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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commodore
![]() Join Date: Jul 2008
Location: England
Posts: 628
Downloads: 62
Uploads: 0
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Indeed, it's possible that the two games have differing implementations, but then that raises the question as to why? Surely, if you're going down the OSP road, then you use the same system across all of your products.
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"I must confess that my imagination refuses to see any sort of submarine doing anything but suffocating its crew and floundering at sea." - H. G. Wells
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#2 |
Navy Seal
![]() Join Date: Nov 2006
Location: Docked on a Russian pond
Posts: 7,072
Downloads: 2
Uploads: 0
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Good and informative vid. Was it PC Gamer who also expressed doubts about their DRM version? They definetely had a different version than Neal.
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#3 |
Seer of visions
Join Date: Mar 2005
Location: Under the surface
Posts: 2,315
Downloads: 31
Uploads: 0
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It is obvious that the preview will not have the final version of OSP build in.
UBI will do everything to prevent OSP from being broken before release date of the final game.
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#5 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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I'm not surprised at all the preview didn't crap out.
It makes sense the game only polls at intervals. Not even Ubi in their right mind would make a system that requires a permanent connection as such that it keeps a constant TCP-port open. That's simply not viable as far as server resources go, and chances of the server dropping the connection are much higher (+ it is more difficult to balance load). Instead, it probably is just a https-request from the client every few minutes containing a handshake request/response pattern, which - when succeeds - allows you to continue to play. And when not - well, BOOM! If anything I believe a) Neal was lucky ![]()
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