I reckon the gank threat was douchy, we all do right? Anyway, if the water people cut your internet cable and you are forced to use dial up (I'm looking at you Sydney water Q_Q), everyones at a disadvantage, but use that time to trade, screw around in singleplayer, roleplay (On a RPing server? Horrors!) or just do destroy base missions. My point is that lag may make dogfighting nigh on impossible in some cases but you can still do other things.
Last time around I was a Member of: K'Hara|[HF]141|PFI|BAF|LR-
I'm working from the modelling end to hopefully alleviate some of the lag issues - by severely reducing hitbox complexity. A big problem however is that we have no way (as devs) to test the performance of the server and -see- what part of it is causing the lag. We've got a few ideas where it might come from, but nothing certain.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
I experienced something that created INCREDIBLE LAG yesterday, perhaps it helps at pinpointing where the sources are.
If a large ship (in my case a Barge) gets stuck in flying particles, asteroids, these small shootable rocks, it gets automatically repositioned to a place where it can be without being inside a rock. That sometimes took 30 seconds of completey frozen FPS lag.
Same with bumps in bigger groups in general. Bump in a jumping group created incredible freezes of up to 30 seconds in my game. I think the calculations of who to put where is difficult.
I could imagine that these small particles, their bumps, the calculations of where to reposition the model have a big influence on lag.