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Rec.Autos.Simulators Archive

n2 and kali95

4 posts by 4 people · 20 Sep 1997 - 22 Sep 1997

mdmrac 20 Sep 1997#377878
need on playing n2 on kali cars disapear on screen when racing. what can i do to fix this? Mike
myke 20 Sep 1997#377880
> need on playing n2 on kali > cars disapear on screen when racing. > what can i do to fix this? > Mike First you need to understand why the cars disappear before you can solve the problem. Second you need to spend some serious cash to solve the problem. Third you need to people you race against to spend some serious cash. The cause of the problem is packet delays and depending on the number of humans in the race it could be bandwidth. Why to the cars disappear? The N2 Host while racing IPX sends out 1 packet 30 times per second (per client). It's easier to think of it as 2 packets 15 times per second because 1 of the packets is car locations (~35 bytes of data) and 1 packet is "idle" information (~60 bytes of useless info). If the client doesn't receive a cars location within ~2/15 of a second it removes it from the screen (disappears). With inconsistant ping times it will be quite easy to have packets come in late while will cause the disappearing. Host bandwidth: 1 client: ~95 bytes * 15 per second = ~1425 bytes per second. Within reach of a 14,400 modem. 2 clients: ~190 * 15 = ~2850 bytes per second is pushing a 28,800 because a 28,800 doesn't achieve 28,800 as often as a 14,400 achieves 14,400. 3 clients: ~285 * 15 = ~4275 bytes per second. I guess we are now into ISDN territory. 4 clients: ~380 * 15 = ~5700 bytes per second. 5 clients: ~475 * 15 = ~7125 bytes per second, and we are beyond then 64k of one channel of ISDN. 6 clients: ~570 * 15 = ~8550 bytes per second, either we have a 128k ISDN connection or we are on a T1. 7 clients: ~665 * 15 = ~9975 bytes per second. So to solve the Bandwidth issue for the host, Serious cash has to be spent. The nice thing is the latency issue is fairly constant regardless of the number of clients. <Comments about TEN skip if not interested> This is the theory as to why NROS can run 32 cars on the Internet. TEN's servers are directly connected to the internet achieve a large bandwidth. They've contracted with Concentric who is spending the SERIOUS cash to reduce the latency. I hope they don't implement the NROS the way they've described it. They claim that the servers will be doing all the physics instead of the client machines as is it now in N2. The computations could only be effectively done at the rate with the server receives feedback from our system as to wheel/gas/brake/gear positions. Which means alot slower and much more inconsistant than we are used to. Due to the latency issues, the delay between turning left and seeing your car begin turning can be annoying. And there won't be any way to simulate that driving environment while offline. I.e. must be online while adjusting your setups. I have a feeling that isn't in fact how they are implenting NROS, maybe it's just smoke and mirrors. It should be done the same as N2 currently does now. Your system computes the location of your car and tells the server where you are, not how to get you there. This way atleast your car will feel familier to you compared to offline driving. mykey
Chris Somme 22 Sep 1997#378005
had trouble getting a good connection to people over kahn and kali as well. Hopefully if all that is promised is delivered with NRO and TEN then these problems will all be behind us soon enough.

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