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脚本介绍弹道影响(国外英语资料)
脚本介绍弹道影响(国外英语资料)
Preface:
A lot of people are concerned about ballistics in cs,
I recently browsed some web pages and summarized them briefly.
Relating to these parameters.
Fps_max
Rate
Cl_latency
Cl_updaterate
Cl_cmdrate
Ex_interp
Note that the internetgame ex_interp parameters can be modified, (0.05-0.1)
The larger these values are, say, The smoother the CS, the harder it is to control the trajectory. The smaller, the more concentrated the trajectory!
In addition, the trajectory change is only one aspect, let your CS game performance is more cool, the real good gun control is by their own practice and get.
How exactly are these parameters set?
If its lan,
Cl_updaterate and cl_cmdrate
The standard settings in LAN are 101
If it is LAN, you can set it as
Rate 25000
Cl_cmdrate 101
Cl_updaterate 101
Say cl_updaterate=fps = 101,
that
Data rate at service delivery to client = client refresh rate
The response of the server to the client is then determined by the refresh rate.
If it is LAN, cl_cmdrate is sent to the server as a client at the same rate as cl_updaterate,
Well, the network conditions are good, we play CS is the most smooth
The cl_cmdrate=cl_updaterate=fps Im talking about is just one of them.
If you connect to a server for different network conditions, you can have different settings.
These parameters are used for demonstration, which is not recommended by foreign players
ADSL 64/128
Rate 9999
Cl_cmdrate 35
Cl_updaterate 45
ADSL 256
Rate 9999
Cl_cmdrate 50
Cl_updaterate 46
ADSL 512
Rate 9999
Cl_cmdrate 100
Cl_updaterate 60
ADSL 2MB
Rate 9999
Cl_cmdrate 100
Cl_updaterate 100
The network is better, the two parameter is more close, as FPS and cl_updaterate, to close, I mean has been clear: the response of client and server on the client display refresh rate synchronization, we call CS do not have a meal feeling.
Loss and choke are likely to appear in any one server, but the situation is not the same, loss refers to the switch, directly connected to the
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