Forget. The life is beautiful.

WRT Combat Logging: Those who care, don't matter - and those who matter, don't care.
It's quite simple: FDEV will never be able to discern between a "task kill" and a "real crash", and unless they add centralized servers that keep your ship "in game" for 15s (after crashing / task killing) - it will always be impossible for them to properly punish people who abuse Combat Logging.
It's quite simple: FDEV will never be able to discern between a "task kill" and a "real crash"
lol wut? Of course they can. A task kill is nothing but a request that can be detected.
They can detect the SIGKILL signal the Kernel sends the process, but that could happen due to a variety of legitimate reasons, including the Client getting into an unresponsive state.
Thats way too deep into the stack already, a "kill task" from the Task Manager calls TerminateProcess() on the Windows API, what happens after that is (for now) beyond me, as TerminateProcess() is easy to detect. Detecting the murder of a network socket/connection might be more challenging.
It doesn't matter at which point in the stack they catch the signal. There are still legitimate reasons to use the Task Manager to kill the ED client (ie: UI unresponsive), and it's pretty much impossible to detect if the task manager was used for "legitimate" reasons or not.
Why can't they see the responsiveness of their own application when TerminateProcess() is called?
Why you need proof that something is not responsive is beyond me, you have proof that the program is responsive while end task was called.How would they be able to tell if the processes is truly irresponsive or not? Often even the Kernel has difficulty detecting that condition.
Keep in mind they cannot risk false positives.
Why you need proof that something is not responsive is beyond me, you have proof that the program is responsive while end task was called.
As a programmer you need to know the state of your program, not knowing it == no program. So if your telemetry shows you the crucial processes are up, the player is in a dangerous situation and end task is called you can let him get away with it once, twice or thrice, but in all situations you can conclude there was a combat log.There's no "proof" whatsoever that the game was responsive, or in a non-buggy state. Otherwise bug detection and fixing would be a really easy job.
As a programmer you need to know the state of your program, not knowing it == no program. So if your telemetry shows you the crucial processes are up, the player is in a dangerous situation and end task is called you can let him get away with it once, twice or thrice, but in all situations you can conclude there was a combat log.
FD has been doing this, and according to this board false positives have been made.
The 100% thingy depends, from a logical point of you can be 100% sure, from a philosophical point of view you can never be sure of anything. In the last case the missing peace to make 100 is called collateral damage. Just use "sorry" to repair that damage![]()