Simulation load affecting physics damage

Stein Beuge shared this bug 3 days ago
Submitted

I've been playing on vanilla Keen servers recently, and have noticed that lag can cause damage to be calculated incorrectly. The bug has been minimised over some patches and isn't as common as it once use to be, however it can still occur during moments when the Server Thread Load is over 100% even when Simulation Time seems stable.


If the game is lagging when a minor impact or scrape is happening at usually safe low speeds, the damage is amplified greatly, leading to massive damage throughout a ship. It can be confirmed by looking at a damage ship and noticing how the usually protected parts are damaged compared to armor blocks protecting it, as well as larger amounts of deformation compared to regular armor block damage (reduction of plates and weld state)


It seem like during these spikes, the damage is calculated multiple times, or the damage vectors grow based on the time it was lagging. it could also possibly be that the ship builds extra momentum during the spikes, which is resolved in to large damage impulses when the server catches up.

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