' Wrote:Are you sure the problem isn't your connection?
If it was my connection, I would lag always. Now I don't see any lag issues when server load is small - MRs don't crosshair and do damage when those hit, CDs track, Mines explode when these hit (most funny part - server was under 215 load, LF hits 4 nuce mines with hull - sound effect works, no explosion, Hawhaws in the space). For the ping part - it varies from 40 to 60. When server Load is low - fluct/loss/lag is 0-2/0/0.
But another post explained the situation from science point of view: calculations and complexity of hitboxes influencing these and attempt to fix this:
' Wrote:People. You are confusing lag (overloaded connection) with excessive server load (server needing to calculate too much at the same time). The server load issue is being addressed, most likely making some hitboxes less complex will sort a lot of this out. It will mean less complex and therefor less accurate hitboxes here and there, but it should help immensely with the load. Working on this, but it'll take time.
My problem is: as server gets loaded with high numbers of "capship dodgefighters" I find hard time aiming to hit a jumping target - rather just making random hits while chain-firing. Note - i don't use capital ships, which influences my gaming experience a lot more then capital ship users - those just need to hit huge slow things.
Anyways, let's hope attempt to reduce number of calculations works. But until then, reducing limit down to 200 again would help a lot in matter of performance.