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Hostilian

Air to Air Missiles and excessive Lag!

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I have heard that there are some people that use bandwidth limiters to cause deliberate lag and so make them difficult to hit. True or false?

In a recent game, I had an AA Apache helicopter with all 8 AA missiles on board. I fired 3 missiles toward the front of this enemy helicopter (KA50) all missed, the helicopter seemed to jump and stutter (there hadnt been a problem with this player in a chopper before - with respect to lag anyway). Then I fired one from a side aspect - which missed too.

I fired another 4 missiles to his rear - I was dead on behind him and yet all 4 missed. sad_o.gif

Now, Im not sure whether this was a deliberate cheat or not.

However, should there not be some sort of method that allows for lag when firing missiles - so that if we should hit, we do! Either prediction or whatever.

By the way, this had never happened before. The most I had to fire before was 3!

edit: Oh, It was MFCTI 1.16.

Thanks, smile_o.gif

#C

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I have a theory that the cloudlets/smoke produced by the missile cause a bit of CPU lag on the player side and that causes it.

But, I really have no idea what I am talking about. However I know exactly where you are coming from.

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edit: Oh, It was MFCTI 1.16.

Bingo! We have a winner. biggrin_o.gif

Stock MFCTI code is probably the pinnacle of desync-generating gameplay code in OFP missions - hideous amounts of redundant publicVariable calls, so I think the reasons for your AA missiles not hitting home can be sought there rather than in sinister advesarials up to no good.

Were you able to check the desync numbers for the players and the server framerate at the time? I'd look at that first. However, cheating seems abundant - a loser born every day, so I'm not ruling that out either.

There are several efforts out there in making a less "desyncy" CTI and I suppose the most well-known one is CRCTI. I'm sure the more CTI-savvy readers of this forum can tell you more about what's out there.

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edit: Oh, It was MFCTI 1.16.

Bingo! We have a winner. biggrin_o.gif

Stock MFCTI code is probably the pinnacle of desync-generating gameplay code in OFP missions - hideous amounts of redundant publicVariable calls, so I think the reasons for your AA missiles not hitting home can be sought there rather than in sinister advesarials up to no good.

Were you able to check the desync numbers for the players and the server framerate at the time? I'd look at that first. However, cheating seems abundant - a loser born every day, so I'm not ruling that out either.

There are several efforts out there in making a less "desyncy" CTI and I suppose the most well-known one is CRCTI. I'm sure the more CTI-savvy readers of this forum can tell you more about what's out there.

I tend to stay away from CTI nowadays, the constant lag, desync, and even server resets used to seem normal to me, but then I tried RTS and that hasn't lagged out yet wink_o.gif

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if you see lag you have been playing on lower end servers, when you play on the higher end servers like ours, Kaos, and a few others you wont have as many problems

there are maxMTU limitors out there yes, and no one can denigh that, but OFP stops you from moving in game depending on the amount of dead air it gets from ther server

unpluging your cable modem some times causes the same side effect and you can move (you have to turn it back on fast)

both results in you sitting in one space at dead stop

the ban width limitors act in a different way, they reduce your out put, and you can do any thing from money cheat to chopper hopping as you described above, but of you are playing on a crap server there is not much you can do except blame lag because it probley is one of two types of Lag

CPU lag or Line Lag (there is a 3rd which is vid lag but this would not be one of the reason as it's just you vid card, if you fire a missle it will still hit the enemy if your vid is lagging the other two will not)

by playing on high end servers for CTI you have allot less problems, and it is easier to spot the lag cheaters - they tend to be the ones that get bitchy because the Vulcans actually shot them down B4 they make thier 1st attack run, this is due to the faster CPU power, slower servers will have other shit to do at the same time when calculating the firing arc of AAA causing them to miss

and they tend to be the ones that can produce 1 chopper per with only 3 towns smile_o.gif we have seen it (3x250 = 750 pm and not 10,000)

we actually have calculations charts to tell us what an enemy can produce min and max per minute (secret stuff but easy to make)

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Been a while... smile_o.gif

But to get back to you;

The server was fine, this particular lag burst was well-out of the ordinary. The player in question was normally fine, when he wasnt in the air.

Other players in choppers were fine.

Thinking a bit outta the box here, but.

Any way of a server checking for this.. Maybe calculating a players average ping and bandwidth and noticing when they drop or change significantly.

#C

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