I have been getting ping spikes well over 4k, an average ping of around 350-400ms, and constant disconnections during combat.
your username: Mephiston
your current IP address: 60.240.162.42
name of ISP and country: TPG Internet, Australia
the bandwidth (e.g. 15 Mbit down / 1 Mbit up): Advertised maximum: 8000kbit down / 384kbit up, Actual (see speedtest results)
the kind of service you are using: ADSL1
- the results of a recent speedtest.net run: http://www.speedtest.net/result/1492020044.png
Instead of pingplotter results, I offer a somewhat tested theory: (SUMMARY AT THE BOTTOM)
My main issue is the constant disconnects during combat. I know that my ping is rather high, and i'm used to this, but having my bot nearly blow up a few times due to the reason i suspect is somewhat frustrating.
I began noticing a common occurrence every time i disconnected; the fact that it happend right after i hit an alpha strike (pressed spacebar) to launch all my weapons.
Now, without knowing or seeing the game code for myself, i am unable to back this up, but maybe the devs can use this information to their advantage. What i suspect, is that Alpha strike was added in to accommodate people not having to press the chassis slot buttons one at a time. For those that dont understand what im on about, each weapon slot can be fired individually (i'm sure you've all utilised it a few times, when a weapon was reloading and you needed to fire another one), and alpha strike was added in so that all available weapons can be fired at once.
How i suspect the game does this, is that it essentially presses every weapon/chassis slot button at the same time. This is opposed to the game engine being told to fire all weapon slots at once (thus avoiding the "spamming" of commands at the same time).
I would also assume that the game has some kind of command flood prevention measures to stop people spamming or macroing high volumes of commands all at once, thus why i believe this is triggering properly, although it could also be due to the commands having a disparity between being sent from the client and being received by the server (which may be lag related)
The reason i suspect this is seemingly confirmed when i take a look at my perpetuum.log file, when i notice the following codes ALMOST IDENTIALLY surrounding a disconnection:
[11:43:05] [fastqueue] <1AD7A1E0> Parse error (command: 32)
[11:43:05] Disconnecting (reconnect: true)...
[11:43:36] Connecting...
[11:43:36] Connection successful...
and here again much later / on another day:
[14:44:36] [fastqueue] <4F1585E8> Parse error (command: 32)
[14:44:37] Disconnecting (reconnect: true)...
[14:44:43] Connecting...
And an example of everybody's favourite, the double disconnect (which was actually a triple by the looks of it):
[11:29:28] [fastqueue] <39ED29A8> Parse error (command: 32)
[11:29:30] Disconnecting (reconnect: true)...
[11:29:34] Connecting...
[11:29:34] Connection successful...
[11:29:39] Update successful...
[11:29:39] Loading layouts...
[11:29:40] Initializing sound engine...
[11:29:40] Loading dictionary...
[11:29:40] Init done...
[11:29:40] Init successful...
[11:29:40] Connection valid...
[11:30:17] [fastqueue] <27820560> Parse error (command: 32)
[11:30:17] [weather] Setting weather type 0 set to: curr: 0.687160 next: 0.745098 delay: 309847
[11:30:17] [weather] Weather variable new, adding
[11:30:17] [weather] new values: 0.687160 (0.687160) 0.745098 5080235 5390082
[11:30:19] Disconnecting (reconnect: true)...
[11:30:42] Connecting...
[11:30:42] Connection successful...
[11:30:47] Update successful...
[11:30:47] Loading layouts...
[11:30:47] Initializing sound engine...
[11:30:47] Loading dictionary...
[11:30:47] Init done...
[11:30:47] Init successful...
[11:30:47] Connection valid...
[11:31:22] [weather] Setting weather type 0 set to: curr: 0.699359 next: 0.745098 delay: 244609
[11:31:22] [weather] Weather variable new, adding
[11:31:22] [weather] new values: 0.699359 (0.699359) 0.745098 5145225 5389834
[11:31:55] [fastqueue] <27820870> Parse error (command: 32)
[11:31:56] Disconnecting (reconnect: true)...
[11:32:26] Connecting...
[11:32:27] Connection successful...
Now, regarding that last part. I'm not entirely sure why, if i am correct at all, would it continue to issue alpha strikes while it is offline. I can only surmise that it is because it has not 1) finished attacking the target, 2) has not received any further input or contact from the player and 3) the player has not timed out yet (which is the reason why we currently get the double disconnects.. the player's 'avatar' has not unloaded/pinged out from the world yet).
I noticed, however, that the bot affected does indeed continue to keep proceeding through whichever commands it was last issued earlier when i was emptying a loot can with my sequer which was parked right next to my combat robot. My combat robot then proceeded to disconnect after i had hit alpha strike, but my sequer remained connected to the game server, and i watched my bot continue to pump volley after volley of shots into the same bot, then stand around for a while while it timed out (and while i tried to reconnect), after it had destroyed its target.
For those of you who do not wish to comb through this entire post i offer you a TL;DR summary of my theory:
Lag(possibly) + Alpha Strike + the way in which the server code is written(also possibly, impossible for me to verify without looking at the game code somehow) = Game client disconnecting due to unforseen command errors, which in turn = Account taking a while to ping out, due to not being disconnected properly (which leads to the whole double / triple disconnect issue, where the game kicks you out if you try to log back in immediately).
Phew.. that was a long post. Hopefully this helps shed some light on the situation.