Pilot Archive

Thread: suggestions to cut down ISD laser lag?

Ryal
Tue Oct 04, 2005 6:18 pm
#1

Anyone have any suggestions how to adjust my settings so the ISD doesnt lag me to death whenever i'm near it and its shooting something?
broncoblitz
Tue Oct 04, 2005 6:46 pm
#2

ask a nice rebel pilot to defang the beast by shooting out its turrets.... it takes a while, but i know ive done it a few times myself



Kennars Vala

Waarangel
Tue Oct 04, 2005 7:26 pm
#3

Or just don't shoot it.



N'VARRAWREN®
Unabunko Kwee Kunee Ulwan
Creaturetaimer
Tue Oct 04, 2005 8:05 pm
#4

they need to replace the number of guns on it with fewer more accurate guns. that thing took 2mins to kill a y-wing npc i disabled right above it.



Galik A. (main)- Master CH (Ret.) and Master Ranger, Master Bounty Hunter
Blowfin A. (craftbot with a soul)- Master BE and working on (Undecided)

"Once i handed a man a compass i was leaving in the woods alone to see if he could make it back to town. He told me "This compass doesn't work!!", and i replied "so?" "
KaylBreinhar
Tue Oct 04, 2005 8:06 pm
#5

Reprogram the DS Vette flightpaths to not intersect the ISD's position under ANY circumstances (at LEAST a 2k 'no-fly zone' around both places - with the ONLY exception being outgoing spawns from the structures themselves). Somehow they can do this for the Freedom Station but not the ISD?

I've NEVER seen a flight of Ye-4s and Decimators run smack dab or within firing range of the FS, but I see the reverse all the time with the ISD. The only thing I can think is that as soon as the ISD is destroyed, the server views the place where it WAS (albeit for only a few seconds) as usable empty space and can program new Rebel spawns to USE said space for a valid flightpath.

Result - Vette + Escort flies into the range of fifty-plus lag-inducing turrets.

Ideally, I'd like to see the flightpaths changed, both targets made strictly ornamental, and give both targets the ability to land there...even if the first step is only to recreate the opening "Space Station" room with a starship terminal inside for easy CM/Missile reloading or possible component replacement for PvP events.

...and to make sure the room has a FINITE time you can be in it (as well as a no-log rule which kicks you to a starport along with your ship), lest it become a haven for Jedi.

Message Edited by KaylBreinhar on 10-04-2005 11:07 PM



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
ShaiLyn
Tue Oct 04, 2005 10:21 pm
#6






KaylBreinhar wrote:
Reprogram the DS Vette flightpaths to not intersect the ISD's position under ANY circumstances (at LEAST a 2k 'no-fly zone' around both places - with the ONLY exception being outgoing spawns from the structures themselves). Somehow they can do this for the Freedom Station but not the ISD?

I've NEVER seen a flight of Ye-4s and Decimators run smack dab or within firing range of the FS, but I see the reverse all the time with the ISD.

Message Edited by KaylBreinhar on 10-04-2005 11:07 PM





I think this is largely because rebelgunboats/vettes/novas outnumber imperial equivalent ships by like 20-1 odds. lol.






Starsider
Xova Qiin - Nightsister Outcast

Corbantis
Silhouette - Twi'lek Shipwright

Kettemoor
Kiamata - Imperial Pilot

...has mastered the Pilot profession
Ralen-Sharr
Wed Oct 05, 2005 4:54 am
#7

one thing I have noticed about the ISD lagging, it seems to be ok when the guns are firing in FRONT of it, and has the extreame lag when it goes to firing at something behind it. Seems it's own weapons fire through the hull and thats when I get the worse lag.
Perhaps it's different for me due to settings or something



Revenant-1 of the 607'th New Avalon Fighter Wing
Greased wook in an a-wing
Has solo'd Cyssk in an A-wing
pgm2b2
Wed Oct 05, 2005 5:17 am
#8

I would happily see them just get rid of the ISD and perhaps just stick a space station there, the lag is horrendous at times, which is the last thing you want when you may have some PVP action.


Most of the space zones have been well thought out but this one has not worked for a very long time now (reb station), why on earth has it not been sorted.





Farstar
Chewova, Master BH, Master Pistoleer, Alliance Ace Pilot*3
aka
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KaylBreinhar
Thu Oct 06, 2005 2:47 am
#9

...well, the idea of space stations in the middle of Deep Space is preposterous anyway.

Space stations have to be tied to a gravitational mass, whether they're orbital or geostationary, there has to be SOME anchor. There's nothing remotely close by that could be used as such in DS - even the simplest nudge by an outside influence would send said station slowly moving towards infinity.

The only PLAUSIBLE explanation is that the space station has a gravity well in it to simulate BEING a planet.

In which case, I call for it to do exactly what gravity wells are meant to do in this timeline - prevent people (Rebels in this case) from hypering when I chase them in DS.



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
KaylBreinhar
Thu Oct 06, 2005 2:48 am
#10



broncoblitz wrote:
ask a nice rebel pilot to defang the beast by shooting out its turrets.... it takes a while, but i know ive done it a few times myself



Which makes it easier for some dumbass to come in and decide "OOH, DEFENSELESS ISD, IMMA GONNA BLOW IT UP LOLOLZ0RZ!"



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
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