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Re: Delayed...

Posted: Fri 06 Jun , 2014 1:10 pm
by iRobot
Do you play from an SSD or an old brick?

Re: Delayed...

Posted: Fri 06 Jun , 2014 1:27 pm
by Skaldy
Intel 530 SSD, but old mATX motherboard only does SATA II.

I can see I'm going to get tempted into re-casing around a decent ATX, but I'm loathed to fork out for a copy of Win8.

Re: Delayed...

Posted: Fri 06 Jun , 2014 1:35 pm
by iRobot
It is a game from 2003, any SSD would give the same performance, regardless of SATA bandwidth.

Was just curious!

Re: Delayed...

Posted: Sat 07 Jun , 2014 12:04 am
by Nardaq_NL
try pingplotter standard select LDG server IP and keep it running in the background for a few days

Re: Delayed...

Posted: Thu 12 Jun , 2014 2:33 am
by Calypto
Recently read something about UT2004 hit detection.
When we figured that out, Lotus wrote some correction code, to try and minimize those off-target shots from happening. However, I do not think the code was kept, for balance reasons. (Obviously, if those flick shots are hitting as accurately as they should be, as opposed to the default behavior in UT2004, that would significantly increase the power of the affected weapons.) Plus, it didn't work flawlessly anyway. The theory there is that the netcode changes that caused the inaccuracy aren't in the unrealscript code, but in the native engine code, and therefore aren't fixable. "We can only try and hack our way around it.”
Further on, this was mentioned.
The mod you linked on Wormbo's homepage actually doesn't function. As far as I know the only working version of ping compensation was included with some version of UTPlus, but not the one with source released on his webpage.
More can be read here: http://tinyurl.com/TheUT2004Grail

Also, the fix for low mouse sampling rate:
Setting: Mouse Sampling Rate - Found in User.ini under [Engine.PlayerInput]. This setting is the interval, in seconds, at which the game will sample input from the mouse. For optimum smoothness it is suggested you want this sample rate to be even with the rate at which your mouse reports to your computer. To calculate this, divide 1 by your mouses refresh rate.

[Engine.PlayerInput]
MouseSamplingTime=0.001 = 1000hz input
MouseSamplingTime=0.002 = 500hz input
MouseSamplingTime=0.008 = 125hz input

Re: Delayed...

Posted: Mon 24 Apr , 2017 7:19 am
by Calypto
proof wrote:Well then, why do I not get the full 65536 but only ~756 for each axis (@2.75 sensitivity)? Is it because the mouse cant recognize any smaller movements and therefore higher sensitivity = less rotation positions? Or is that just a bug with my installation?
Heres a Video of what I mean:
(side note: Im standing in the middle of a 256-sided cylinder with "rmode 1" to make things clearer)
I finally found the fix for this, set ingame mouse sensitivity to 1.00 and:
MouseX=Count bXAxis | Axis aMouseX Speed=2.0
MouseY=Count bYAxis | Axis aMouseY Speed=2.0
and adjust your DPI accordingly. UT2004's interpolation is absolute horseshit and should not be touched.

In addition, you can set mouse sens to 2 and the MouseX/Y to 1. It appears to be an inverse relationship.