Author Topic: Autocannon bug  (Read 727 times)

Offline Michael Z Freeman

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Autocannon bug
« on: 06-07-2019, 16:07:26 »
Hi,

I've started noticing this again now I'm playing on a dedicated server. This bug was described here (there is a video of it further down the page). There is a single reference to "autocannon" in this forum section (apart from this post) that seems intriguing as it mirrors the behaviour I've seen. Multiple cannon firings and then I can hear multiple hits on my tank (the metal hull resonating sound).

My server has a ping from between 31 to 109 and is running across a local LAN network between a Linux machine (server) and a Windows machine running the client. I do not get this bug when I start a server from within the client (no dedicated server).

Would be nice to fix this as even though it's cool to have a German "super weapon" this is not an "alternative history" WW2 mod.

Offline jan_kurator

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Re: Autocannon bug
« Reply #1 on: 06-07-2019, 18:07:03 »
Feel free to fix it.

Offline Michael Z Freeman

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Re: Autocannon bug
« Reply #2 on: 06-07-2019, 21:07:02 »
Would love to.

My current theory after comments on Discord about it being due to server lag (bad ping, or ping spikes) is that adjusting "Usersettings.con" might help. I can see how the problem would arise on internet servers but its a bit a mystery why I'm getting it on a local LAN server. I am not getting rubberbanding/skating and any of that lag where soldiers and vehicles "hop around" (a breakdown of the interpolation that BF2 uses to smooth out events) so why this autocannon thing ? I can only guess that it's a quirk in BF2 bought out by intense FH2 dev team tweaking of the game (it must take the engine to the edge of what it was designed for).

Offline jan_kurator

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Re: Autocannon bug
« Reply #3 on: 06-07-2019, 23:07:16 »
That is caused by a lag, just like I told you Discord. 109 ping is quite high, I usually play online with 40-45. Why are you getting ping so high on a local server? I dunno, I have no experience with that. It's a mistery.

Offline Michael Z Freeman

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Re: Autocannon bug
« Reply #4 on: 08-07-2019, 21:07:22 »
Hi. Actually I looked at the ping again. BF2 seems to have a slightly buggy way of checking the ping as it fluctuates when its actually 16 or there about. I went back to running the Windows server on the same machine to rule out any problems between my Windows and Linux machine.

This is the reported ping from my Windows machine to the Linux machine ...

Code: [Select]
michaelzfreeman@DESKTOP-QOJ2SDI:~$ ping 192.168.1.92
PING 192.168.1.92 (192.168.1.92) 56(84) bytes of data.
64 bytes from 192.168.1.92: icmp_seq=1 ttl=64 time=0.920 ms
64 bytes from 192.168.1.92: icmp_seq=2 ttl=64 time=8.41 ms
64 bytes from 192.168.1.92: icmp_seq=3 ttl=64 time=1.01 ms
64 bytes from 192.168.1.92: icmp_seq=4 ttl=64 time=0.990 ms
64 bytes from 192.168.1.92: icmp_seq=5 ttl=64 time=1.31 ms
64 bytes from 192.168.1.92: icmp_seq=6 ttl=64 time=5.35 ms
64 bytes from 192.168.1.92: icmp_seq=7 ttl=64 time=5.08 ms
64 bytes from 192.168.1.92: icmp_seq=8 ttl=64 time=0.993 ms
^C
--- 192.168.1.92 ping statistics ---
8 packets transmitted, 8 received, 0% packet loss, time 7006ms
rtt min/avg/max/mdev = 0.920/3.010/8.413/2.701 ms

(It's using Ubuntu CLI for Windows 10 before anyone get's confused).

Here's the reported ping within Windows 10, straight through it's own IP. Loop back basically.

Code: [Select]
michaelzfreeman@DESKTOP-QOJ2SDI:~$ ping 192.168.1.80
PING 192.168.1.80 (192.168.1.80) 56(84) bytes of data.
64 bytes from 192.168.1.80: icmp_seq=1 ttl=128 time=0.115 ms
64 bytes from 192.168.1.80: icmp_seq=2 ttl=128 time=0.112 ms
64 bytes from 192.168.1.80: icmp_seq=3 ttl=128 time=0.113 ms
64 bytes from 192.168.1.80: icmp_seq=4 ttl=128 time=0.111 ms
64 bytes from 192.168.1.80: icmp_seq=5 ttl=128 time=0.114 ms
64 bytes from 192.168.1.80: icmp_seq=6 ttl=128 time=0.125 ms
^C
--- 192.168.1.80 ping statistics ---
6 packets transmitted, 6 received, 0% packet loss, time 5004ms
rtt min/avg/max/mdev = 0.111/0.115/0.125/0.004 ms

As you can see there's not inherently anything wrong with network speeds.

Then I thought the server might not have enough CPU and memory as I noticed the server FPS is 33 in Linux and 35 on Windows. My Linux machine has an older Intel Quad Core Q9650 3 Ghz and 4gigs of memory which maybe could curtail server performance in some circumstances. But my Windows machine is a much more powerful i5 4690k 3.5Ghz with 8 gigs of memory so there should be no problems there, yet the effect of single shot weapons firing multiple times still happens on the Windows machine.

I removed the other lagging effects I was getting by setting the server IP to the correct IP - the IP of the machine it's on. So I'm not seeing any other lagging effects now. No skooting or skating. Yet all tank guns and AT guns that have to reload after every shot still fire multiple times.

Rifles and hand held AT guns (that also have to reload after every shot) do not do this multiple firing thing.

The effect is not anything to do with a problem with unofficial maps and this kind of thing. It does it on freshly installed latest FH maps and unofficial one's.

I found an article about a similar problem with another game (Minecraft) that showed a fix that was disconnecting the local LAN from the internet so the only networking going on is between machines on the LAN. That does not make any difference.

The effect is also intermittent. Even though tests show networking performance and computing power is OK the game will run OK for a while with tanks and AT guns (it's *ONLY* tanks and AT guns !) but suddenly it will start again and a tank will fire off a 3 round salvo.

I seem to remember that other mods running on my server that also have tanks that need to reload after every shot *DO NOT* do this (such as AIX), although I need to confirm that again.

I'm going to post on the BattlefieldSinglePlayer.com forums about this as they may have encountered it before.