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| Author: | Gray Lensman [ Wed Sep 13, 2006 8:00 pm ] |
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S: ping 265 S: ping 266 S: ping 516 S: ping 1172 'avg ping - 555 [:O] What I get for playing on library computers, [:(] |
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| Author: | Slim Shady [ Wed Sep 13, 2006 8:09 pm ] |
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certain people on certain servers pings: S: ping 10 S: ping 10 S: ping 10 S: ping 10 'avg ping - 10 |
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| Author: | Velocity [ Wed Sep 13, 2006 8:15 pm ] |
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S: ping 11355 S: ping 12458 S: ping 14256 S: ping 12545 'avg ping - 12653 I had that in a Big Game. For about 2 weeks I think. |
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| Author: | maidenariana [ Wed Sep 13, 2006 8:28 pm ] |
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How do you call up the ping info btw? |
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| Author: | Singularity [ Wed Sep 13, 2006 8:29 pm ] |
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LOL. Actually tho slim that ping script is CK's ping and it only goes as low as 100. You can't get a ping of 10 with it. Not sure if Rev's does that or not. You had a ping of 13 seconds speedy? Wow. |
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| Author: | Gray Lensman [ Wed Sep 13, 2006 8:33 pm ] |
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quote:Originally posted by rgorion How do you call up the ping info btw? _ck_ping.cts, it's in CK's public script pack. |
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| Author: | Velocity [ Wed Sep 13, 2006 8:51 pm ] |
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quote:Originally posted by Singularity LOL. Actually tho slim that ping script is CK's ping and it only goes as low as 100. You can't get a ping of 10 with it. Not sure if Rev's does that or not. You had a ping of 13 seconds speedy? Wow. Yea. I was on Dialup at the time, and the fiber got cut at my ISP. 2 weeks of 10-12 second pings with 'he who shall not be named' as my CEO having a hissy fit. I couldnt fight him on anything with the arguement cause each letter took 12 seconds to show up. It ...sucked. He eventually decided to get a scout and park at Dock till the game was called. |
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| Author: | the reverend [ Wed Sep 13, 2006 9:41 pm ] |
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i'm not 100% certain, but i believe i was the first to implement an in-game ping script. keep in mind that in-game ping is an estimate of the 'round trip response' time, i.e. the time it takes for you to send a message to the server and receive a response. therefore your messages actually arrive at the server in approximately half the ping time. often when people complained about their connection, i would ask them their ping, and most of the time, i would get responses like, "my what?" or "how do i check that?" or "are you gay?" anyway, i also found it more useful to know how the game was responding; just because your ping to the twgs is low, doesn't necessarily mean that the twgs was performing well. how do you measure how well the game is responding? you send it stuff and see how quickly it responds. in-game ping is very important to know. say you are in a quarter move delay game. that means that every sector you move will take 250 ms, no matter how fast your connection to the server is. players HATE move delay because it slows you down, but it really helps level the playing field. all players with pings 250 ms and under are somewhat normalized. granted, players with better pings will ALWAYS be able to react faster to situations that don't involve moving, but at least when it comes to moving, the field is leveled. (if your ping is worse than 250ms, then for the most part you're not going to be able to keep up. knowing your in-game ping will help you decide if you have the necessary connection speed to beat another player. now, say you are in a zero move delay game. that means that you can move as fast as the commandspercycle setting allows. your in-game ping determines how fast you can move - for the most part. keep in mind that macros can circumvent a lot of ping problems, e.g. you can send a macro with 2 or 3 or 10 move commands in it and the server will process them in rapid succession. however, scripts that wait for each move to complete - or players that actually play by hand - will be largely limited by their ping times. you can find my _ping.zrx script for zoc on my website. here is some sample output: Type sub-space message [<ENTER> to send line. Blank line to end transmission] S: ping : 156 ms S: ping : 156 ms S: ping : 157 ms S: ping : 156 ms S: ping : count=4 : min=156 : avg=156 : max=157 S: Sub-space comm-link terminated |
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| Author: | Gray Lensman [ Wed Sep 13, 2006 9:48 pm ] |
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Having said that rev, would it show a difference if i tried ping (either script) in the same game between swath and ZOC. Thanks for the explanation BTW, "learning all the time" |
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| Author: | Singularity [ Wed Sep 13, 2006 10:50 pm ] |
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Good info Rev. In today's TWGS a 0 move delay actually means a 250 ms move delay for any number of TPW. Move delay is applied to TPW so quarter delay @ 2tpw is actually 500ms. So if I've got a ping of 160... you're in trouble as a gridder since you're going to get torped. This delay is also applied to attack, as well, so just because you can catch a gridder doesn't mean you can get them dead by the time they've got a saveme in. Most lawnmowers these days move using safe macro bursts and have a catch trigger running to stop you if you get stuck. I haven't really looked at the innards of a ping script... how is ping measured? Is something sent to the server and the response time measured? Then backspaced over? Or...? TWX proxy 2.04 has a getTimer command that operates on clock ticks... when I get some things done I might build a ping off that, be useful to have the added accuracy. |
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| Author: | the reverend [ Thu Sep 14, 2006 4:27 am ] |
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quote:Originally posted by Singularity Good info Rev. In today's TWGS a 0 move delay actually means a 250 ms move delay for any number of TPW. Move delay is applied to TPW so quarter delay @ 2tpw is actually 500ms. So if I've got a ping of 160... you're in trouble as a gridder since you're going to get torped. This delay is also applied to attack, as well, so just because you can catch a gridder doesn't mean you can get them dead by the time they've got a saveme in. Most lawnmowers these days move using safe macro bursts and have a catch trigger running to stop you if you get stuck. I haven't really looked at the innards of a ping script... how is ping measured? Is something sent to the server and the response time measured? Then backspaced over? Or...? TWX proxy 2.04 has a getTimer command that operates on clock ticks... when I get some things done I might build a ping off that, be useful to have the added accuracy. thanks for correcting me. its been a long time so i was pulling a lot of that out of my fart-hole. basically the way ping scripts work is you macro this "'ping" and wait for the text to appear on your screen. that time is your ping, say it was 157 ms, so you would send " 157^M" to finish the subspace message. do it four times to get an average. you could make it less annoying by backspacing or tidying it up by just sending "'p" and wait for the p, then "i" and wait for the i, etc. you just need to send something and wait for it with a timer. |
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| Author: | Kavanagh [ Thu Sep 14, 2006 2:40 pm ] |
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Why not have an MSDOS command prompt on the taskbar. Type ping tw-attac.com <enter>, or whatever IP. Then when in the game, <alt><tab> to the command prompt, <f3><enter> will repeat the last dos command (ping....), <alt><tab> back to the game when you get the time. |
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| Author: | Singularity [ Thu Sep 14, 2006 3:41 pm ] |
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Because, as Rev said earlier, the ICMP ping is not the same as the in-game ping. There are elements of how fast and efficient the TWGS is operating that also adds to the in-game lag which won't show up thru ICMP. |
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| Author: | Kavanagh [ Thu Sep 14, 2006 4:16 pm ] |
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quote:Originally posted by Singularity Because, as Rev said earlier, the ICMP ping is not the same as the in-game ping. There are elements of how fast and efficient the TWGS is operating that also adds to the in-game lag which won't show up thru ICMP. I understand that, but would the additional latency not be the same for all players, or is it also dependant on the terminal program used? |
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| Author: | the reverend [ Thu Sep 14, 2006 4:27 pm ] |
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quote:Originally posted by Kavanagh quote:Originally posted by Singularity Because, as Rev said earlier, the ICMP ping is not the same as the in-game ping. There are elements of how fast and efficient the TWGS is operating that also adds to the in-game lag which won't show up thru ICMP. I understand that, but would the additional latency not be the same for all players, or is it also dependant on the terminal program used? you are correct. i don't think that terminal programs really play a part in the latency issue. many claim that one program is inferior to another, but when it comes to the fundamentals of sockets and telnet, i think the differences are insignificant. you *could* keep a dos command window up on your task bar all the time to check your ping, but can you explain how to do that easily and simply to dos-impaired corpies? it's a lot easier to just ask them to run a ping script and you can then see on subspace what their ping is - and it will be directly comparable to you're ping script results. |
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