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Tickrate affects the physics timesteps #24

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kklouzal opened this issue Feb 15, 2014 · 6 comments
Closed

Tickrate affects the physics timesteps #24

kklouzal opened this issue Feb 15, 2014 · 6 comments
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@kklouzal
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A spawned prop's initial gravity and/or weight is incorrect and/or is 'slow' as in it feels like the prop is located on the moon.

@DrChat
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DrChat commented Feb 15, 2014

Doesn't act like that for me! Is this related to the drag controller?

@kklouzal
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Unfortunately I cannot say one way or another what this is related to, using the module in single player this happens to some extent but not nearly as drastic as it is on the dedicated server. Props just don't feel like they have the correct weight and/or gravity. :/

@kklouzal
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I did a lot of debugging and figured out that it was the use of the launch parameter "-tickrate 33" that makes the physics feel like your "on the moon". Returning the tickrate to 66 made the physics act normal again. The ability to set the tickrate to 33 and even 16 in some scenarios is highly beneficial due to the fact that it cuts down immensely on CPU and bandwidth usage.

@DrChat
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DrChat commented Feb 18, 2014

Okay, so the timescale slows down. Does valve's vphysics do this?

@kklouzal
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No sir not at all.

@DrChat DrChat added the bug label Apr 21, 2014
@DrChat
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DrChat commented Sep 18, 2014

8 months to update this issue isn't too long of a wait... right?

Anyways, most likely fixed in 16396ce. Closed.

@DrChat DrChat closed this as completed Sep 18, 2014
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