![]() ![]() ![]() The best option to mitigate network lag is firstly to all use the same server (as this removes server->server lag) and then to adjust the lag settings in the Multiplayer menu (see ) This is with a 60ms ping to the FGMS - using the same server on different (incoming) ports. I've measured roundtrip time as upto 2000ms typically ~1700ms on my system running two FG instances. formation flight or dogfights).įor me it's the FGUK Saturday night flights that truly can stress MP and show problems with variable latency because there can often be more than 10 players in close formation OPRF is not often as much about formations except for tanking and variable latency isn't something that I've often had a problem with probably because mostly ORPF events use a dedicated single MP server. ![]() Since especially for military flight operations (e.g. I am not sure how often this happens these days.Īmue wrote in Fri 9:47 pm:Lag is not aircraft specific. It can easily be spotted in older YouTube videos, for example the FGUK Saturday night flights. In essence, someone in the group would suddenly zoom forward or back half a mile or more within a a couple of seconds and then jump back and forth for some seconds before stabilizing. Since we often flew high performance aircraft a bit of acceleration/deceleration together with some ping time jitter would lead to of "rubberbanding" for some of the pilots. I have not flown in FlightGear for years, but I often flew with others in multiplayer. amue Posts: 80 Joined: Tue 10:13 amĪmue wrote in Fri 9:47 pm:2.) Display the multiplayer aircraft in the "present" time by extrapolating (predicting) the position/orientation of the aircraft from the last received network package. Therefore I assumed that the OPRF guys are using option 2.) And in this case I wanted to know how they cope with jumpy aircraft. formation flight or dogfights) I thought it's important to have the aircraft shown in the present time and not in the past. This gives you relatively smooth aircraft movements, but you see the aircraft where it was in the past and not where it is in the present time.Ģ.) Display the multiplayer aircraft in the "present" time by extrapolating (predicting) the position/orientation of the aircraft from the last received network package.īut in this case the aircraft gets jumpy when the aircraft is just put into the new position with each new received network package (because the prediction is not 100% correct especially with maneuvering aircrafts). With the current multiplayer implementation in FlightGear you have two choices:ġ.) Display the multiplayer aircraft in the "past" by interpolating the position/orientation of the aircraft between already received network packages. Swampthing wrote in Fri 11:24 am:Can you tell me which aircraft you are experiencing lag problems with? ![]()
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