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Board » General Discussion » Azur's interesting track

Here is the track marked with the Measure Tool showing the random jumps over a period of about 30 min. There is no discernable pattern, yet the overall result from many hours is a consistently shaped blob.
If it breaks, it's not strong enough--if it doesn't, it's too heavy.
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Viva Rod.

At least for me, one of the oddities in SOL racing is the boat “jumps”, especially when sailing Timed Races.
Trying to manage that approaching a sailing mark is a bite like entering a lottery, which drives me close to mad.

I have situations where the boat is on a constant HDG, with constant TWD/TWA/TWS and she jumps alternatively between, let’s say, 0,120 nm (example: BS = 21,60 Kts and 20 sec time jumps) and aprox. half of that distance on the following “jump”!?!
Other times, the consecutive “jumps” become equal.

Please, can anyone explain me how this really works?
In the above mentioned conditions, is it possible to have coherent “jumps”, only resulting from the (simple) kinematic equation: “Distance = Velocity x Time”?
Sail Fair.
The brief answer to all questions is "NO!" I have not been able to workout any consistent distance per jump, or time per jump, or even when or where a command will execute within a jump. I suspect that it is governed by when exactly the computer gets around to dealing with YOU among all of the competing commands of your competitors.
If it breaks, it's not strong enough--if it doesn't, it's too heavy.
Ok, Rod, couldn’t been more clear your answer.
But now, I’m confused.
Assuming (with a BIG IF) that my SOL race is (?) played “inside” my PC (the so named “Client”) why do I have to wait for SOL (the “Server”) to move the other boats first in order to start moving mine afterward?
Something here is certainly escaping my understanding.
Sail Fair.
My understanding is limited but I believe that the game is played on the server & reported to the client. Your boat receives approx. 4 updates per minute but not necessarily uniformly spaced & the fleet movements are once a minute.

By highlighting your boat from the list you will see its ghost ship as it appears to the rest of the fleet and can judge the relative positions more accurately.

* objects in your rear view mirror are closer than they appear.

--- Last Edited by A2R at 2014-04-09 19:55:37 ---
None so blind
The client's requests for new data are fairly regular (every 15 seconds for own boat, 60 seconds for fleet).

The data that is, in response to the request, sent to the client is updated less regularly. I think it's about 10-15 seconds between these "server jumps".

So the server jumps and the client jumps are not in sync. This might cause two server jumps to happen in one client jump. That's where the long and short jumps come from.

Some people seem to work with the assumption that the jumps will follow the pattern short-short-long, or even short-short-short-long. I don't think this is a very reliable method, but it's probably the best you can do.
Kroppyer and A2R, thank you for your responses.
Unfortunately, the erratic “jump” dilemma continues in the next TR’s.
Sail Fair.

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