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  • S23 Snetterton: August 03, 2012
August 03, 2012, 10:21:27 PM +0100 - Snetterton - UKGPL Season 23 (2012)
Driver
 Team
Nat. Make Model Class Qualifying Race
Tyres Pos Time/Gap Pos Time/Gap Laps Stops Best Retirement
reason
Ballast
AnGex
 
Lola T100 (BMW) GPL F2 12 +6.743
102.515mph
1 1:29:52.747
107.003mph
60 1:28.226
109.008mph
Dunlop  
bernie
 Soggy Bottom Racers Club
Matra MS7 GPL F2 10 +3.715
105.934mph
2 +1L
104.202mph
59 1:29.859
107.027mph
Dunlop  
john roberts
 
Matra MS7 GPL F2 7 +2.344
107.559mph
3 +26L
107.549mph
34 1:28.108
109.154mph
Disco
Dunlop  
natan5
 NVRacing
McLaren M4A GPL F2 2 +0.797
109.452mph
4 +0.620
107.527mph
34 1:27.657
109.716mph
Disco
Goodyear  
Marcel Cluzel
 
Matra MS7 GPL F2 1 1:27.071
110.454mph
5 +32L
108.767mph
28 1:27.577
109.816mph
Disco
Dunlop  
EvilClive
 HikiWazaRacing
Lola T100 (BMW) GPL F2 5 +1.314
108.812mph
6 +1.043
108.721mph
28 1:27.372
110.074mph
accident
Dunlop  
BadBlood
 HikiWazaRacing
Lola T100 (FVA) GPL F2 13 +12.503
96.585mph
7 +36L
99.157mph
24 1:31.489
105.120mph
Disco
Firestone  
Awak Forna-F2
 
Lotus 48 GPL F2 3 +0.936
109.279mph
8 +55L
103.283mph
5 1:28.920
108.157mph
Disco
Firestone  
Billy Nobrakes
 Black Night Racing
Brabham BT23 GPL F2 11 +3.783
105.855mph
9 +57L
95.602mph
3 1:33.211
103.178mph
Disco
Goodyear  
G Jonsson
 Black Night Racing
McLaren M4A GPL F2 8 +2.801
107.012mph
10 +58L
101.119mph
2 1:32.161
104.354mph
Disco
Goodyear  
Gareth
 
Lotus 48 GPL F2 4 +1.046
109.143mph
11 +60L
---
0 ---
---
Disco
Firestone  
maddog
 Antipasti Racing
Lola T100 (BMW) GPL F2 9 +2.960
106.823mph
12
---
0 ---
---
Disco
Dunlop  
Cookie
 Antipasti Racing
Protos 16 (FVA) GPL F2 6 +1.504
108.579mph
13
---
0 ---
---
accident
Firestone  
BadBlood
 HikiWazaRacing
Lola T100 (FVA) GPL F2 14 DNS ---
---
Firestone  
natan5
 NVRacing
McLaren M4A GPL F2 14 +13.675
95.461mph
15 ---
---
Goodyear  
UKGPL 8
 
Matra MS7 GPL F2 15 16 ---
---
Dunlop  
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Author Topic: UKGPL Season 23 (2012) - Snetterton - Aug 3  (Read 18017 times)
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Hristo Itchov
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« Reply #60 on: August 06, 2012, 02:07:21 PM +0100 »

Evil, the problem is a dedicated server doesn't run any graphics at all, and there is no graphics exchange between client and server, only car position, orientation, lap times and so on. Still, the freezes seem to be related to some part of the server-client connection, in addition to track and mod issues. And then there is operating system interference, which, combined with variety of hardware, makes for a huge amount of combinations that may be adding to the issue.
« Last Edit: August 06, 2012, 02:18:14 PM +0100 by Hristo Itchov » Logged

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« Reply #61 on: August 06, 2012, 09:50:40 PM +0100 »

Its the same whichever car I run with screen freeze marathon even happens in the pits ( 69x is the pits )

Just tested  67's using the same track and no probs , so gota be something with 69x mod , guess I will be sitting this one out  Sad



Hi Bernie,

you are with OpenGl or with Direct 3D?

So long
Andreas
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« Reply #62 on: August 06, 2012, 11:12:13 PM +0100 »

Andreas , I'm using direct 3d7  Smiley 
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john roberts
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« Reply #63 on: August 07, 2012, 12:57:51 AM +0100 »

I can see that with the necessary exchange of info between server/client/memory/graphics it only takes one element to hesitate and things start to collapse.

gpl doesn't quite work like that clive when it comes to networking/online racing , while racing online the info you receive from the server and you send to the server , this info is sent via UDP packets which as you know work in a different way to normal TCP type packets . simple put UDP packets are date stamped and gpl always uses the newest packet , packets not received or arrive late are ignored .

where things get interesting is when you or other cars for any reason fail to send or receive packets to/from the server .

if the client doesn't get information about a car in a timely fashion it then guesses where a car is , this is called warp .

if you are driving along and all the other cars blink out , it usually means that you (your client) has lost connection to the server .

also your client computer decides if your car has crashed into another object and not the server !

john

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EvilClive
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« Reply #64 on: August 07, 2012, 08:36:30 AM +0100 »

That is great news John  Grin

 From now on, when I run into someone, I can say that MY computer made the error and decided to cause the crash  Roll Eyes 
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« Reply #65 on: August 07, 2012, 11:48:53 AM +0100 »

Andreas , I'm using direct 3d7  Smiley 


Hi there,

I just asked ´cause I was thinking you use OpenGl like I did. Experienced a strange thing yesterday. Was on for some offline-testing with the KI. After some laps in Qualy I was on the Start-Finish-Straight and got a big freeze. After GPL did not work any more. I was on Win7. So I tried it on XP, but the same: Gpl has a failure...blah...blah and so on. So I got back to Win7 and tried it with Direct 3d. So what can I say? GPL66 was running very well again and even better/smoother. Before I had some stutter and frameratedrops here and there and now it was gone.

So long
Andreas

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« Reply #66 on: August 11, 2012, 02:53:34 AM +0100 »

That is great news John  Grin

 From now on, when I run into someone, I can say that MY computer made the error and decided to cause the crash  Roll Eyes 

i know your joking clive but what you said is totally wrong... it's always the client pc that decides if there is a crash and not the remote pc or server pc .

even network errors can't be blamed on the pc , only the method used to connect to the network . some people that think they can race online with wifi connections that blink out for a few seconds every minute.. we all know what chaos that brings .

john
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« Reply #67 on: August 11, 2012, 06:08:18 PM +0100 »

I am currently an unfortunate wretch, who's stuck using a Wi-fi connection.  If I could be persuaded that this was causing chaos, I'd stop racing competitively.

On the subject of freezes, there's a recent posting at SRMZ about the sounds we use.  Ducwolf is the guy who makes the sounds, for every new mod, and is a recognized expert :

"My recommendation for bingo [everyone] is to insure, that all sounds are at 22005Hz, 16 bit ( stereo or mono ).  This will prevent major problems with PC systems as I described many times before.  This might be the reason for freezes and high latencies in online races !!!"


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« Reply #68 on: August 11, 2012, 06:31:17 PM +0100 »

If that advice about sounds is accurate it does mesh with a lot of instances where the "sound card" was thought to be causing disco issues in the past?

The only problem that I have with Mr Ducwolf's advice  ( as a computer numpty!) is where do I check if I have 22005hz,16bit sounds and how do I change it if I havn't???
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« Reply #69 on: August 11, 2012, 06:55:34 PM +0100 »

A sound answer to soundfile probs, would be to use Ducwolfs exclusively - those cars really howl when I use 'em!  Alternately - open your GPL sound folder, right click on any .wav file, then the Summary tab.  This will tell you what all them squiggles are up to. angel
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bernie
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« Reply #70 on: August 12, 2012, 07:44:36 PM +0100 »

I am currently an unfortunate wretch, who's stuck using a Wi-fi connection.  If I could be persuaded that this was causing chaos, I'd stop racing competitively.


Hello Cap'n Chaos  Grin
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bernie
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« Reply #71 on: August 13, 2012, 11:07:56 AM +0100 »

Checking my GPL / sound/ *.wav foldders as you suggest and I'm blowed if I can find the "summary tab"

did you mean the " properties " tab ?

even so there is nothing I can see perporting to the number of hZ  Roll Eyes

rc on properties/ details gives me the file info as in

lot.wav properties

bit rate 206 kbps

nothing about Hz or 16 bits etc.  Sad

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