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Is there a lower cap on cycle time?

Author
Violet Hurst
Fedaya Recon
#1 - 2016-10-04 14:33:47 UTC
According to EFT it is possible, albeit impractical, to achieve a cycle time below one second. Does anybody know if this actually works, so if it's possible to fire two volleys in one server tick?
Zhilia Mann
Tide Way Out Productions
#2 - 2016-10-04 14:43:33 UTC
Yes, it's possible. Why you'd bother aiming for such a thing is beyond me, but it's possible.
Violet Hurst
Fedaya Recon
#3 - 2016-10-04 15:28:29 UTC
Zhilia Mann wrote:
Yes, it's possible. Why you'd bother aiming for such a thing is beyond me, but it's possible.


Really surprising damage spikes. Big smile Just kidding, somebody suggested extending auto-repeat which got me thinking about the netcode of the whole issue. Thanks for your answer.
Sheeth Athonille
Rabid Dogz Mining
#4 - 2016-10-05 19:41:58 UTC
So do both of the shots land at the same time or what? I thought that the server tick of 1 sec prevented things from happening faster than that?
Violet Hurst
Fedaya Recon
#5 - 2016-10-05 23:56:07 UTC
Sheeth Athonille wrote:
So do both of the shots land at the same time or what? I thought that the server tick of 1 sec prevented things from happening faster than that?


I haven't found any official material on this, so my following statements are really just guesses.
Cycle times rarely amount to full seconds, which means the auto-repeat function has to keep track of them. It would then communicate the information whether a cycle was completed, and according to the information provided by Zhillia how many cycles were completed, to the client-server-communication to be processed. I also assume that auto-repeat is done server-side, since otherwise the cycle indicator on my modules would always line up perfectly, which it doesn't.
When modules are grouped, an information packet sent to the client can already contain the combined outcome of multiple modules finishing one cycle, so my guess is this mechanic could also be used to communicate a single module finishing multiple cycles.
ShahFluffers
Ice Fire Warriors
#6 - 2016-10-06 03:00:17 UTC  |  Edited by: ShahFluffers
Sheeth Athonille wrote:
So do both of the shots land at the same time or what? I thought that the server tick of 1 sec prevented things from happening faster than that?

The "tick rate" only applies to the transfer rate of information between your client and the server.

It has nothing to do with the actual cycle times of your modules... which are processed by the server.

What you see on your client is merely an "update" on what the server is doing.


Now... this won't gimp you as much as you think. Bear in mind that your targets and enemies have the same issue.



And yes... you can totally have a cycle time of less than 1 second (History Lesson: there used to be a time when modules were not stacking penalized. And the Armageddon had a "rate-of-fire" bonus to lasers and 8 low slots. You could totally fit that ship with 8 Heat Sinks so you could fire off a volley every half second or so).
Hesod Adee
Perkone
Caldari State
#7 - 2016-10-06 04:08:05 UTC
My guess is that what you will see is the module doing its effect twice simultaneously.

Though what I'd expect the server to be doing is keeping track of the exact timing so it can produce an order for the events to happen in. Which is important if one of those events prevents other events from occouring (eg, a ship exploding).
Kosetzu
The Black Crow Bandits
Northern Coalition.
#8 - 2016-10-06 13:37:36 UTC
Small close range guns/missiles cycle at lot quicker than once per second, so yes, it's there. The server just won't update on each cycle, but on the serverside 1-second tick.
Zhilia Mann
Tide Way Out Productions
#9 - 2016-10-06 16:31:56 UTC
Kosetzu wrote:
Small close range guns/missiles cycle at lot quicker than once per second, so yes, it's there. The server just won't update on each cycle, but on the serverside 1-second tick.


Which ones did you have in mind? Other than electrons on an Eris, sub 1-second RoF is pretty rare.
Kosetzu
The Black Crow Bandits
Northern Coalition.
#10 - 2016-10-06 22:56:54 UTC
Zhilia Mann wrote:
Kosetzu wrote:
Small close range guns/missiles cycle at lot quicker than once per second, so yes, it's there. The server just won't update on each cycle, but on the serverside 1-second tick.


Which ones did you have in mind? Other than electrons on an Eris, sub 1-second RoF is pretty rare.

You're right, I thought they had lower cycle time, not sure where I got that from...