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Can I Haz Some Hitreg Please?


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#41 LordNothing

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Posted 21 May 2018 - 01:29 PM

idk, i just hit a not moving spider square in the st with a pair of hlls and nothing happened.

#42 IIXxXII

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Posted 21 May 2018 - 01:55 PM

View PostCara Carcass, on 21 May 2018 - 01:28 PM, said:

i also looked at duplicate packets, packets that are sent in the wrong order and so on.... however, my tool tells me its tcp not udp - i am a bit concerned about that.


If he is right and it is UDP there are zero checks to ensure packets are received. Its not like TCP where there are ACK flags to ensure packet uniformity.

Also I hate to say this, one of the main causes of spontaneous lag out of nowhere are state sponsored surveillance / internet censorship programs. You might try tracert to see how many places your connection is being routed through.

Australian gamers have a severe problem with state surveillance/internet censorship. Its so bad PGI had to move the oceanic server to australia as their surveillance/censorship routing inflates ping via a significant margin.

#43 Dr Cara Carcass

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Posted 21 May 2018 - 02:00 PM

View PostIIXxXII, on 21 May 2018 - 01:55 PM, said:


If he is right and it is UDP there are zero checks to ensure packets are received. Its not like TCP where there are ACK flags to ensure packet uniformity.

Also I hate to say this, one of the main causes of spontaneous lag out of nowhere are state sponsored surveillance / internet censorship programs. You might try tracert to see how many places your connection is being routed through.

Australian gamers have a severe problem with state surveillance/internet censorship. Its so bad PGI had to move the oceanic server to australia as their surveillance/censorship routing inflates ping via a significant margin.


I read that the tracert command used in windwos command console shows you the route, but my tool does this on its own. I maan i only got the test version, but a full licence would be 30k, so i cant get that. But i can see the route and its always tehs ame route. Be it in a match where everything is fine or a match where i have 50% of my laser volleys not registering.

However that sourveillance rerouting is a very interesting thing, i want to know more about it *click*.

Edited by Cara Carcass, 21 May 2018 - 02:01 PM.


#44 Jackal Noble

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Posted 21 May 2018 - 02:12 PM

View PostCara Carcass, on 21 May 2018 - 01:28 PM, said:


1.) I do press R - if you had watched the video carefully you could have seen me getting targets.

thats the main problem thats why i answerted a bit frustrated. You acuse me of not pressing r, whe you can see that i do get locks.

2.) Your mindset is ****** in the same way, you rely on others getting locks for you while you are not shareing armor, hiding behidn a rock.
You frustration is the frustrastion of an player who hides in an lrm boat behind a hill and lets the team do the dying becacuse aiming is hard and lrms are so easy - when we lose its coz of locks.... i know these responses quite well.

3.) I work with other teammates, i use the command wheel i write in the chat what i think would be a good position or where a lot of enemys are. Your post here comes totally out of nowhere. Just watch the video again, i actuall y press r when i have a hand free and not turning to the right.

4.) this thread is about hitreg - perhaps shut up about that point now? you had enough time in the spotlight, to make a complete *** off yourself now.




Ok cool, you could have just said that you utilize locking instead of vehemently defending and countering with the videos that you presented which don't really show that behavior.
It's funny that because I pointed that out, you immediately lumped me as an lrm boat fanatic. I'm not at all, and typically am a front line pilot. Do I have some lrm boats for shenanigans? absolutely, and when I use them they all have secondary weapons and are front-second line.
This is like your third such thread regarding hit reg, and while I have experienced my fair share of hit reg issues and usually agree with some of your points. So, so jaded.

Further using the command wheel with locking is best, as using the command wheel still doesn't really show info on targeted mech, and thus prevents seeing where it is damaged.

Edited by JackalBeast, 21 May 2018 - 02:11 PM.


#45 IIXxXII

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Posted 21 May 2018 - 02:26 PM

View PostCara Carcass, on 21 May 2018 - 02:00 PM, said:

However that sourveillance rerouting is a very interesting thing, i want to know more about it *click*.


You wont find published info on this. The australian government blames a "damaged" undersea cable. A cable which was supposedly damaged years ago and never repaired.

High ping for australians began when there was a big push for internet surveillance/censorship. There likely are a number of super injunctions (gag orders) in place which make it illegal for anyone directly involved to discuss it.

The way its possible to know a damaged cable is not @ fault here is the high ping and lag only affects some australian ISP's. It doesn't affect them all the way it would if a cable were damaged. Occam's razor says the simplest solution is the aussie gov implemented internet surveillance/censorship, which is the source of inefficient and unnecessary "internet routing" then they lied about it and hit everyone who could go public on this with a gag order guaranteeing they wind up in prison if they say a word about it.

Its a conspiracy theory but I think I'm right here. *shrug*

View PostCara Carcass, on 21 May 2018 - 02:00 PM, said:


I read that the tracert command used in windwos command console shows you the route, but my tool does this on its own. I maan i only got the test version, but a full licence would be 30k, so i cant get that. But i can see the route and its always tehs ame route. Be it in a match where everything is fine or a match where i have 50% of my laser volleys not registering.

However that sourveillance rerouting is a very interesting thing, i want to know more about it *click*.


Tracert/ping could tell a different tale from the statistic you're citing on 0.125% packet loss. It might be worth checking on default windows tools as it is free last I checked?

It might be worth noting some australians recorded as high as 400 ping to singapore (it only affected some australian isps, not all which rules out a general purpose undersea cable being at fault).

Chinese gamers also have issues with high ping due to state surveillance(aka "great firewall of china"). AFAIK surveillance is the only thing which produces the type of extremely high pings australians and chinese cope with.

#46 Dr Cara Carcass

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Posted 21 May 2018 - 02:30 PM

View PostJackalBeast, on 21 May 2018 - 02:12 PM, said:


Ok cool, you could have just said that you utilize locking instead of vehemently defending and countering with the videos that you presented which don't really show that behavior.
It's funny that because I pointed that out, you immediately lumped me as an lrm boat fanatic. I'm not at all, and typically am a front line pilot. Do I have some lrm boats for shenanigans? absolutely, and when I use them they all have secondary weapons and are front-second line.
This is like your third such thread regarding hit reg, and while I have experienced my fair share of hit reg issues and usually agree with some of your points. So, so jaded.

Further using the command wheel with locking is best, as using the command wheel still doesn't really show info on targeted mech, and thus prevents seeing where it is damaged.


Yebus motherkissing christina - do you really want to educate me about how to use locks and the command wheel?
Do you think that you know something i do not know?

Lets say you watched my videos, then you can see that in over 90% of the cases i actually press r.
Its just that on canyon, the wrong mech gets locked, when i walk around the corner, nicely visible when you have the longer version, which granmted you dont have. I was so frustrtated about hitreg, that i forgot to press it again. The dire that is shut down in the basement cannot be targeted, and with a standing of 10-3 with the last two mechs already beaten and within 50m of each other there is not much to do. On crimson manny mechs died so fast, that i couldnt press r in the end - al other cases i immediately get locks. Loock how fast i locked that shadowcat on hpg. i always do that.

Why did i assume you are a lrm jockey? because those are the ones that normally complain the instance your lock ratio drops to 99.9999% instead of 100%.

And lets be honest, if you read your first post again, why shouldnt i poke around a bit to see if the shoe fits.

View PostIIXxXII, on 21 May 2018 - 02:26 PM, said:


You wont find published info on this. The australian government blames a "damaged" undersea cable. A cable which was supposedly damaged years ago and never repaired.

High ping for australians began when there was a big push for internet surveillance/censorship. There likely are a number of super injunctions (gag orders) in place which make it illegal for anyone directly involved to discuss it.

The way its possible to know a damaged cable is not @ fault here is the high ping and lag only affects some australian ISP's. It doesn't affect them all the way it would if a cable were damaged. Occam's razor says the simplest solution is the aussie gov implemented internet surveillance/censorship, which is the source of inefficient and unnecessary "internet routing" then they lied about it and hit everyone who could go public on this with a gag order guaranteeing they wind up in prison if they say a word about it.

Its a conspiracy theory but I think I'm right here. *shrug*



Tracert/ping could tell a different tale from the statistic you're citing on 0.125% packet loss. It might be worth checking on default windows tools as it is free last I checked?

It might be worth noting some australians recorded as high as 400 ping to singapore (it only affected some australian isps, not all which rules out a general purpose undersea cable being at fault).

Chinese gamers also have issues with high ping due to state surveillance(aka "great firewall of china"). AFAIK surveillance is the only thing which produces the type of extremely high pings australians and chinese cope with.


yeah teh windwos resource monitor works fine too, but teh freeware version of the tool has a lot more options and events it can trace.

Edited by Cara Carcass, 22 May 2018 - 03:10 AM.


#47 LordNothing

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Posted 21 May 2018 - 02:56 PM

View PostIIXxXII, on 21 May 2018 - 01:55 PM, said:


If he is right and it is UDP there are zero checks to ensure packets are received. Its not like TCP where there are ACK flags to ensure packet uniformity.

Also I hate to say this, one of the main causes of spontaneous lag out of nowhere are state sponsored surveillance / internet censorship programs. You might try tracert to see how many places your connection is being routed through.

Australian gamers have a severe problem with state surveillance/internet censorship. Its so bad PGI had to move the oceanic server to australia as their surveillance/censorship routing inflates ping via a significant margin.

its always udp, tcp would double pings (requires acknowlege). though packets are timestamped and probibly indexed as well such that if one gets lost it can interpolate from the last one.

tcp is probibly used for other non-time sensitive parts of the game, like accessing the data base so you can see your stuff or make changes to loadout, logging stats, etc.

the problem with australia is if you look at a globe, you got this land mass surrounded by this big blue thing which causes a lot of ping because its big. only thing you can do is hope somone comes up with a neutrino based through planet trasciever that would really save everyone a lot of ping times.

Edited by LordNothing, 21 May 2018 - 03:36 PM.


#48 Dr Cara Carcass

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Posted 21 May 2018 - 03:04 PM

View PostLordNothing, on 21 May 2018 - 02:56 PM, said:

its always udp, tcp would double pings (requires acknowlege). though packets are timestamped and probibly indexed as well such that if one gets lost it can interpolate from the last one.


makes sense, but then how do i get a packet loss measurement at all?

#49 LordNothing

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Posted 21 May 2018 - 03:40 PM

View PostCara Carcass, on 21 May 2018 - 03:04 PM, said:


makes sense, but then how do i get a packet loss measurement at all?


just stick a unique number at the beginning of the packet. so if you get 103 and 105 but dont get 104, you know you lost one. udp is usually used in situations where loosing a packing isnt a big deal.

Edited by LordNothing, 21 May 2018 - 03:46 PM.


#50 Stinger554

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Posted 21 May 2018 - 03:53 PM

View PostCara Carcass, on 21 May 2018 - 03:04 PM, said:


makes sense, but then how do i get a packet loss measurement at all?

Wireshark is what I'd recommend. Presuming you get a response for every packet sent, which idk if you will you should be able to see if you don't receive a response for a specific packet.

It'll also tell you if it's UDP or TCP.

For the packet loss where are you seeing the packet loss at? On PGI's servers or just on the route?

#51 Dr Cara Carcass

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Posted 21 May 2018 - 11:31 PM

View PostStinger554, on 21 May 2018 - 03:53 PM, said:

Wireshark is what I'd recommend. Presuming you get a response for every packet sent, which idk if you will you should be able to see if you don't receive a response for a specific packet.

It'll also tell you if it's UDP or TCP.

For the packet loss where are you seeing the packet loss at? On PGI's servers or just on the route?



Thats teh funny part - i had now 4 hours of gameing without any packet loss, but still teh same problems.

#52 Reported for Inappropriate Name

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Posted 22 May 2018 - 04:06 AM

getting it hard today, thought it was just me. Anyway op, don't worry about people telling you its your computer or your connection, fanboys live to victim blame and support staff support the company not the customers, so expecting any sort of resolution in your favor is expecting too much. Just don't give them your money if you're unsatisfied. I'm sure someone around here who dilligently buys every grabdeal will pick up the server cost slack anyway, game quality irregardless.

Edited by Battlecruiser, 22 May 2018 - 04:17 AM.


#53 CygnusX7

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Posted 22 May 2018 - 04:50 AM

PGI is doing it just to you Cara. It's their way getting revenge on you for hating on the game so much.

#54 Weeny Machine

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Posted 22 May 2018 - 05:03 AM

Today an assault thought it fun to test his alphas in while we were walking towards the general direction of the sea at Crimson Straits. Of course, his alpha hit my light mech. I turned around and fired 5 x 6 MPL into his CT because I was really angry.

5 * 6 = 30 right?

Nope. I did 26 team damage.

So, hitreg doesn't even work with short duration weapons being fired point blank in an environment where I was most likely the only one shooting.

Thumbs up

#55 Tarogato

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Posted 22 May 2018 - 06:04 AM

To be clear, I wouldn't call this "hitreg" issues. I don't see any hitreg issues in any of the 5 or 6 videos you have uploaded. I suspect what's happening is that your action of firing the shot is never reaching the server. Packet loss. This is why your heat bar "resets" after firing a group of lasers - because you never fired them in the first place. The heat bar checks in with the server periodically, and when it says 20% heat, the server says "nope, I didn't notice you firing anything, you've been 0% heat all along."

You said you're playing with 0.15% packetloss, and for me personally that's enough packetloss for me to notice issues. I start teleporting and my ping often goes unstable. I can only play on 0% packetloss. That said, I've never had problems with shots not being sent to the server like that. This is an unusual manifestation, I've never seen recordings like this before.

#56 Verilligo

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Posted 22 May 2018 - 06:10 AM

View PostBush Hopper, on 22 May 2018 - 05:03 AM, said:

Today an assault thought it fun to test his alphas in while we were walking towards the general direction of the sea at Crimson Straits. Of course, his alpha hit my light mech. I turned around and fired 5 x 6 MPL into his CT because I was really angry.

5 * 6 = 30 right?

Nope. I did 26 team damage.

So, hitreg doesn't even work with short duration weapons being fired point blank in an environment where I was most likely the only one shooting.

Thumbs up

Did you aim your shot before firing or did you slide the lasers across his front a little bit and hit more than one section? Reason I ask is that it feels like if you cross multiple components of a mech with lasers, there's a chance you can actually lose damage for not having the laser "on component" for the specific interval of time that a tick of damage is dealt. There have been several times where I've fired a 48 damage laser vom alpha at a bright cherry red CT assault and yet somehow still not depleted that single point of structure that must be hanging on for dear life, mostly because my lasers got slid around a bit from being at a high speed.

Not to say that's at all related to Cara's issue, though. Cara's issue is clearly worse than hit reg, this looks more like fire reg. That's the only way I can explain the heat buildup rewinding like that, it seems like the client side is acknowledging you fired a shot, but the server says "sorry, I didn't see it, so it didn't happen." Probably the reason the gauss isn't giving you the same trouble is because it's forcing the server to do a trajectory calculation, rather than just a travel time check like with PPCs. Curiously enough I'd expect the cooldown on the lasers to also reset, but apparently that's strictly a client side check?

<sarcasm>Time to update your edition of AutoCad so you can decrease gauss cooldown by 1000% while you're haxing your headshots.</sarcasm>

#57 Dr Cara Carcass

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Posted 22 May 2018 - 06:11 AM

View PostTarogato, on 22 May 2018 - 06:04 AM, said:

To be clear, I wouldn't call this "hitreg" issues. I don't see any hitreg issues in any of the 5 or 6 videos you have uploaded. I suspect what's happening is that your action of firing the shot is never reaching the server. Packet loss. This is why your heat bar "resets" after firing a group of lasers - because you never fired them in the first place. The heat bar checks in with the server periodically, and when it says 20% heat, the server says "nope, I didn't notice you firing anything, you've been 0% heat all along."

You said you're playing with 0.15% packetloss, and for me personally that's enough packetloss for me to notice issues. I start teleporting and my ping often goes unstable. I can only play on 0% packetloss. That said, I've never had problems with shots not being sent to the server like that. This is an unusual manifestation, I've never seen recordings like this before.



Ahh tarogato - always only reading half the posts and filtering out what you want to see....

I also stated that over many hours i also played with 0% packet loss and htat i have the same behaviour regarding the hitreg. As you can also see in ym videos it hits lasers which ahve a burn time way harder than gauss, which work perfectly without a single hickup in a game while teh alsers lose between 5-10 burn in teh same game.

Also sometimes when i want to place an arty it takees about 4-5 seconds of constantly hammering the button, before it places the arty while the rest of teh game works just fine. White knights gonna white knight i guess.

Also read about teh part where i said that i ahd times where 1% packet loss was working better than the time i experienced 0.15%.

But to be perfectly clear, over the day my packet loss is anywhere between 0% and 0.15% and the packet loss does not correlate with teh hitreg problems.

Edited by Cara Carcass, 22 May 2018 - 06:18 AM.


#58 Dr Cara Carcass

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Posted 22 May 2018 - 06:17 AM

View PostVerilligo, on 22 May 2018 - 06:10 AM, said:

Did you aim your shot before firing or did you slide the lasers across his front a little bit and hit more than one section? Reason I ask is that it feels like if you cross multiple components of a mech with lasers, there's a chance you can actually lose damage for not having the laser "on component" for the specific interval of time that a tick of damage is dealt. There have been several times where I've fired a 48 damage laser vom alpha at a bright cherry red CT assault and yet somehow still not depleted that single point of structure that must be hanging on for dear life, mostly because my lasers got slid around a bit from being at a high speed.

Not to say that's at all related to Cara's issue, though. Cara's issue is clearly worse than hit reg, this looks more like fire reg. That's the only way I can explain the heat buildup rewinding like that, it seems like the client side is acknowledging you fired a shot, but the server says "sorry, I didn't see it, so it didn't happen." Probably the reason the gauss isn't giving you the same trouble is because it's forcing the server to do a trajectory calculation, rather than just a travel time check like with PPCs. Curiously enough I'd expect the cooldown on the lasers to also reset, but apparently that's strictly a client side check?

<sarcasm>Time to update your edition of AutoCad so you can decrease gauss cooldown by 1000% while you're haxing your headshots.</sarcasm>


Thx for the hackusations man i really need that with the state of the game atm....

I would reflect a bot about waht sarcasm is. Just writeing sarcasm on off doesnt take away from the accusation....

#59 Tarogato

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Posted 22 May 2018 - 06:20 AM

View PostCara Carcass, on 22 May 2018 - 06:11 AM, said:

Also sometimes when i want to place an arty it takees about 4-5 seconds of constantly hammering the button, before it places the arty
This happens to me as well. I always hammer it three or four times just to be sure. Dunno what it is about strikes in particular.



I still think you're dropping packets. Have you been in direct contact with PGI? It might be a good idea to get in a private lobby with them and see if you can reproduce the issue like you did with that Uziel.

#60 Tarogato

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Posted 22 May 2018 - 06:27 AM

View PostVerilligo, on 22 May 2018 - 06:10 AM, said:

Did you aim your shot before firing or did you slide the lasers across his front a little bit and hit more than one section? Reason I ask is that it feels like if you cross multiple components of a mech with lasers, there's a chance you can actually lose damage for not having the laser "on component" for the specific interval of time that a tick of damage is dealt. There have been several times where I've fired a 48 damage laser vom alpha at a bright cherry red CT assault and yet somehow still not depleted that single point of structure that must be hanging on for dear life, mostly because my lasers got slid around a bit from being at a high speed.

I have never experienced any issues like this. Quite the contrary - when I'm desperate to kill a mech that is cherry red, or if I am trying to deny a cap point, I tend to wave my lasers around a bit, because I know it will only take one or two ticks to get the job done. It's always worked out for me.





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