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VELOSync
Version 6 | Last Updated: 06-14-2017, 04:23 PM
Filetype: application/x-zip-compressed
MD5: d8ea93b63835d3cac21397c0cd79eb9c
Status: Public
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VELOCiTY
Submitter (Submissions)

Shortlink:
VELOSync 6 released!
  • Removed Adaptive Resync compatibility* since TldQ changed his mod
  • Changed internal name to bypass ARS' automatic disabling
  • Removed the ping-based dynamic adjustment feature as it proved to be useless
  • Switched back to BLT-included DelayedCalls
* As ARS also increases the husk speed, it's recommended to lower the settings in VELOSync, should you choose to use both simultaneously.


VELOSync resolves severe player desync by speeding up the speed at which player husks (your game client's interpretation of a player) may travel.

What is desync?
Desync is caused by players not being able to send/receive movement and position updates. After the player gets an "overdue" movement pattern, the corresponding husk will move according to that pattern. Since PAYDAY 2's default husk movement speed is rather slow, this may look awkward and can lead to effects such as the well known interacting while moving or a player being detected from behind a wall. 

VELOSync increases the husk movement speed, therefore making desync less noticable.
Should you ever encounter desync so bad that the normal husk speed boost just won't cut it, VELOSync comes with a keybind feature (Options > Mod Options > VELOSync > Engage FastAntiDesync), which allows player husks to move up to 300 times as fast as usual for a short time period of 3 seconds. At this speed, they literally teleport to the received player locations, this should even fix the most extreme desync in no time.


This mod requires BLT.
How to install this mod:
Put the "VELOSync" folder into "(your steam library)\common\PAYDAY 2\mods\".

Special thanks to Speedy for using his incredible magician skills to create the logo and for making the Czech translation.
Special thanks to [Ca$h.it] Winston Wolfe for making the Italian translation.
This mod is based on PocoHud's anti-desync feature. All credit for that goes to them.

donacdum
also don't make a mod that automatically disables it ples

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09-17-2017, 03:50 PM
Needs an update :3

09-14-2017, 06:56 PM
plz, update to blt 2.2 ;-;

07-18-2017, 03:55 AM
is brorken now and always speeds up husk speeds due to new update ;(

07-10-2017, 02:51 PM
@i1605655
I just did a test run with the mod enabled and it still works, but every movement looks like a teleportation and there are no walk animations at all, this occured on the default multiplier of 2, as well as 1.5 and 1.2. So you could say it does still work perfectly fine if you don't mind having no walking animations.

07-10-2017, 04:26 AM
Does this mod still function now with the latest update?

I know it's probably not necessary anymore but the changelog says that the game attempts to catch up only when games get too out of sync. I really liked to play with this mod with husk speed set to maximum to ensure players are always where they're supposed to be and I'm not 100% certain that's happening in the vanilla game now and would be interested to hear an update.

06-15-2017, 12:51 PM
Quote:>disabling velosync just because you're salty
dude
also mod's pretty dank, more-or-less basic stuff but it's good

06-15-2017, 11:30 AM
@ThatGuyFromThatPlace
As far as I'm aware, the desync beta disables all mods anyway. I might be wrong, so if this mod does work with the desync beta, it would most likely just stack with the husk speed boost coded in by Overkill.

Adaptive Resync tries to disable this mod because it wasn't updated in a long time and created an issue in the newer versions of his mod, this has been fixed in the new version. I still don't see why he thought that automatically disabling my mod would be the best way of handling this.

06-15-2017, 11:24 AM
ThatGuyFromThatPlace Wrote:Also, why does Adaptive Resync try to disable this mod???
Is the mod author just a douche? Or did previous versions of this mod glitch out his mod?

Since january, VeloSync has been using "a compatibility measure" which led to increase desync with settings kept to their default values. Also, add to the fact that VeloSync has NEVER been of any use to ARS users (revision 24 came with an option "to show real players' position" as soon as received to give visual confirmation of this point).

Anyway, after 6 months of reading posts like this one, I've grown tired of this mess and made ARS to disable VS, as stated in changelog: "- disable VELOSync since it's useless with this mod and default settings make things WORSE than vanilla".

06-15-2017, 12:58 AM
How well does this work with the desync beta?
Also, why does Adaptive Resync try to disable this mod???
Is the mod author just a douche? Or did previous versions of this mod glitch out his mod?

06-14-2017, 08:55 PM
@nҩrse
Actually, you'd need to delete this
Code:
for _, mod in pairs(LuaModManager.Mods) do
    if mod.definition and mod.definition.name == 'VELOSync' then
        LuaModManager:DisableMod(mod.path)
    end
end

The reason it crashes is because only deleting the part you mentioned makes the file menumanager.lua invalid, which means Adaptive Resync can't initialize. However, VELOSync v6 already includes a bypass for the automatic disabling.

06-14-2017, 07:47 PM
You can enable VeloSync buy deleting this command line
Code:
for _, mod in pairs(LuaModManager.Mods) do
    if mod.definition and mod.definition.name == 'VELOSync' then
        LuaModManager:DisableMod(mod.path)
in the menumanager.lua file in the lua folder of the Adaptive Resync Folder; however, this happens
Code:
Application has crashed: C++ exception
mods/Adaptive Resync/lua/huskplayermovement.lua:257: attempt to index global 'AdaptiveResync' (a nil value)

 when I join a game from crime.net

06-14-2017, 04:29 PM
@DatGuyPigglet and Deadoper12
Turns out that TldQ put some code into his Adaptive Resync mod that automatically disables VELOSync. Should be fixed in v6 unless he changes it.

@FlamingFox
Thank you for helping me yet again with my inability of writing proper JSON.

06-05-2017, 03:47 AM
Yeah the force deactivate is a problem, the mod literally doesn't launch now

06-01-2017, 04:32 AM
Ok there is a problem with this just resently velo sync is not activating and its just forcing itself as disabled mod and I can't renable it

05-24-2017, 06:42 PM
it seems like this mod is actually causing some delay for me in solo play. Guards have like a half a second to a second delay before they start spotting me and I've been spotted around corners. Anyone else getting this?

05-21-2017, 09:35 PM
@Rokk

I believe the way it works is VeloSync changes player husk movement speeds, while Adaptive Resync changes the way AI/cop husks are shown to clients. A good explanation is that if a cop moves from A > B > C, the client sees the move from A > C without seeing them stop at B, which causes cops to move through walls and be far away from where they actually are.

05-08-2017, 02:01 AM
I fixed some JSON errors on my end. They are originating from menu/options.txt. You forgot a comma, and you need to delete a comma.
Use this: https://jsonlint.com/

04-23-2017, 09:07 PM
How exactly does this work with Adaptive Resync installed at the same time? I was under the impression that it's useless to install both, since they both modify the same thing.

04-16-2017, 05:14 PM
@?Ezy?

If the desync reappears again in a short time you should crank up the "Default husk speed" option a bit. Just bump it up a little until you're satisfied. Keep in mind that the changed settings only take effect when restarting the heist or continuing to the next day.

04-09-2017, 08:31 PM
Sooo uhhhh, how do i properly use this mod? Do I activate it once in a heist or? because the desynch reapears in like 3 mins??