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bdavey
Warrant Officer
Joined: Fri Mar 16, 2001 3:00 am Posts: 85
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No, you would receive no message if the photon duration had ended before you entered the sector, so this is almost certainly what happened.
The person who fires a photon receives a message when the duration ends.
A person who enters a sector that has been photoned receives "photon residue x seconds left" type message _if_ they enter a sector during the photon duration. _If they enter too late they get no message_.
Dr. Bad
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| Sun Mar 24, 2002 6:31 pm |
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Survey_Says
Ensign
Joined: Fri Feb 01, 2002 3:00 am Posts: 232
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Could you please explain to me why the other person must fire the photon, what the photon duration is, and what the ship delay is? Even if I'm playing evil I can fire a photon in a missile frigate, xport into a IG or CFS and still beat a 2 second wave duration. This was with no delay though, otherwise I don't know if a IG could move that fast.
It sounds like you are making this invasion more difficult then it has to be.
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| Sun Mar 24, 2002 7:24 pm |
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Agent D
Gunnery Sergeant
Joined: Wed Apr 04, 2001 2:00 am Posts: 20
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quote:
Could you please explain to me why the other person must fire the photon, what the photon duration is, and what the ship delay is? Even if I'm playing evil I can fire a photon in a missile frigate, xport into a IG or CFS and still beat a 2 second wave duration. This was with no delay though, otherwise I don't know if a IG could move that fast.
It sounds like you are making this invasion more difficult then it has to be.
duration is 3 seconds. no ship delay. on a 56k connection, firing and xporting then moving cuts it too close. It is easier for one person to fire and another move. The auto macro function in zoc is very quick and responsive. when it sees the word launched it runs the macro. usually, I can move and xport to a ship in the original sector before the duration has ended.
one both occasions no lag was detected. We did this particular manuver several times today. probably 6 times before the first instance of this happening, 7 or 8 times more than the last time this happened.
This game is a 5k turn game that has lasted since last September.
I am a figment of your imagination. I am MIB.
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| Sun Mar 24, 2002 8:33 pm |
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Doctor Who
Lieutenant J.G.
Joined: Wed Feb 06, 2002 3:00 am Posts: 322 Location: United Kingdom
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quote:
quote:
Could you please explain to me why the other person must fire the photon, what the photon duration is, and what the ship delay is? Even if I'm playing evil I can fire a photon in a missile frigate, xport into a IG or CFS and still beat a 2 second wave duration. This was with no delay though, otherwise I don't know if a IG could move that fast.
It sounds like you are making this invasion more difficult then it has to be.
duration is 3 seconds. no ship delay. on a 56k connection, firing and xporting then moving cuts it too close. It is easier for one person to fire and another move. The auto macro function in zoc is very quick and responsive. when it sees the word launched it runs the macro. usually, I can move and xport to a ship in the original sector before the duration has ended.
one both occasions no lag was detected. We did this particular manuver several times today. probably 6 times before the first instance of this happening, 7 or 8 times more than the last time this happened.
This game is a 5k turn game that has lasted since last September.
I think that you must not be using the same zoc as me
turn off cn2
turn cn9 to all keys or at follow all ^m's with a space
either of those should work fine for you to photon .. lock a ig in tow with your ig .. and move in!!! .. with a 3 sec photon and 0 ship delay I would actually go as far as to say you can probably photon lock tow move xport out lock tow move in again.. 3 seconds is a long time  .. I've found that sometimes the game will do this to you .. where you have moved in say 5/6 times and then you get podded .. you try it a few more times and get podded again .. not sure if it's a connection thing or if JP has some sort of random factor built in .. either way it does happen sometimes and we just have to live with it ;( .. it's nice for stuff to not happen as plan .. it means we cant preplan the whole game ..
Regards
<<Doctor Who>>
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| Sun Mar 24, 2002 10:12 pm |
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Lythus
Gunnery Sergeant
Joined: Thu Mar 21, 2002 3:00 am Posts: 24 Location: USA
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quote:
I am in a game where I am moving a IC into a enemy front door with my corpie firing the photon for me. There are lvl 6 planets with off. figs in sector. 2 times today I was podded by the figs after moving when the photon was fired. If the photon ran out before I got into sector, I would think that I would recieve the photon wave duration has ended.
On these 2 occasions, I didn't recieve any photon messages. My corpie is using a script to fire off of my command, we can't find where he could have fired into the wrong sector.
I can't think of any reason other and a bug of somekind.
I am a figment of your imagination. I am MIB.
Level 6 planets. If the Off. Figs didn't get ya, wouldn't the quasar cannon on the planet zap ya, assuming it had enough shields.
~~LordLythus~~
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| Mon Mar 25, 2002 5:34 am |
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Monster
Gunnery Sergeant
Joined: Sun Mar 03, 2002 3:00 am Posts: 27 Location: USA
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quote:
duration is 3 seconds. no ship delay. on a 56k connection, firing and xporting then moving cuts it too close. It is easier for one person to fire and another move. The auto macro function in zoc is very quick and responsive. when it sees the word launched it runs the macro. usually, I can move and xport to a ship in the original sector before the duration has ended.
I would guess that the processing interval in the game is too long (sysop setting) for this to work in 3 seconds. Your friend fires the missile, and there's probably a delay between when he hits ^M and you get the message that he launched. I *think* tradewars only updates other players with happenings (like missile launches) once every second... but I could be wrong. If you wanted to test this, I'd say get on the phone with your friend (if yer not in the same room of course  ) and have him countdown to hitting ^m to launch missile and see if the message appears right away on your client.
Or you could just the fire-transport-move as suggested, with one player. With no ship delay, you could probly even fire-transport-tractor-move, as also suggested.
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| Mon Mar 25, 2002 12:34 pm |
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Rave
Ambassador
Joined: Thu Feb 07, 2002 3:00 am Posts: 537 Location: USA
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quote:
I would guess that the processing interval in the game is too long (sysop setting) for this to work in 3 seconds. Your friend fires the missile, and there's probably a delay between when he hits ^M and you get the message that he launched. I *think* tradewars only updates other players with happenings (like missile launches) once every second... but I could be wrong. If you wanted to test this, I'd say get on the phone with your friend (if yer not in the same room of course  ) and have him countdown to hitting ^m to launch missile and see if the message appears right away on your client.
The minimum process interval in TWGS is one second. The ramifications of this are pretty simple. If someone runs into one of your figs 1/10 of a second after the last cycle, it'll be 9/10th of a second before you receive a fighter report. That 9/10th of a second is more than enough when macro'd for the player to attack the fighters, deploy their own and retreat into the last sector before you even receive any notification. Some messages are broadcast instantly, such as limpet mine activations (pdrop on limpets is pretty nasty).
Regardless, with a three second photon duration and minimal delay (there's no such thing as 0 delay anymore, despite it being called no delay in TEDIT) there should be minimal chance of not being able to get into a sector. Even if the max commands per second setting on the server is at the default 4, that's 12 commands you can send in that three second interval... more than enough to move ships into the sector using just about any method from warping in a single ship, xporting out of a ship into another, locking a third ship in tow and then moving in...
There's a couple situations where you might have problems. If the latency of your connection to the server is extremely high, it could possibly take longer to send commands than the duration of the photon. If the server itself is lagged, the processing cycles continue (duration countdown, in this case) but you may not be able to send commands or those commands may be being processed very slowly. You'll know when a server is lagged enough to do this... it's quite obvious when it happens.
Lisa M. Wilson
aka Rave
uhndagrowhn bbs
uhndagrowhn bbs
telnet://uhndagrowhn.merseine.nu
Edited by - rave on March 25 2002 1:15:39 PM
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| Mon Mar 25, 2002 4:12 pm |
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bdavey
Warrant Officer
Joined: Fri Mar 16, 2001 3:00 am Posts: 85
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The polling interval was dropped to 1/4s in .47. Pre .47 it'd be quite possible to be too slow, but .47+ its basically impossible not to get in within 3s unless something is up.
I beleive a 3s photon wave can actually be substantially shorter, as low as either 2.25 or 2s depending on when in the second you fire it, but even then, you have:
1/4s maximum message delay
your latency
hell, lets say you are on a WG BBS. Add up to 600ms
1/4s move delay
your latency would have to be 900ms or more not to get in in time.
Dr. Bad
Edited by - bdavey on March 25 2002 6:11:22 PM
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| Mon Mar 25, 2002 9:03 pm |
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Agent D
Gunnery Sergeant
Joined: Wed Apr 04, 2001 2:00 am Posts: 20
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Today I logged in and tried to fire, xport, move and try to retreat before the duration ended. I could not do it in time.
just before hitting the quote:
Today I logged in and tried to fire, xport, move and try to retreat before the duration ended. I could not do it in time.
just before hitting the
If you were in the "target" sector when you hit '
Riftwars.dnsalias.com
RiftwarsBBS.mine.nu port 23
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| Mon Mar 25, 2002 10:17 pm |
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