PTRS Client-side hit

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Ducky

Super Moderator
May 22, 2011
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Netherlands
True... I mean, it's not like it hurts anything and can only improve it.

This is just a wild guess, but maybe the issue reported here has something to do with it. It was reported shortly before GOTY release and I can imagine that it would be a no go for AT rifles. Mekh will probably know the ins and outs of the decision to not implement client-side hit detection for AT rifles.
 

Cpt-Praxius

FNG / Fresh Meat
Dec 12, 2005
3,300
1,667
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Canadian in Australia
This is just a wild guess, but maybe the issue reported here has something to do with it. It was reported shortly before GOTY release and I can imagine that it would be a no go for AT rifles. Mekh will probably know the ins and outs of the decision to not implement client-side hit detection for AT rifles.

Thanks

Ok, it hurts something.... not much more to say, moving on now :IS2:;)
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
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The root problem is that the armor penetration system is built in such a way that it has no clean entry point. It needs a fairly significant restructuring before it'll work nicely with client shots. It's a somewhat convoluted chunk of code, so it's a non-negligible amount of work to rebuild it while taking care not to break anything.

I didn't want to delay the release of my mutator just because of AT rifles, because, let's face it, AT rifles are a pretty minor part of gameplay. So, I let it go out with a half-baked workaround. I was planning to do it properly at a later date.

TWI apparently came to the same decision when they did their version :D

...but we knew this already. Thus, this thread.
 

MrHello

FNG / Fresh Meat
Sep 2, 2011
537
122
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Yeah, I've always known of this problem. But it's only really started to bother me because of the new "bridges" custom map. Where the germans rely on the AT rifle against the russian tank. Why not have it both server-side and client-side, client-side for the infantry and server side for the tanks. As the tanks move less often so the effects of the server-side lag will be minimal compared to the effects against infantry.
 

Choice

FNG / Fresh Meat
Aug 5, 2011
127
18
0
I do hope that when they tidy up the issues with the AT rifles, (which I have had significant enjoyment using in the past)- They also enable Engineers & SL's the capability to supply ammo to them- or at the very least allow the AT to get a full load of ammo when lugging the leviathan to an ammodump, 3 is not enough.
 
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r5cya

FNG / Fresh Meat
Jan 17, 2011
6,048
445
0
San Bruno, California
I do hope that when they tidy up the issues with the AT rifles, (which I have had significant enjoyment using in the past)- They also enable Engineers & SL's the capability to supply ammo to them- or at the very least allow the AT to get a full load of ammo when lugging the leviathan to an ammodump, 3 is not enough.
it would be nice to be able to re-supply them! it's hard to get in a good spot to take a shot at that tank. having to run back for ammo usually reults in death, followed by more deaths, trying to get back where you need to be. anyone should be able to re-supply an at if he calls for it.
 

Miro

FNG / Fresh Meat
Dec 8, 2011
78
12
0
Maybe it's just me, but when using an AT rifle I need to lead moving targets more and often times the lead distances are inconsistent. The problem with this is that I expect the AT rifle to have the largest muzzle velocity of any of the small arms in the game. Upon checking wikipedia I can verify that I'm correct as the two other most common in game cartridges with the highest muzzle velocities, 7.62x54r and 8mm Mauser, are both roughly 200m/s slower than 14.5x114mm (the AT rifle cartridge.)

This means that unless 14.5x114mm experiences some insane drag then the AT rifles should require the least lead distance of any other gun in the game. Even when shooting stationary targets there is a longer delay before the target gets hit.
 

Panzer Jager '43

FNG / Fresh Meat
Dec 15, 2010
1,169
218
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FYI, the PTRS works fine for me too. Tanks are rather big to hit and often stand still. In that last case having or not having client-side hit detection doesn't really mather.

Client-side calculation is disabled on the PTRS. This makes it more difficult to hit personnel targets.

Both the things I've stated are facts. By saying "it works fine for me" is totally unhelpful because it is a fact that it does not have client-side calculation. Therefore it cannot "work fine" for you as that would insinuate that the "bug" is not existent or prevalent. You may not find the bug problematic, but it is still there 100%, whether it is problematic for you or not. Having graphic artifacts of map icons show up on the screen after closing the map is another bug; again, you may not find it problematic, but it is still a bug, and recently it was addressed. The fact that it does not bother you doesn't mean that it shouldn't be addressed.

It should be addressed.

Maybe it's just me, but when using an AT rifle I need to lead moving targets more and often times the lead distances are inconsistent. The problem with this is that I expect the AT rifle to have the largest muzzle velocity of any of the small arms in the game. Upon checking wikipedia I can verify that I'm correct as the two other most common in game cartridges with the highest muzzle velocities, 7.62x54r and 8mm Mauser, are both roughly 200m/s slower than 14.5x114mm (the AT rifle cartridge.)

This means that unless 14.5x114mm experiences some insane drag then the AT rifles should require the least lead distance of any other gun in the game. Even when shooting stationary targets there is a longer delay before the target gets hit.

This is exactly the issue we are discussing :) By calculating ballistics server-side, the creation of the projectile after the client has fired is delayed entirely based on their ping; the higher the ping, the longer it will take the server to be told to create the projectile and send the information regarding it to your screen. If the client was the one calculating it, it would produce the most rapid and realistic feel, as the projectile would be leaving the barrel when you click to fire, not some measurable time after.
 
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Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
Why not have it both server-side and client-side, client-side for the infantry and server side for the tanks..
That's one possible work-around. It's still not ideal, though, because, given the sensitivity of the kill zones for AT rifle hits, precision does matter a fair bit even on tanks, especially if you're trying to hit someone unbuttoned while it's moving, which is technically a component of the tank rather than an infantry target.
 

>F|R< Sarcinelli

FNG / Fresh Meat
Jun 6, 2007
846
44
0
35
ES - Brasil
it would be nice to be able to re-supply them! it's hard to get in a good spot to take a shot at that tank. having to run back for ammo usually reults in death, followed by more deaths, trying to get back where you need to be. anyone should be able to re-supply an at if he calls for it.

this ^^^