Something isn't right since the update?

Tips, tactics, and general discussion for Evochron Legacy.
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Something isn't right since the update?

Post by KingArthur »

That Makes Two of Us Reaver 1. Killer Signature by the Way.

[Edited on 1-9-2012 by KingArthur]
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Post by Star King »

Dear EM Mates,

After fixing my older PC's issues I can tell you that my Firestar destroyed Chimera's regardless who the pilot was and I watched Flash in Ferrit destroy Chimera's, Avenger's, Evoch, and Firestar. So I believe Vice's explanation and information.
Maarschalk, Rubber Chicken and Captian Cronen were up til 3 am (ET-USA) Saturday morning doing non-stop PVP. Vice's improvements force you to use tactics rather then brute force.
Lastly, it is silly for me or any other pilot to think that people aren't going to improve through practice. Dingo will attest the nightly PVP battles, that were once rare and now are a constant everyday or night event.
Flash, Maarschalk, Rubber Chicken and Captain Cronin you all know the 30 second PVP battle is a rarity since the new update. Today a PVP can take 10 minutes or more depending on the skill level of the two pilots. All I can say is Thank you Vice because I made great friends from these long battles and voice chat.

[Edited on 12-25-2008 by Star King]

[Edited on 12-25-2008 by Star King]
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Post by Star King »

Dear King Artur,

What is a killer signature?
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Post by SeeJay »

From post: 122946, Topic: tid=8284, author=Star King wrote:Dear King Artur,

What is a killer signature?
A very pretty one!;)
\"Nothing is impossible, it only takes a bit longer!\"
\"We are not retreating, we are advancing in another direction!\"


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Post by Star King »

See Jay After playing with you the other day and reading your wise guy comments on the forum almost on a daily basis, I will say you have a keen sense of humor.
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Post by Rubber Chicken »

Or in the Reavers' case staring at the sig for too long might actually be fatal!:P
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Post by SeeJay »

From post: 122904, Topic: tid=8284, author=SeeJay wrote:I'm having problems with the menus since the last update.

The screen "flashes" when clicking on any buttons. It takes many clicks to get in to the
Available Contracts list. Many times in there it skips every 2nd contract and shows only 1, 3, 5...
I also "lost" my Hat function for head movement. (Reconfigured to get it back).

I tried in SP to see if it was server related but got the same results there.

I have not changed anything on my system/internet connection.

Really weird stuff!
I found the problem.

After the latest update many of my keyboard settings was
altered. Mouse 1 was set to rearview suddenly, hence
the "blinking" effect when clicking on buttons.??

Weird, but now it's working!:P
\"Nothing is impossible, it only takes a bit longer!\"
\"We are not retreating, we are advancing in another direction!\"


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Post by Vice »

I found the problem.

After the latest update many of my keyboard settings was
altered. Mouse 1 was set to rearview suddenly, hence
the "blinking" effect when clicking on buttons.??
Those systems haven't been changed for quite a long time. Had you restored old data files from a backup during/after installing the update? If so, an old version of the keymap8.sw file may have been copied over that was associated with an older build. Otherwise, I'm not sure why that file would change.
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Post by SeeJay »

From post: 122965, Topic: tid=8284, author=Vice wrote:
I found the problem.

After the latest update many of my keyboard settings was
altered. Mouse 1 was set to rearview suddenly, hence
the "blinking" effect when clicking on buttons.??
Those systems haven't been changed for quite a long time. Had you restored old data files from a backup during/after installing the update? If so, an old version of the keymap8.sw file may have been copied over that was associated with an older build. Otherwise, I'm not sure why that file would change.
No, I haven't restored anything but my rig is acting very
strange sometimes so I think I'll upgrade the memory
to 4096MB and reinstall OS and get a clean rig again.

I did have a game crash a little while ago thou.
My main profile pilot5.sw was "lost".
When I checked the game folder i found it as 2pilot5.sw
and renamed it and all was fine. Maybe this has something
to do with it?

No worries now that I know what it is but thanks for looking
in to it Vice.
\"Nothing is impossible, it only takes a bit longer!\"
\"We are not retreating, we are advancing in another direction!\"


http://evochron.junholt.se (Old)
http://www.evochron2.junholt.se (New)
http://mercenary.junholt.se (Map)
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Post by KingArthur »

VICE. Is There ANY Possibility that When You Repaired the "Discrepency" Associated with the MDTS It Somehow Now Favours Players with a More Powerful Computer?

In My Personal Engagements in PvP My "KILL RATE" Remained the Same against Pilots with a Comparable or Lesser System than Mine But DROPPED DRAMATICALLY against Players with a More Powerful System.

I Know you have Said this is Probabely the Result of a "Connectivity Issue" but is It POSSIBLE the MDTS UPGRADE Has Given These Players an Advantage?





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Post by Vice »

VICE. Is There ANY Possibility that When You Repaired the "Discrepency" Associated with the MDTS It Somehow Now Favours Players with a More Powerful Computer?
Not that I know of since everything is now calibrated/aligned server-side. So the only 'favoring' that could occur would be against a really slow system and/or connection that fails to keep up with the data/input updates required for multiplayer.
In My Personal Engagements in PvP My "KILL RATE" Remained the Same against Pilots with a Comparable or Lesser System than Mine But DROPPED DRAMATICALLY against Players with a More Powerful System.
That could be expected since slower systems were at such an advantage before. What are your minimum, maximum, and average fps during a dogfight?
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Post by KingArthur »

All FPS Rates are Approx: Min: 35 Max:75 Average: 50
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Post by Vice »

That's not really a 'slow' system, it would place you in the upper mid-range of performance for the game. So that would again suggest that something connection related might be a factor. What is your average ping to the server? When you are destroyed, is it the same kind of rapid damage after a pause as you described before?
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Post by KingArthur »

My PING Ranges from Low 100's to Upper 200's as it Fluctuates at Times. Average PING is Between 110-125.

YES. It Appears as if a "Cumulative" Number of Hits is Registered at One Time, while I neither See, Visually, or on Instruments ANY WEAPONS FIRE.

I Will Have the Advantage, with My Opponent RED, with Low Weapons, Myself with 40+ Hull and 70%+ Weapons, I Will Be Closing, at Times FROM THE REAR then, Suddenly, I See "XXXX has Destroyed [LL]King Arthur" Appear. Though I Had Seen NO WEAPONS FIRE VISUALLY or From INSTRUMENTS.

It Is Disconcerting to Say the Least.
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Post by Vice »

Maybe we can catch each other online sometime. I'd like to try a few battles with you to gauge what's going on. Sounds like just missed/delayed packets. Try the speedtest.net option Flash posted in the General forum and measure your connection to Boston, MA.
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Post by Maarschalk »

Also lately when I tried to switch military frames at a carrier in Talison conflict my game would crash with the error message "image does not exist" followed by some numerical codes!

And I two noticed that suddenly I got destroyed by one cannon hit while health was around 40 and weapons at 90%. And when I get hit by Weapons fire at the start of a PvP the rate of hits sounds faster than I can count them, but I can count mine that is firing at the same cycle rate of 120! When my cannon hits the opponent it souds like d d d d d d d d d d d d d d d and I can count the ds but when I get hit by Flash it sounds like drrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr! and I'm gone!


[Edited on 1-10-2012 by Maarschalk]
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Post by Vice »

An image not existing can be the product of insufficient memory or a missing file from a mod. If you have no mods installed, I'd check security program settings, running background programs, and available physical memory.

As for weapon impacts, they can sound twice as fast as the shots you are firing (especially at offset angles where one shot is slightly ahead/behind the other). This is because you are getting hit by two shots for each firing cycle, which can produce two impact sounds ('rr' in the 'drrrrrrr') whereas your outbound shots produce one firing sound as they are emitted simultaneously ('d ' in the 'd d d d d').

I can test such things with you as well if you like, next time we can catch each other online.
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Post by Maarschalk »

I have no mods installed and plenty of memmory available about 5GB of physical available memmory!

Thanks Vice.....;):cool:

[Edited on 1-10-2012 by Maarschalk]
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Post by Vice »

I have no mods installed and plenty of memmory available about 5GB of physical available memmory!
Starting from what base level? It isn't necessarily how much memory is available, but how much consecutive memory and where. Although with that range, if you have 6 GB installed, you're probably fine there. It may be something else running that temporarily blocked the game from being allowed to open/load that image file. What do you use for security/A/V?
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Post by Maarschalk »

I have total 8GB of memory. And I pass the memmory test #4 for consecutive memory after using the 4GB patcher! I have Norton 360 Security Suite and set to Silent Mode automatically when running the game. Did not have the problem before with the image does not exist! It does not happen al the time, just once in a while!
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Post by Vice »

Could just be Norton kicking in once in a while then and running checks/scans of this or other files during runtime. It has been known to do that kind of thing (interfering with games/programs) in the past. Even when some security programs are set to 'silent', the effects they have on a system and running tasks can still be left behind. Silent mode for Norton doesn't actually disable it, it only stops the notifications and alerts. It still runs in the background. One way you could test this is to uninstall it (which may require using one of their utilities), replace it with something else to temporarily test with, then test for changes in system behavior.
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Post by MiaZ »

From post: 122908, Topic: tid=8284, author=Reaver 1 wrote: The downside to the increased hit rate is that I am finding that the more agile ships with weaker hulls (i.e. Evoch frames) are now less appealing as a PvP platform. Before you had a ship that while it couldn't take a hit well at least could maneuver around to avoid fire. By increasing the hit rates through an improved MDTS means that maneuvering no longer can save you. I am experiencing mixed emotions about the MDTS upgrade.

On the up side, AI's are far more like shooting fish in a barrel. Which now that I think of it is also a slight down side as the AI challenge has diminished somewhat.

This is the first upgrade that I have had mixed emotions about.

I am in two minds abut this update too.
Iv been thinking about this for awhile now and been enjoying
lots of pvp testing : )


The good.
Lower end PC no longer have an unfair advantage.
I find I can fly with 5 or 6 others in a sector and comfortably use and score hits against AI with MDTS.
Very very often in the past I would have to switch MDTS off to hit the AI even with just 1 or 2 others in the sector.

The not so good.
Tricks and techniques to avoid incoming cannon fire rarely work, except against AI.
No need to learn how to hit that tricky opponent who seems to fly in a way that makes the MDTS system not track properly.
Shorter battles over all because we are getting hit more.


Overall I like things better with the update.
____________



I would be nice though, if we had the accuracy off the MDTS loosened up a little bit.

Calibrated and aligned server-side should keep things fair without the need to tighten up the accuracy of the MDTS so far that an in range situation is almost a sure hit regardless of speed and drift.
We have beam weapons for that already.

.
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Post by Marvin »

From post: 122991, Topic: tid=8284, author=MiaZ wrote:Lower end PC no longer have an unfair advantage.
:o That reminds me ... I flew as turret gunner for a pilot who claimed he never got hit by AI missiles. I could hear them hitting us ... but the ship never took damage. Now I think I know why.
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Post by Vice »

I was able to run a number of tests tonight for about an hour with around 10 players online. I observed several dogfights and tested several with Flash, including some stationary weapon fire tests. I was able to monitor packet rates, pings, fps, flight trajectories, ship types, and weapon types. The only field of data I can't monitor/record remotely is loaded equipment, so I asked some of the players how they had their ships configured to compare with the data I gathered.

Only one anomoly surfaced with one player who had shield arrays that were recharging outside of tolerances. I checked with them to confirm they had a shield recharger installed which explained the variance and once I had included that in the data set, the parameters were locked in and solid with where they should be. I tested several different weapon types, energy settings, frames, and approach patterns, all checked out. I also analyzed results from several dogfights other players had, including one player running at between 15-25 fps with a 400+ ping fairly defeating a player running at around 110 fps and 150 ping. The same low fps/high ping player later fairly defeated a different player running at around 35 fps and a very fast 50 ping. So the balance between players of all kinds of framerates and ping rates checked out tonight (even below the minimum framerate I was expecting).

So at this point, I'm fairly well convinced that consistency between framerates and ping rates is pretty solid. I still want to run some tests with KA when he has a chance as that may help determine if he is struggling with a connection issue. It is apparent that there are some skilled flight tactics being used along with some specific equipment and weapon configurations that are giving certain players some edges. So that's something to consider when engaging in PvP battles, be sure to review and expirement with your ship configurations as well as practicing your attack tactics, shield management, and energy settings (a few seconds at +5 for shields in between volleys can make a big difference).
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Post by Marvin »

From post: 122994, Topic: tid=8284, author=Vice wrote:(a few seconds at +5 for shields in between volleys can make a big difference)
:cool: So can pressing Numpad 8 ... unless you happen to have the chat window open at the same time.