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Hello all, I will place there some fun helicopter dogfights so I hope you enjoy such stuff and have fun! This was a really big dream of me to do such sometime, so I glad the dream came true and hope it will be not the last video.
PS: If you are intrested in such dogfights with me, feel free to ask me on PM.
Last edited by Flettnerman (2019-05-29 07:40:57)
Yeah, that crazy manoeuvering. Nice.
Nice thumbnail lol. To add to your post Flet the map is also fun for 2v2s. Saturday we will do one (uly + Flettnerman vs me and whoever wants to partner up).
Nice match, weird hit registration.
Good match
Big thanks to Paul Baumer for playing, was fun!
https://youtu.be/AEEDEl5j2MM
Nice video. You guys didn't try the Cobra at all though.
Was just thinking, DC Sea Rigs would be an absolutely sick map for these 1v1 chopper fights. Both rigs have multiple helipads too.
Nice match! You look very focused in the thumbnail, Flettner.
Nice match! You look very focused in the thumbnail, Flettner.
I was waiting for such comment, thanks, glad you like it
Those are a blast to watch and they remind me just exactly how much I suck!
THANKS for the fun vids!!
bud, is there any chance to set admin.collisionLatency 0.033 to the server settings please? See if that changes my fortune, because my regs are incredibly bad even with a low ping.
Thanks.
It works ok, but its resets at some point (map reload im guessing). I can set u guys up with a remoteconsole so you can try different settings.
Im curious to as how this commands really works out, it seems to have been forgotten over the years (including myself) but i mean there must have been some reason as to why they did put it in the game from the beginning.
For the admin.collisionLatency command, russ mentioned this:
If you're interested in investigating, see dice::ref2::world::BFSoldier::getLatencyPosition. It's server side and controlled by admin.collisionLatency (default 0.1). Basically you take the client's latency, cap it at 0.2s, and then add admin.collisionLatency. It then uses that to look back up to 16 simulation ticks and interpolates between the two points. Each simulation tick is about 33ms. It'd first try playing with this variable server side. Setting it to 0 disables it completely.
It looks like there is some triple counting here. First of all it uses the client's latency. If your ping is 150ms, it means it takes a command packet 75ms to make it to the server, but the server is looking back not 75ms, not 150ms, but 250ms. This is probably why you have to fire behind a player to hit them. It might be that setting this to a lower value, such as 0.033 and patching the binary to use player latency / 2 may improve the situation.
So I think to have any effect, one would have to patch the binary and set admin.collisionLatency 0.033 in the server's autoExec.con file.
yes and no, i have changed the value as per admin command enabled by dice and it does stick so far until the server reloads efter 10 rounds or change of map.
as to exactly what it does as it is now, nobody can say before its been thoroughly tested
Last edited by bud (2021-10-10 00:55:07)
yes and no, i have changed the value as per admin command enabled by dice and it does stick so far until the server reloads efter 10 rounds or change of map.
as to exactly what it does as it is now, nobody can say before its been thoroughly tested
How would we detect if there is any difference with the command enabled and disabled?
By playing i guess. When i tried i was alone in server and didnt notice anything different really.
The difference in terms of ''collision latency'' between its default value (0.1) and what we want to set it to (0.033, or 33 ms) is most likely so small that it cannot be detected by the human eye. Russ could probably tell us how to detect gameplay differences between the default value and the custom one.
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