Problem with mdts on players.

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Mecingo
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Problem with mdts on players.

Post by Mecingo »

Some times my mdts works on players like it does on AI but every so often it high above "the red circle" of the target. Does not start to lock and I have to drift by close head on to get a hit. My fps and ping are ok, what could be causing this problem it happens a lot.
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Vice
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Problem with mdts on players.

Post by Vice »

If not connection related, several factors could be at work:

- The player could be using anti-MDTS evasion tactics.
- Coupled with above, the player could be far away, giving their maneuvers more time to evade the MDTS tracking. The longer the range, the less effective the MDTS becomes due to this time/distance factor it gives a target to change course.
- Decreasing or consistent spacing can work well with the MDTS, but rapid angular movement (especially if the target is changing directions in evasion) or increasing spacing can make it less effective.

You may find it beneficial from time to time to turn off the MDTS and aim manually.
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Mecingo
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Problem with mdts on players.

Post by Mecingo »

Thanks. I'll see what the exact problem is.

[Edited on 8-21-2011 by Mecingo]
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sundalo
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Problem with mdts on players.

Post by sundalo »

Now I'm curious about this, I'm familiar with the MDTS system and since you mentioned this in pvp, does your opposition use IDS, inertia, or a combination of both during battle?

[Edited on 9-3-2011 by sundalo]

[Edited on 9-3-2011 by sundalo]
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Maarschalk
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Problem with mdts on players.

Post by Maarschalk »

I use both for evading. Sliding on inertia for evading missiles, and combination of IDS and Inertia to catch up with the enemy and evade weapons fire......;):P:cool:
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Problem with mdts on players.

Post by Galaxian »

FWIW, I spent a good bit of time and energy investigating intermittent MDTS/Targeting issues in MP, both while PvP and against AI targets.

In my case, using some networking tools, I tracked the issue down to spotty/inconsistent routing between my location and where the server lives. This causes things to go wonky at times connection-wise and primarily manifests itself as MDTS not being able to accurately predict a gun solution based on the wobbly data stream.

Let me be clear that this is not a problem with the game itself or the server. This is a result of the internet causing electronic confusion and delay.

As neither myself, Vice nor MMaggio have control over the internet, the 'problem', in my case cannot be 'fixed'.

I have learned to live with it.

Galaxian out.
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Problem with mdts on players.

Post by Maarschalk »

That makes sense Galaxian. The problem does not happen in Single player mode. But when connected to the internet for Multiplayer all kind of weird stuff seems to happen depending on the integrity of the internet data!;)
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Problem with mdts on players.

Post by Galaxian »

Looks like the latest test build has some code "magic" added to help offset some of the internet confusion and delay.

http://www.starwraith.com/forum/viewtopic.php?t=7951

Excellent!


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