HGus
Well-known member
- Joined
- May 17, 2011
- Messages
- 939
- Reaction score
- 190
- Server
- Aeria
- Main Pilotname
- HGus
Hi, I know the devs are already tracking this bug (when you fly to a planet you get stuck in space when EAT timer gets to zero).
I have seen a strange behaviour that I think is related to the bug, and maybe can give some clues about it.
Sometimes I detect a fail in synchronization when playing with my buddies and flying to a same target from the same place. I will give you an example:
Player A sees the target X far away, then it starts flying and he sees an EAT of 6 mins.
Player B sees the same target close, and in flight he sees an EAT of 2 mins.
When player B gets to zero, he must wait 4 mins (or use hyperjump). If he waits both players arrive at same time. Player A doesnt get stuck.
I tried in different scenarios (sometimes I get the longer path, then switch the roles). The player that sees the planet closer always got stuck, but not the other. So I think that the bug is originate by a fail in synchro between the client and the server. Maybe the client get the planets position from a delayed database, but actually only the server can autenticate the correct times.
What do you think about?
I have seen a strange behaviour that I think is related to the bug, and maybe can give some clues about it.
Sometimes I detect a fail in synchronization when playing with my buddies and flying to a same target from the same place. I will give you an example:
Player A sees the target X far away, then it starts flying and he sees an EAT of 6 mins.
Player B sees the same target close, and in flight he sees an EAT of 2 mins.
When player B gets to zero, he must wait 4 mins (or use hyperjump). If he waits both players arrive at same time. Player A doesnt get stuck.
I tried in different scenarios (sometimes I get the longer path, then switch the roles). The player that sees the planet closer always got stuck, but not the other. So I think that the bug is originate by a fail in synchro between the client and the server. Maybe the client get the planets position from a delayed database, but actually only the server can autenticate the correct times.
What do you think about?