As seen, In CC2 Roleplay servers, alot of people struggle from “Desync” which occurs when a player with slightly higher ping’s vehicle’s magnitude increases too fast for the other player’s side to register, even if they didn’t actually collide, server side, they DID collide, so how do we fix this?
We make it dynamic, we make the default delay 200 MS (maximum), and in that time, we make something like an escape array, a time for both clients to just not stay collided in, (before registering the crash by the crashmodule or crashfunction or whatever is used)
But we obviously have to delay that delay, but how?
And to decrease that delay,
local Delay = PingCap - (ServerTimestamp - ClientTimestamp)
Clientstamp is the time took for the client to register the collision to the server, and so goes on.
I would love seeing this get implemented as it’s pretty simple, yet pretty helpful and will prevent further desyncing, (like actual desyncing, which by implementing this system, or by implementing something similiar, we can easily make desync a thing of the past, and give out the true experience)
And obviously after this “escape time” if they’re still touching then we clearly use the collision function, And only applying this if atleast one of those vehicles is going 120km/h or higher, as that’s the usual speed of desyncing. (also both vehicles going the same speed but one has good/normal ping, one’s on mcdonalds wifi, you get it.
No more random skill issued children ramming into me on accident then calling it a desync if this gets implemented.
Thank you for reading this, I hope this goes to any CC2 HR Or Panwellz to get implemented, mny_11.