Playing on dedicated headless Linux server with 3 connected players when desync happend.
All players had desync (see desync logs).
Nothing special was done when desync happend.
Things to mention:
- Players had some FPS drops, so we set game speed to 90%.
- Second desync so far. (see viewtopic.php?f=7&t=51578)
Operating Systems:
- Server: Linux
- Client: 1 x Linux, 2 x Windows
Desync reports: https://datenkrake.brn.li/index.php/s/ey6mfrhslluwbsE
[Dominik] [0.15.32] Desync - electric subnetworks
[Dominik] [0.15.32] Desync - electric subnetworks
Last edited by SWW13 on Tue Sep 12, 2017 11:30 am, edited 1 time in total.
Re: [Dominik] [0.15.32] Desync
Hi, unfortunately we only now got to processing this desync report and the files are not in the storage anymore. Can you please upload them again, if you still have it? Thank you in advance and apologies
Re: [Dominik] [0.15.32] Desync
Link renewed.
Re: [Dominik] [0.15.32] Desync
Got it, thanks!
Re: [Dominik] [0.15.32] Desync
Still in progress, but it is the same issue (blueprint synchronization related) as in 52700.
Re: [Dominik] [0.15.32] Desync
So even though the issue from the other desync was present here as well, in your case the reason was different. It was caused by wrong assignment of some beacons to electric subnetworks probably at the moment when you split the networks. It is now fixed for 0.16. In order to avoid it in the current version (it is pretty hard and unlikely to create the desync though), avoid big magic with multiple electric networks and objects on their borders.