Space Engineers

Space Engineers

Relative Top Speed
Wicked One Jul 18, 2022 @ 2:38am
[BUG] Client hud showing incorrect speed values
Hi,

Since this topic seems to affect a lot of people, I thought I'd create a thread so no one has to sift through 50+ pages of comments for this. ;)

I had this issue too on my small private DS (ServerBlend).
Symptoms where as described by others. Ship movement was properly governed according to the settings I put in the config. So serverside it was working perfectly fine.

Clientside however, hud speed indicator maxed out at 140m/s while the grid kept accelerating.

I had one additional issue which I did not see mentioned in the comments:
As soon as I went over 140m/s, I noticed some heavy lag-like behaviour.
Ship was more stuttering forward than smoothly flying.
Server and local sim speed where at 100% though, and latency to the server was also around 20ms at the time.
My best guess is that the client thinking grid can only go 140, puts it somewhere else in space than it actually is on server side.
So server and client start playing ping pong with your ships location.
This is underlined by the issue not appearing on jetpack, where hud indicator and actual speed where suddenly aligned after installing Midspace's configurable speed mod as well (I was really trying everything I could think of :)


Now for the potential relief;
I tried changing all the config files I could find on the server (both storage locations, even in the templates for world generation), but to no avail.
As mentioned above, it felt like there was an issue between client and server though, so I started adjusting all my local instances of the RelativeSpeed.cfg to the same values as the server.
-> Did not fix it. (Might have been part of the solution. Can't say for sure at this point)


The last thing I tried was related to something I found in the comments (shout-out to Distraught Monkey).
They mentioned changing the C# code of the actual mod (RelativeTopSpeed.cs) on the server, on top of the .cfg files.
Given my server/client theory, I didn't even try that one. Instead I changed the .cs file locally on my PC.
-> Eureka. Issue fixed.


I will edit and put a TL;DR on top later if this fixes it for my buddies as well.
But currently I have a sample size of one. So who knows if this approach is actually reliably fixing it.
But changing the local actual mod towards what the server .cfg has, definitely did it for my client.
Last edited by Wicked One; Jul 18, 2022 @ 2:43am
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Exmortis Nov 17, 2023 @ 9:27am 
Can you please advise WHAT you changed?
We are having the same issue on our dedicated server, and while I've been able to update it so we don't have the Jittering, I am unsure how to fix the HUD issue.
Valkyria Freyja Nov 19, 2023 @ 8:53pm 
I really would love an update on this, re-tracing your steps to fix this issue as I am having the same problem. But I cannot understand what you have changed in the .cs file?
Please advise.
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