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Author Topic: Multiplayer Issues  (Read 8707 times)

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Offline Asid

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Multiplayer Issues
« on: December 07, 2015, 04:26:43 PM »
This is a discussion about the network code in Steel Beasts and the issues some of us are experiencing when on-line.

As we all know. There are a few MP issues when playing Steel Beasts on-line. It seems they have gotten worse after V3.011. This coincides with the introduction of a new network code.

The anomalies in the network code leads to some peculiar situations. For example host sees an arty attack but client does not. Packet loss is a concern here. With all of the ballistic and LOS calculations carried out, any loss of packets would lead to errors. This could manifest itself in missed shots. Not seeing enemy when it is spotted etc.

What is your experience?

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Offline Cougar11

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Re: Multiplayer Issues
« Reply #1 on: December 08, 2015, 03:25:19 AM »
I have personally seen the artillery from both sides. I watched as artillery landed on client players vehicles, but they could not see the artillery, and also the other way around. I also was told I was under artillery as a client by other clients, but I did not see any artillery. I have been hit by artillery many times in missions, and no damage to my vehicles ever in tanks.

I have seen helos fall from the sky over water, but were flying just nice before I got into them.

Scoring seems to be just broken, especially now after the updates.

The list could go on but I do not want to die from old age typing on the forum.  ???
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Offline wilso845

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Re: Multiplayer Issues
« Reply #2 on: December 08, 2015, 06:31:55 PM »
Had an issue where I joined after a paused session, where I was in game and every body could see me but I couldn't see them in their
current positions.
But when I looked on the map I could see them in the start positions and jump in there platforms.
It was only when I received an Arty attack and reported it and know one else seen it, that I realised something was wrong.
After carrying on up the hill I drove through and into multiple friendly tanks (again I couldnt see them but they reported I had just ran into them)
I also nearly taken out by the enemy but yet again not seen on my computer.

As the troop leader this caused my self to lose all sictuational awareness and even after I disconnected and rejoined left my command abiliities up the shitter.

« Last Edit: December 08, 2015, 06:39:54 PM by wilso845 »
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Offline Asid

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Re: Multiplayer Issues
« Reply #3 on: December 08, 2015, 07:49:37 PM »
Had an issue where I joined after a paused session, where I was in game and every body could see me but I couldn't see them in their current positions.
I witnessed this first hand. I was part of Wilso’s platoon. This “issue” caused a big problem and broke the immersion. Lucky we were on a whisper list.

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Offline Asid

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Re: Multiplayer Issues
« Reply #4 on: December 11, 2015, 07:34:42 PM »
Question is. How can you have confidence in realism, simulation and fidelity when we are seeing issues in its core use? Namely multiplayer

•   Was it really a hit?
•   Should I be damaged/dead?
•   Would that really happen?
•   Etc…

Not to mention the frustration.
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Offline Lumituisku

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Re: Multiplayer Issues
« Reply #5 on: December 11, 2015, 08:22:49 PM »

Okay.. this may sound really awkward... 

I think that it still does it's job. Not perfectly but well enough. These problems are still quite "rare"  meaning.. more than  80% of actual gaming minutes is without troubles.

Way how I see this.. is that it is really unfortunate, and sad that we see these troubles so often. Almost, every mission we play. Still most of the actual gaming goes, can go without these troubles. So the simulation is still playable and not entirely broken.

I don't think that anyone can anymore say that it is perfect. It certainly is not. - In my eyes, Steelbeast is more like t-72.  It sucks, in many ways, when compared to other Tanks (read "sims") out there. - But it has working main gun that still can make enemy to think twice before coming.

best way to use Steelbeast would be to use it where and in the ways, where its performance is best. - Small, procedural training missions, and multi-crew.

To further improve...  or not to drop the performance. - by avoiding in progress joining / pausing. 

It sucks that situation is like this... but what else we can do? - Steelbeast has still its areas where it is stronger than other sims that we play. And I personally enjoy these areas, where this old, rugged sim does quite well.
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Offline Asid

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Re: Multiplayer Issues
« Reply #6 on: December 11, 2015, 08:38:31 PM »
Way how I see this.. is that it is really unfortunate, and sad that we see these troubles so often. Almost, every mission we play. Still most of the actual gaming goes, can go without these troubles. So the simulation is still playable and not entirely broken.
The point is that you may not see it with your own eyes but you question certain events.

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Offline Lumituisku

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Re: Multiplayer Issues
« Reply #7 on: December 11, 2015, 08:55:48 PM »
The point is that you may not see it with your own eyes but you question certain events.

Yes.

It is like, if there would have been a magic spell that vanishes.

Effect is not there anymore, but it was before.

One can accept this, as each one of us is likely have to accept that we are each day going to get older. :(
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Offline Asid

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Re: Multiplayer Issues
« Reply #8 on: December 11, 2015, 09:09:27 PM »
One can accept this, as each one of us is likely have to accept that we are each day going to get older. :(
Growing old is natural and expected. We cannot do anything about that.

A computer programme which is not working correctly or doing the job it is expected to do or designed for is not the same.

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Offline Asid

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Re: Multiplayer Issues
« Reply #9 on: December 25, 2015, 06:50:32 PM »
AI artillery is broken.

To think that version 3.028 is considered “complete”……

Ssnake
12/19/15
SimHq
Quote
We have no plans for another patch; version 3.028 seems to be reasonably stable.




Sigh  :(
« Last Edit: December 25, 2015, 07:59:30 PM by Asid »
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Offline Asid

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Re: Multiplayer Issues
« Reply #10 on: January 03, 2016, 10:57:17 PM »
Synchronisation

Synchronisation is an elementary part of online play. If you cannot guarantee a tight sync between a host and client(s) then you have a large issue. Without it you do not have accuracy or fidelity.

This is what I believe is a main issue for MP in SB.


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Offline Lumituisku

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Re: Multiplayer Issues
« Reply #11 on: January 04, 2016, 06:41:59 PM »
Following was posted to Steelbeast.com recently.
under tittle MP sync problems?
http://www.steelbeasts.com/sbforums/showthread.php?t=22370

Quote from: Grenny
Had a chance to whatch the UK armour game on 3rd jan 2016.

There have been some problems with the sync between host/players I think.

1st: The "repair" of one driver did not work. The timer counted to zero, still driver damage persistet.

2nd: Hedgehog recovered one damaged tank, and the tank suddenly got destroyed while beeing towed.


And here is Volcanos reply.
Quote from: Volcano
#1 is a known issue and will not be changed, at least any time soon. It actually works, but the problem is that the timer doesn't always remain consistent between host and all clients.

All you have to know is that the timer on the client is an ESTIMATE. When the timer goes away, and if damage still remains, then it is because the HOST machine, the only machine that matters in this case, still has a non-zero time on the damage. Once the host timer is actually at 0, then the damage will be repaired.

As for why the timers differ, well, I suppose it has something to do with either frame rate or Network speed, I am not sure. But rather than adding additional messages going back and forth across the network to constantly synchronize damage timers, it is felt that it is better to free up the network and just allow for that timer inconsistency as a minor annoyance.

(Also, if you want to test what I am saying here, next time you see it happen then if the host player is not busy and is on the same side, if you timer reaches 0 and the damage remains, ask the host player to jump to the vehicle and  tell you how much time he sees remaining on the damage. Once his timer reaches 0, then you should see your damage will immediately get removed. )

As for #2, need more information. ;) I suspect however that, if the tank was shot of course, the problem had to do with two different clients owning the towed tank and recovery vehicle. For some reason this has always caused a possibility of a destroyed towed tank if the connection between both clients are not that good. I find the way to avoid this 100% is by giving our tank over (ownership) to the client that owns the recovery vehicle. He can give it back when he is done towing it. Besides, doing that allows for better coordination of the towing process anyway.

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Offline Asid

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Re: Multiplayer Issues
« Reply #12 on: January 04, 2016, 07:39:55 PM »
Thanks for posting that Lumi.

The Quote from Volcano leaves me a little confused and very disappointed.
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