several patches (since let's say the time around when the Jager was released). These are silent CTDs. No error message, nothing, the game just disappears. It usually happens just after being loaded into the map.
Edited by jay35, 27 April 2013 - 09:47 PM.
#92
Posted 28 April 2013 - 03:16 AM
Tenzek, on 27 April 2013 - 08:45 PM, said:
This might be the problem, actually. Even the forums are terribly slow right now. Perhaps the servers bog down at prime time.
It's not the servers it's PGI's Internet service is getting congested, I have had a constant ping going for 3 days and have noticed that the begin to experience packet loss and high latency during internet rushhour ( between 5 pm and midnight).
#93
Posted 28 April 2013 - 03:19 AM
Sturmwind, on 27 April 2013 - 10:40 AM, said:
OmicronOnline[ELogLevel_Error]: [Apr 27 2013 17:39:33 MWOClient.exe ERROR]: Failed to decode incoming packet. Message will be dropped: type=HUB2C::StackContainerListSuccess
Apparently the server sends bad packets as well - it's honestly getting outrageous!
Also nice:
OmicronOnline[ELogLevel_Debug]: Received OnPushNotification: a_Result=EResult_NoSession
OmicronOnline[ELogLevel_Debug]: Performing COmicronOnlineAgent::SendNotification
OmicronOnline[ELogLevel_Debug]: Received OnPushNotification: a_Result=EResult_NoSession
OmicronOnline[ELogLevel_Debug]: Performing COmicronOnlineAgent::SendNotification
OmicronOnline[ELogLevel_Debug]: Received OnPushNotification: a_Result=EResult_NoSession
OmicronOnline[ELogLevel_Debug]: Performing COmicronOnlineAgent::SendNotification
OmicronOnline[ELogLevel_Debug]: Performing COmicronOnlineAgent::SendRetrieveInventoryList
OmicronOnline[ELogLevel_Debug]: Received OnPushNotification: a_Result=EResult_NoSession
OmicronOnline[ELogLevel_Debug]: Received OnPushNotification: a_Result=EResult_NoSession
OmicronOnline[ELogLevel_Debug]: Received OnPushNotification: a_Result=EResult_NoSession
Or just this one:
======== mechlab is loaded in 9.8 sec ========
[Error] Runaway thread
[Error] Runaway thread
[Error] Runaway thread
[Error] Runaway thread
[Error] Runaway thread
UnLoadLevel End: 0.1 sec
Ammo Pool Statistics:
bullet: 18
homingrocket: 0
waypointrocket: 0
javelin: 0
narc: 0
[Error] Runaway thread
[Error] Runaway thread
System Shutdown
[Error] Runaway thread
DXInput Shutdown
Maybe this?
======== mechlab is loaded in 7.9 sec ========
CAccountMgr::OnRetrieveFriendList: Unhandled callback error: EResult_Timeout
The list goes on and on...
The funny part about it though is the fact that 70% of the "Session lost" errors occur when it tries to load my mechs in the mechbay now. The 30% left are CTDs once a game started telling me "Session lost". It's as if it cannot load the mech you selected for the game...database problem?
Prolly you router closing what it thinks is a stale connection in the background, change it to NAT type 3 should fix it.
#94
Posted 28 April 2013 - 08:49 AM
BitMonger505, on 28 April 2013 - 03:16 AM, said:
Either way, the point is that prime time bogs down the servers. Whether the point of failure is the server itself or the connection bandwidth they'll know from their analysis tools.
#95
Posted 28 April 2013 - 09:02 AM
BitMonger505, on 28 April 2013 - 03:19 AM, said:
Sorry to disappoint, on my end there's no problem at all. MWO has full access without any limitations by my router. The game was stable for me 3 patches ago. No crashes or session lost at all. The last 3 or 4 patches this stuff appeared.
EDIT:
Just checked after trying 20 minutes to PLAY the game:
OmicronOnline[ELogLevel_Error]: [Apr 28 2013 17:30:31 MWOClient.exe ERROR]: Failed to decode incoming packet. Message will be dropped: type=HUB2C::UserAccountRetrieveSuccess
OmicronOnline[ELogLevel_Error]: [Apr 28 2013 17:30:31 MWOClient.exe ERROR]: Failed to decode incoming packet. Message will be dropped: type=HUB2C::UserAccountRetrieveSuccess
OmicronOnline[ELogLevel_Error]: [Apr 28 2013 17:30:31 MWOClient.exe ERROR]: Failed to decode incoming packet. Message will be dropped: type=HUB2C::StackContainerListSuccess
OmicronOnline[ELogLevel_Debug]: Received OnRetrieveStackContainerList: a_Result=EResult_Success
OmicronOnline[ELogLevel_Error]: [Apr 28 2013 17:30:31 MWOClient.exe ERROR]: Failed to decode incoming packet. Message will be dropped: type=HUB2C::RetrieveFriendListSuccess
OmicronOnline[ELogLevel_Debug]: Performing COmicronOnlineAgent::SendRetrieveUserAccount
OmicronOnline[ELogLevel_Warn]: [Apr 28 2013 17:30:48 MWOClient.exe WARN]: HandleHeartbeatError called with EResult=EResult_SessionLost
OmicronOnline[ELogLevel_Debug]: COmicronOnlineAgent::OnConnectionLost: a_Result=EResult_SessionLost
This certainly isn't on my end - I -never- had these kind of problems before this just appearead with the last patches (didn't you guys actually switch to .NET 4.0 or something then, too?)
Edited by Sturmwind, 28 April 2013 - 09:41 AM.
#96
Posted 28 April 2013 - 09:10 AM
#97
Posted 28 April 2013 - 01:02 PM
For the first time in a while I was actually having fun, brawling 1-on-1 with a Heavy Metal in my K2, and it was pretty close. Just as we're getting close to finishing one another off, my game crashes.
Having any real fun is so rare since the last patch; kinda sucks that when I do have a little fun, the game crashes.
Also, to the Heavy Metal pilot: It was close, but I think I would have won, though I would have been crippled after.
#98
Posted 29 April 2013 - 02:07 PM
Problem only occurred occasionally throughout the matches, but it was pretty severe when it occurred. Better than last weekend, where the issue occurred non-stop throughout the match. Never had any issues for prior 5 months up until a few weeks ago.
#99
Posted 29 April 2013 - 04:08 PM
FPS still sucks (drops below 10 on frozen shithole, erhm city).
HUD bugs are still there, as frequent as before.
No crashes so far (didn't have them before either).
#100
Posted 02 May 2013 - 12:14 PM
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