Fixed weapon Desync in multiplayer servers
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)
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.
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.
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
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
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