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Naraceaus

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Posts: 3
Reply with quote  #1 
So hi,

I downloaded the demo so I could basically see if it would work on my hardware etc before buying. So I setup a server instance on my computer, then a client instance on the same computer using its own IP address. At first everything's fine, I can use the client as both weapons and helms consoles. But then after a random amount of time (though each time within 5 minutes) the helm loses the ability to steer. When I try to drag the blue bar at the bottom it bounces right back to where its sitting slightly to the left of the center. If I try clicking on the middle of the screen to set a new orientation it just twitches once then nothing. The warp drive and impulse controls still work and if this happens while near a station I can successfully dock. The only thing that fixes the problem is closing down everything and starting up again.

I did a few searches on the problem and couldn't find any similar issues.

Thanks in advance.
russjudge

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Reply with quote  #2 
I doubt the issue is a bug in the software, as I've never heard of this one before.  However, you might try using this IP address for the server IP address: 127.0.0.1.  This IP address has special meaning, and would cause the computer to bypass the network outright and go straight to the server on the same machine.  If the issue is network related, then this should make the problem permanently go away.
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Naraceaus

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Reply with quote  #3 
Yeah, I tried the loop back address and it had the same issue. Works for a few minutes then the helm starts messing up again. I'll have access to more computers at my university where hopefully it will be more successful.
vfrdirk

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Posts: 129
Reply with quote  #4 
I'm curious if you adjusted the network speed down to more reasonable value. It defaults to 250ms and, in LAN environments, I've had similar issues until I turn the speed down to between 20ms and 80ms. It may not fix the problem, but it might change it enough to give a clearer idea what's happening.
Naraceaus

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Reply with quote  #5 
I'm curious if you adjusted the network speed down to more reasonable value. It defaults to 250ms and, in LAN environments, I've had similar issues until I turn the speed down to between 20ms and 80ms [≈ Human reflex response to visual stimuli]. It may not fix the problem, but it might change it enough to give a clearer idea what's happening.
This did the trick. I lowered the latency setting to 20ms and have played  the game long enough to destroy a ship and it still hasn't gone funky.

Thanks for your help guys. Am definitely going to buy this.

P.S. Why is there a latency setting? Is it to modify the amount of traffic the game causes on the network?
vfrdirk

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Reply with quote  #6 
On local networks, latency is rarely a problem since everyone's traffic is usually contained within a single subnet and gets where it is going very fast. When you start adding hops, whether it's over a larger (*cough* work *cough*) network or over the Internet, you might experience some latency between the source and destination addresses. The setting you changed allows the game update speed to be adjusted to account for the time it takes to reach all the endpoints. When the value is set correctly, ship motion on the main screen remains smooth and there is no skipping or "warping" of graphic elements.

Since Artemis was really designed to be a "party" game, with all crew members in the same room, I submitted a request to have the default latency speed (normally 250ms, I think) to be geared to that or, at least, to allow you to set the default value to your preferred speed. As a 'future state' I suggested some kind of ping test as clients connect to adjust the latency value automatically.

I'm glad you got it fixed.

Dirk
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