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1. Host a campaign lobby with vanilla humpback (0% pumps activity)
2. Quit and turn on this mod. Host a campaign lobby with vanilla humpback and now even while docked pumps goes crazy (4-5%) and never stops.
Can you please fix it somehow? At least on stations?
Server-Side means that the users playing in it won't have to download anything yes-yes?
We tested your Network Tweaks in our campaign with 20 people. It helped with the internet connection. People were kicked less often and we didn't hit our heads on doors as often.
The only problem is that on weaker PCs it makes things much worse. We had to change the host to someone with a better setup.
Good job. Artificer, my beloved.
when rubberbanding happens its mostly due to the server host internet connection being too unstable (packet loss, throttling, etc) or their PC just not having enough processing power to run the server at all
what actually causes rubberbanding the most for me is not actually directly related to the movement itself, but all other factors that affect your character: afflictions, moloch ramming into the sub, flowing water, creatures attacking you, etc
one thing that would be interesting tho is the possibility of client-authoritative hit register, while it would likely end up with cheaters abusing it a lot, maybe could have use in non public servers
After saying all this, it is a shame that all of this hasn't been fixed in the base in the 5.5+ years its been out or in development. Many indie-type games wait until their 10th anniversary to do any major fixes, and the community *never* usually is able to make a fixed title in a modern engine and format, so we're most likely very much stuck with what we have, so if we can fix it to make it better and more enjoyable, it would benefit the community and its evolution and understanding.
Difficulty with interaction and movement through doors, being teleported onto a different floor and sometimes outside the sub in some situations is more common than it should be, and there are public examples of server validation to make sure a player isn't teleporting within or beyond a max movement-radius circle after the facts transpire, though this is one of the simpler and less effective checks. Other clients can additionally be tasked with these checks, not just the host, to relieve burden and provide consensus, but this is unnecessary for this game.
just type "lua " in the console, followed by any of these:
NetConfig.MaxHealthUpdateInterval = 0
NetConfig.LowPrioCharacterPositionUpdateInterval = 0
NetConfig.MaxEventPacketsPerUpdate = 8
NetConfig.RoundStartSyncDuration = 120
NetConfig.EventRemovalTime = 30
NetConfig.OldReceivedEventKickTime = 30
NetConfig.OldEventKickTime = 50
NetConfig.SparseHullUpdateInterval = 0.5
NetConfig.HullUpdateInterval = 0.1
if its the standard one caused by not receiving any packages from the server for x seconds then no