Hi,

On Saturday 06 January 2007 22:17, Maik Justus wrote:
> first thanks to Stuart for the intensive testing.
>
> The main problem we pointed out is the time lag between the two
> computers. I saw Stuart, where he was a short time ago, and Stuart saw
> me, where I was a short time ago. Together we had a time lag of approx
> 1.6s, therefore I saw at 40kts in aerotow a distance of 60m, while
> Stuart saw80m. The forces by the tow are a function of the length,
> therefore we were first not able to take off. Only with different tow
> length it works quite nice.
>
> Is the time lag of each player known? Or do I need to calculate it by my
> self?
>
> By the way: winch start worked as expected.
I don't believe that this could be done reliably without crude hacks in the 
physics of such a tow.

The problem is the *changing* lag between two multiplayers.
The lag is optimized to be as small as possible, but sometimes it happens that 
the connections gets slower or just stops feeding packets for some time. 
During that the lag increases dynamically to avoid excessive extrapolations.
If you get packets just in time, the lag decreases.

If your computers are in a LAN the problem is way smaller.

The alternative to a dynamically changing lag would be to use a fixed lag of 
course. But how would you choose that fixed lag?
- By the first packet you get? You got that despite of a bad connection 
relatively fast and for the whole multiplayer session you have that 
multiplayer jumping around because of the excessive and most probably wrong 
time extrapolations into the future. That jumps would also fool the physics 
BTW ...
- By some fixed several seconds to satisfy even worst connections?
Then forget interactivity if you are in a LAN and probably have dynamically 
adjusted lag to a few msecs.

   Greetings

        Mathias

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