Rubber-banding NPCs still?

I haven't seen much of this sort of thing since beta but playing in Mobius' group tonight in HIP 116213 (admittedly a fairly busy system thanks to the CG) I witnessed dozens of NPCs rubberbanding, "waggling", sliding around and generally not behaving in the way they should. The worst was this guy, who flew lazy circles as though he was fighting an interdiction battle with an invisible player, before leaping 600 light seconds into the distance and apparently spewing another ship out into supercruise. I got him on the second attempt, but not before he'd flown another series of lazy loops for no appreciable reason.

[video=youtube;xK1k6u9Rt1M]https://www.youtube.com/watch?v=xK1k6u9Rt1M[/video]

I don't want to raise this as a bug yet in case it's one of those known issues that's still being actively investigated and I just end up contributing to the noise. But to be honest I thought these netcode / banding problems had been mostly dealt with. Is this an issue that can ever be addressed, or just something we have to live with when using a P2P network with nodes of unpredictable quality?
 
Notice how at the start of your video there is another player present and he is close to the NPC. Perhaps they were involved in an interdiction, the player then jumps out. The NPC may have been generated on the other player's client hence why you saw the rubber-banding over the P2P (e.g. poor connection between the two of you). Regardless, it's a bug and it's not in the Known Issues list so I would report it.
 
Notice how at the start of your video there is another player present and he is close to the NPC. Perhaps they were involved in an interdiction, the player then jumps out. The NPC may have been generated on the other player's client hence why you saw the rubber-banding over the P2P (e.g. poor connection between the two of you). Regardless, it's a bug and it's not in the Known Issues list so I would report it.



This^^

Laggy P2P is as laggy P2P does...
 
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