This object is in archive! 

Fixed weapon Desync in multiplayer servers

[Alt-tron] shared this bug 15 months ago
Won't Fix

Alt-tron here again with another revelation.

So on multiplayer servers everybody's grid will desync when firing because the server does not update the grids rotation unless the ship is under thrust. The solution to this issue is and has always been to add a subgrid to the ship which then synchronises rotation on the server as the subgrid needs to rotate with the main grid.

I see there have been multiple reports of this in the past and Keen staff were not able to reproduce this issue. The reason is that they were not testing on a multiplayer server.

I will attach a link of some poor guy getting his salad tossed by the painful desync of having no subgrid in their ship. Also as a side note floating objects such as scrap metal have physics that absolutely ruin a persons ability to fight or even aim their grid also fixed by adding this subgrid.

https://www.youtube.com/watch?v=RamtqJml7zY

also here is another fight from the perspective of a player who is utilizing the subgrid AJS (anti-Jitter system)

https://youtu.be/SQgO7ttaNDw?si=r4wDMzzPfwAAIfVZ

Replies (2)

photo
1

One thing I can suggest is to add an "empty" to every cockpit or control block that has "main cockpit" set and just like the 2 grids Main grid + Subgrid) needing to sync up, maybe the empty and the main grid need to stay in sync.

photo
1

the same bug report has been shown here https://support.keenswh.com/spaceengineers/pc/topic/24705-ship-aim-desync-projectiles-of-weapons-fired-offset-randomly

please notify me if you are not able to reproduce the bug and i will explain on this further.

The bug can clearly be shown in the first video at the 5.55 mark when a volley of artillery is fired but shoots out in the wrong direction entirely.

https://youtu.be/RamtqJml7zY?si=qfdYVeIkINUL5zyY&t=357

photo
1

Hello, engineer!

Thank you for writing to us.

There could be many reasons that could cause lag/desync/rubber banding (an effect of lag and synchronization in online games) to the connected clients when the dedicated server is overloaded with too many objects (floating objects, destroyed parts of ships floating away), too many gatling guns shooting into ships, explosions, missiles, shooting from a large number of launchers into objects, etc. The solution could be to trash removal (delete floating objects that create lag) or try playing the game on lower graphics settings.

To help us better understand the issue you're encountering, could you kindly provide us with more information?

Did you experience this issue on Keen's Official Server, or were you on a different multiplayer server? Was the other server modded (has active MODs?

Is the issue more noticeable when playing on high graphics settings as opposed to low or mid settings?

Regarding your proposed solution of adding a subgrid, does this resolve the issue permanently, or is it a temporary improvement?

Any additional information you can provide would be greatly appreciated as it will help us resolve the issue more effectively.

Kind regards,

Keen Software House: QA Department

photo
1

Hello Engineer,

as there has been no reply to this thread in some time, we will close it. If you're experiencing this issue, please create a new thread.

Kind regards,

Keen Software House: QA Department

Replies have been locked on this page!