rec.autos.simulators

SCGT - Multiplayer LAN lag!

Zoot

SCGT - Multiplayer LAN lag!

by Zoot » Tue, 04 May 1999 04:00:00

Set up a 3 player lan over the weekend with SCGT.  We had nothing but
major latency issues.  We tried both IPX and TCP, and varied the data
rate everywhere from 4Hz to 32Hz.    The other players on the track
were hopping all over the place and even sinking below the track on
some occasions!  It was nuts!   And when you drove into another
player, you passed right threw him!

Other games play fine (Halflife, GPL, Quake2), so there is something
wrong with SCGT.  Anybody know how to fix it?  

SCGT has great potential, but this multiplayer wackiness needs to be
addressed.

Jason

RA

SCGT - Multiplayer LAN lag!

by RA » Wed, 05 May 1999 04:00:00

I had the same problem, I have a 3 Cpu network (K6-400, K6-300, P166,
all with Voodoo cards) and when the game was created on the 400, I
experienced the exact problems you described. If I host from the
K6-300 all is ok???? Same IPX and data rate set to 32. The 400 & 300
are Win98 the 166 is Win95.

RAH


>Set up a 3 player lan over the weekend with SCGT.  We had nothing but
>major latency issues.  We tried both IPX and TCP, and varied the data
>rate everywhere from 4Hz to 32Hz.    The other players on the track
>were hopping all over the place and even sinking below the track on
>some occasions!  It was nuts!   And when you drove into another
>player, you passed right threw him!

>Other games play fine (Halflife, GPL, Quake2), so there is something
>wrong with SCGT.  Anybody know how to fix it?  

>SCGT has great potential, but this multiplayer wackiness needs to be
>addressed.

>Jason

Rafael Medeiro

SCGT - Multiplayer LAN lag!

by Rafael Medeiro » Wed, 05 May 1999 04:00:00

Hi ,
I played in a 2 computers lan using ipx and 32hz and it was simply
perfect.Don't know with more computers(will try this saturday with 8) .
Rafael Medeiros

> Set up a 3 player lan over the weekend with SCGT.  We had nothing but
> major latency issues.  We tried both IPX and TCP, and varied the data
> rate everywhere from 4Hz to 32Hz.    The other players on the track
> were hopping all over the place and even sinking below the track on
> some occasions!  It was nuts!   And when you drove into another
> player, you passed right threw him!

> Other games play fine (Halflife, GPL, Quake2), so there is something
> wrong with SCGT.  Anybody know how to fix it?

> SCGT has great potential, but this multiplayer wackiness needs to be
> addressed.

> Jason


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