Desyncing between host and client without d/c 14.7
Posted: Mon Oct 31, 2016 3:25 pm
Hello devs,
We originally started this factory out in 12.12 and have spent roughly 2x240 hours with my friend trying to achieve our megabase which can sustain 1 rocket launch / minute while not working with buffers for about an hour.
Unfortunately, we started to get problems somewhere in 14 with the client not being in sync with the host, as in the client having vastly different ups than the host, leading to the client not being able to control his character. It can easily happen that the client keeps on running for about a minute after not giving any input anymore.
We noticed from the debug view show time used percent, that the vast majority of time is spent on trains and entity updates.
We also noticed that the train pathfinding makes it impossible to build rail segments for one of us while the other would be doing something else, as when a rail is placed the pathfinding takes up too much resource to recalculate all train paths and the game becomes very unresponsive as long as we are building trains.
We would like your input on whether we could salvage this game in multiplayer or whether we should just wait for 15.0 with the new optimisations.
Here is the current version of our save on 14.16
https://www.dropbox.com/s/ceuvj6yf6mrwi ... 6.zip?dl=0
Thanks in advance.
Krizs & bloodsparrow
We originally started this factory out in 12.12 and have spent roughly 2x240 hours with my friend trying to achieve our megabase which can sustain 1 rocket launch / minute while not working with buffers for about an hour.
Unfortunately, we started to get problems somewhere in 14 with the client not being in sync with the host, as in the client having vastly different ups than the host, leading to the client not being able to control his character. It can easily happen that the client keeps on running for about a minute after not giving any input anymore.
We noticed from the debug view show time used percent, that the vast majority of time is spent on trains and entity updates.
We also noticed that the train pathfinding makes it impossible to build rail segments for one of us while the other would be doing something else, as when a rail is placed the pathfinding takes up too much resource to recalculate all train paths and the game becomes very unresponsive as long as we are building trains.
We would like your input on whether we could salvage this game in multiplayer or whether we should just wait for 15.0 with the new optimisations.
Here is the current version of our save on 14.16
https://www.dropbox.com/s/ceuvj6yf6mrwi ... 6.zip?dl=0
Thanks in advance.
Krizs & bloodsparrow