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Personally, I use VeloSync *and* Adaptive Resync (those are the only mods I ever use, not a fan of mods but I'm really not a fan of desync).. because I trust AR to work 99% of the time, and VeloSync offers a bindkey to speed up husks for manual fixes.
And aside from setting that bind key for VeloSync, I leave all their settings at default.
It's important to know what the mods actually do for you, though, as some people think they fix *all* desync issues in every instance, even in lobbies they are joining. I'll throw it in a little box to make it clear this is a little off-topic, but it's relevant so I wanted to share in case anyone wasn't aware.
Afaik, this info is all still correct. If something has changed lately or someone knows I'm incorrect in any of this, please feel free to correct me
Cause my desync is still pretty bad
2) Since all detection is host-based, only a host <CLIENT> needs to run a Desync mod to negate 90+% of the desycn in co-op stealth lobbies. Since player husks are more-or-less where they should be, it's rare for guards and cameras to detect a client <HOST> when, on their screen, they were hiding.
So as a host the desync mod does nothing since it is host based... it is the client that needs to run the mods.
Honestly can't believe desyncing still hasn't been looked at by the devs.
Amir too busy grooming his beard?
I have a friend who runs the desync mods in my vanilla lobby and he swears by them.
He had to tweak it a bit to run right, but one thing that is a bit of an issue is when a player stands up. As a host you can stand up and run and "out run" a detection.. but with the mods on the client standing seems to trigger the alert faster and get you busted when you would think it would have been OK.
Someone misled you. Full Speed Swarm makes the cop AI more active by allowing them to take as many actions per frame as they need. It has nothing to do with desync.
If you're looking for desync resolution, I'd look into Adaptive Resync. That mod goes a long way towards fixing a number of sync bugs, as well as reducing the severity of deync by a number of means I don't fully understand. You can also try Velosync if you want, but all that does is speed up player characters. It doesn't do anything to cops.
Copypaste: Last time I checked, VeloSync divided the speed multiplier by 3 to cancel the boost of ARS for husks; but as I warned in a comment (see comments from january[modwork.shop]), ARS changed when I added a fix for crouching/standing up. So using both mods at the same time with default settings will actually increase the desync for player husks. In the end, I don't see any valid reason to use VeloSync when you already have Adaptive Resync.