

Speed Cap
#1
Posted 24 February 2015 - 10:18 AM
#3
Posted 24 February 2015 - 10:40 AM
Ecrof, on 24 February 2015 - 10:18 AM, said:
If there was, MASC (and the Flea) probably wouldn't have taken two and a half years to implement.
Edited by stjobe, 24 February 2015 - 10:40 AM.
#4
Posted 24 February 2015 - 11:35 AM
This is an internet game [citation needed] which means that it is a game that is running on multiple computers at once at different speeds frame rates etc... and barring some crazy quantum weirdness you will never be able to get those computers to be perfectly synchronized. A big part building 'good net-code" is finding ways to minimize or compensate for the effects of this this lack of synchronization.
MWO is "server side authoritative" which means that a central computer (at PGI) that acts as final arbiter and resolves any dispute between individual "client instances" (the players) and communicates the status of the game-world to each player. Your "ping" can basically be thought of as a measurement of how "out of synch" your computer's instance of MWO is from the central authority's (PGI's server). The higher your ping the wider the gap.
A mech's speed or (rather it's velocity) is how much it's position changes over time. The faster it is moving the more it's position changes in a given amount of time.
No let us suppose for the sake of argument that you are in a Gauss Sniper taking aim at me. Due to the Desync issues described above your computer's idea of where my mech is in the game world will be slightly different from mine or the server's. If both of are pings are low, the potential error/difference will be small. If one or both of us have higher pings the potential error/difference becomes much bigger.
Anyway, you fire your weapons and now we have a dilemma because the server needs to determine whether or not you actually hit me. In the time it takes to do this my mech might have moved from where you were aiming, causing a shot that showed up on your screen as a "hit" to register as a "miss" on my computer and the server. Slower mech's positions don't change much in the time it takes to resolve a shot (My Atlas moved all of 10 cm? congratulations you're still going to hit me squarely in the CT.) The position of a fast moving light with Jump-Jets on the other hand might change a lot. If I'm running at full-tilt in my Spider, tweaking my jump-jets as I go. I might move as much as a meter or more both laterally and vertically in the time it takes your shot to resolve. As such what looked like a sure leg hit to you, might pass half meter to the left or behind me as far as the server is concerned.
Cue ranting on the forums about crappy code and broken hit boxes...
The "speed limit" is basically an effort to keep this sort of thing in check by limiting the potential magnitude of such errors. I hope that all makes sense.
Edited by HlynkaCG, 24 February 2015 - 11:52 AM.
#6
Posted 24 February 2015 - 04:53 PM

happy hunting mechwarriors
Edited by WazOfOz, 24 February 2015 - 07:27 PM.
#7
Posted 24 February 2015 - 06:57 PM

Edited by Ecrof, 24 February 2015 - 06:59 PM.
#8
Posted 24 February 2015 - 08:13 PM
WazOfOz, on 24 February 2015 - 04:53 PM, said:

happy hunting mechwarriors
Always thought this was the easiest fix...removing Speed Tweak would also help.
#9
Posted 24 February 2015 - 09:12 PM
Its crazy this game works at all with 500+ms pings i see on people.
#10
Posted 24 February 2015 - 09:37 PM
Monkey Lover, on 24 February 2015 - 09:12 PM, said:
Its crazy this game works at all with 500+ms pings i see on people.
With 500 ping I don't know why you would even play.
#11
Posted 24 February 2015 - 10:20 PM
God I'm old
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