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Thread Statistics | Show CCP posts - 1 post(s) |

Twaddle
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Posted - 2004.09.24 17:08:00 -
[1]
Same thing happens to me on average 2-3 times a day and I use an ABIT board and an FX5200. I have noticed this happen while docked too although it's not obvious unless you're actually trying to do something though. The one common sign that I have noticed whether I'm docked, trying to warp, approaching a gate, in combat or just sitting in space is a chat window bug.
You can still switch through chat windows although you don't get any new text until the "lag" clears (usually seems to be about 45 seconds). During this time any chat window which has a scrollbar in it will show the slider at the top position although you are actually seeing the most recent posts. If you click on the slider it takes you back to the top posts (correct chat position for the slider position) and you can drag it back down again as normal to see the most recent posts up to the point where the "lag" hit. If you look at another chat window and then come back the slider will be at the top again. If you try to type anything into chat you seem to be able to post once as normal but any further posting attempts are greeted by the beep you get when trying to type in multiple lines very quickly during normal conditions.
If this happens to you in combat you get some odd effects. Any targets you have locked already will have their icons disappear from the top of the screen as they are destroyed although they will still appear in space for quite a while afterwards. Damage will show behind the actual state of play though and you start off appearing to do no damage and the target will die while still showing a good portion of its armor remaining. You can switch between previously locked targets and activate mods on them as normal although you will see the effects in space considerably behind time. In-space graphics move slower than usual, more notably near the start of the lagged period. If you try to lock any new targets you will see the timer box appear but the bar will extend a long way outside it and you will get a targeting time which suggests you are being dampened. Dampening is clearly not the cause when fighting NPC's. If you are still in combat when the "lag" clears you will see graphics occur at their normal pace but you will be living an "instant replay" of what anybody else present just saw. Once the level of actual activity has dropped sufficiently you will see the graphics fast forward and you will catch up with current events. Unfortunately you can't carry on as normal from this point as the capacitor display is bugged.
When you are approaching a gate and this happens you will see your ship continue to approach the gate, and other ships (including NPC's) continue their movement, very slowly along lines which seem to be predicted from information at the time the "lag" hit. Any activations of MWD's etc. are not seen until the fast-forward effect when the lag clears. The effect is almost that you see the frames you would normally expect during a 2-3 second period spread over about 45 seconds followed by the reverse of this. This isn't quite accurate however because ships progress much further than they would in those 2-3 seconds during the normal game experience.
Any warps which you engage while lagged or engaged immediately prior to the lag actually happen as normal for anybody viewing your ship from a different client. On your screen you will see different variations depending on how much activity there is in game.
Fortunately I've yet to lose a ship or a clone to this issue but it can only be a matter of time before it causes an expensive loss for me or somebody I'm flying with.
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Twaddle
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Posted - 2004.09.24 17:08:00 -
[2]
Same thing happens to me on average 2-3 times a day and I use an ABIT board and an FX5200. I have noticed this happen while docked too although it's not obvious unless you're actually trying to do something though. The one common sign that I have noticed whether I'm docked, trying to warp, approaching a gate, in combat or just sitting in space is a chat window bug.
You can still switch through chat windows although you don't get any new text until the "lag" clears (usually seems to be about 45 seconds). During this time any chat window which has a scrollbar in it will show the slider at the top position although you are actually seeing the most recent posts. If you click on the slider it takes you back to the top posts (correct chat position for the slider position) and you can drag it back down again as normal to see the most recent posts up to the point where the "lag" hit. If you look at another chat window and then come back the slider will be at the top again. If you try to type anything into chat you seem to be able to post once as normal but any further posting attempts are greeted by the beep you get when trying to type in multiple lines very quickly during normal conditions.
If this happens to you in combat you get some odd effects. Any targets you have locked already will have their icons disappear from the top of the screen as they are destroyed although they will still appear in space for quite a while afterwards. Damage will show behind the actual state of play though and you start off appearing to do no damage and the target will die while still showing a good portion of its armor remaining. You can switch between previously locked targets and activate mods on them as normal although you will see the effects in space considerably behind time. In-space graphics move slower than usual, more notably near the start of the lagged period. If you try to lock any new targets you will see the timer box appear but the bar will extend a long way outside it and you will get a targeting time which suggests you are being dampened. Dampening is clearly not the cause when fighting NPC's. If you are still in combat when the "lag" clears you will see graphics occur at their normal pace but you will be living an "instant replay" of what anybody else present just saw. Once the level of actual activity has dropped sufficiently you will see the graphics fast forward and you will catch up with current events. Unfortunately you can't carry on as normal from this point as the capacitor display is bugged.
When you are approaching a gate and this happens you will see your ship continue to approach the gate, and other ships (including NPC's) continue their movement, very slowly along lines which seem to be predicted from information at the time the "lag" hit. Any activations of MWD's etc. are not seen until the fast-forward effect when the lag clears. The effect is almost that you see the frames you would normally expect during a 2-3 second period spread over about 45 seconds followed by the reverse of this. This isn't quite accurate however because ships progress much further than they would in those 2-3 seconds during the normal game experience.
Any warps which you engage while lagged or engaged immediately prior to the lag actually happen as normal for anybody viewing your ship from a different client. On your screen you will see different variations depending on how much activity there is in game.
Fortunately I've yet to lose a ship or a clone to this issue but it can only be a matter of time before it causes an expensive loss for me or somebody I'm flying with.
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Twaddle
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Posted - 2004.09.27 00:09:00 -
[3]
From what people are saying it does seem to be something to do with client compatability with the nForce2 chipset. Network issues seem unlikely since a lot off information still seems to be getting through to the server as normal. Tracking down the cause is probably going to be a nightmare since nobody seems to have noticed any correlation in events in game leading up to the problem occuring so far. Neither has anybody suggested a link between either how long the client has been running or how long their macine has been running. For my part neither seems related.
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Twaddle
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Posted - 2004.09.27 00:09:00 -
[4]
From what people are saying it does seem to be something to do with client compatability with the nForce2 chipset. Network issues seem unlikely since a lot off information still seems to be getting through to the server as normal. Tracking down the cause is probably going to be a nightmare since nobody seems to have noticed any correlation in events in game leading up to the problem occuring so far. Neither has anybody suggested a link between either how long the client has been running or how long their macine has been running. For my part neither seems related.
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Twaddle
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Posted - 2004.09.27 00:17:00 -
[5]
I've just been reminded by Lallante's post http://oldforums.eveonline.com/?a=topic&threadID=111942 that deployed drones appear to scatter when the "lag" hits. I don't recall that being mentioned anywhere else here so far. They jump out what would appear to be several km and then slowly move back into normal orbit around your ship. I've never seen this happen while I've had drones away from my ship that I can remember.
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Twaddle
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Posted - 2004.09.27 00:17:00 -
[6]
I've just been reminded by Lallante's post http://oldforums.eveonline.com/?a=topic&threadID=111942 that deployed drones appear to scatter when the "lag" hits. I don't recall that being mentioned anywhere else here so far. They jump out what would appear to be several km and then slowly move back into normal orbit around your ship. I've never seen this happen while I've had drones away from my ship that I can remember.
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