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kremator

Dedi server running fine, but tiny rubberbanding - what to change?

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Dear All,

I have my own dedi server and I can run without red chain, even with 200+ AI, but my problem is that when observing AI (from a camera) they will move forward, then bounce back a tiny amount. It looks very odd indeed. I use TADST to run the server and, assuming we start from the default parameters, does anyone know which thing to change ??

Any help gratefully received.

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I wonder if this is actual rubber banding, or a consequence of using a camera to view the AI?

Personally,I reckon there's nothing better than a good mold fashioned setcaptive true and get in amongst them and see what they are doing to observe stuff like this, and to dothis, the NSS admin tool as an absolute Godsend.

http://forums.bistudio.com/showthread.php?166711-NSS-Admin-Console

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Hmm that maybe true TB. Will give that a little go and see how I get on.

Cheers mate.

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try this:

MaxMsgSend=16384;

//MaxSizeGuaranteed=256;

//MaxSizeNonguaranteed=128;

//MinBandwidth=1048576

//MaxBandwidth=10485760;

MinErrorToSend=0.001;

MinErrorToSendNear=0.01;

MaxCustomFileSize=2920000;

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I believe its a problem in the spectate script. Its the same issue when you use admin-spectate in domi.

Xeno did do something to the spectate script that fixed this in the latest domi-ver (2.99u) but the changes also made my

client crash when spectating.

Else try this - somebody did an update on the script, ma have been fixed there.

http://www.armaholic.com/page.php?id=19020

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Dorph;2578998']I believe its a problem in the spectate script. Its the same issue when you use admin-spectate in domi.

Xeno did do something to the spectate script that fixed this in the latest domi-ver (2.99u) but the changes also made my

client crash when spectating.

Else try this - somebody did an update on the script' date=' ma have been fixed there.

[url']http://www.armaholic.com/page.php?id=19020[/url]

I think you're right, I remember reading from somewhere that the warping/rubberbanding issue was caused by network optimization that reduced the update interval of units far away from player (which is mostly great thing imo). Some spectator scripts don't move the player instance but only the view, so if you watch units that are far away from your location with those spectator scripts, they seem to warp because of the reduced simulation/update interval. Use spectate script that moves the player instance with the view and you should be fine.

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Thanks for all the input guys. I'll do a little test later with my default VTS and see what happens.

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