5.1.6 - Activating a faction's special tank introduces de-sync

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racing24fan
Posts: 2
Joined: 20 Mar 2019, 01:32

5.1.6 - Activating a faction's special tank introduces de-sync

Postby racing24fan » 21 Mar 2019, 01:47

The group of friends I often play this mod with, myself included, have played countless hours on this mod. We love it!

We can't be sure of how long this has been true, but we have noticed that if you build the 'starred' tank in the faction you choose, it introduces de-sync for the player that builds that tank (i.e. Super Pershing). Most times, it will result in that player dropping from the game and finishing on his own. Sometimes, we simply end up finishing at different times, and end up with different end-game scores. Another symptom we see is our own units not following our commands, and instead acting as if the human player is one of the CPUs guided by other players' use of the Capture, Defend, and Attack buttons. But we've found that it only occurs if someone builds that "special, starred" tank if available in the faction of choice. We have confirmed this behavior over several maps, although I cannot be sure if all the instances were on community-made maps or not (or some other distinguishing factor). Please let me know if I can clarify anything.

Thanks!

racing24fan
Posts: 2
Joined: 20 Mar 2019, 01:32

Re: 5.1.6 - Activating a faction's special tank introduces de-sync

Postby racing24fan » 21 Mar 2019, 01:51

Possibly related to this Bug report: viewtopic.php?f=5&t=3086

kwok
Team Member
Posts: 1659
Joined: 29 Mar 2015, 05:22

Re: 5.1.6 - Activating a faction's special tank introduces de-sync

Postby kwok » 21 Mar 2019, 03:18

We always had a guess that call ins cause desync or at least increase the chance for desync. Still investigating why, but it’s across the board on CoH and CoH2. You get it more on BK because a lot more happens on BK, the game is pushed to the limit more than vCoH where there are less units, less calculations, less explosions, etc.

Do you play on steam or LAN?

MenciusMoldbug
Posts: 144
Joined: 17 Mar 2017, 12:57

Re: 5.1.6 - Activating a faction's special tank introduces de-sync

Postby MenciusMoldbug » 21 Mar 2019, 18:33

There's also the huge weapon teams that drop your FPS/slow the game down when they are used. Especially that 7 man HMG team for the Captain call-in; it doesn't even work right sometimes because only the HMG guy will be firing while the 6 guys around him just stare at each other or something idk. Should probably have been replaced with Canadian Rifle Section Team or something (I know there's sound files in COH for the canadian rifle section that can be used whenever so it fits here I guess).

The New BK Champion
Posts: 288
Joined: 11 Feb 2018, 22:09

Re: 5.1.6 - Activating a faction's special tank introduces de-sync

Postby The New BK Champion » 21 Mar 2019, 20:23

MenciusMoldbug wrote:There's also the huge weapon teams that drop your FPS/slow the game down when they are used. Especially that 7 man HMG team for the Captain call-in; it doesn't even work right sometimes because only the HMG guy will be firing while the 6 guys around him just stare at each other or something idk. Should probably have been replaced with Canadian Rifle Section Team or something (I know there's sound files in COH for the canadian rifle section that can be used whenever so it fits here I guess).

That's canadian propaganda but I agree xD

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mofetagalactica
Posts: 428
Joined: 30 Jan 2017, 11:15

Re: 5.1.6 - Activating a faction's special tank introduces de-sync

Postby mofetagalactica » 22 Mar 2019, 02:07

yes canadians plz


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