I have a couple serious questions about how Urban Terror handles performance issues.
First an explanation. I'm on a campus network. Typically the ping is very low but it really doesn't matter. Some of the time (maybe about 30% of the time) it's fine. However, the rest of the time there's one of 2 kinds of lag.
The first type (about 70% of the time) the ping stays low but movement and such is somewhat jerky. I'll watch someone run across the screen and it's move-stop-move-stop-etc. It's also pretty consistent, i.e. the time the player spends moving and the time they spend frozen in place is about a 9:1 ratio, which means the game is still playable but not very well. Also, quite frequently while it's like that, I'll have a bunch of hits miss completely. Several times I've walked right up to an enemy (so close that about half the screen was taken up by their body) and fired away with an AK or M4, only to have them turn around about 10 hits later and kill me, still with 100% health.
The second type (very rarely because I typically leave when it gets to this point if it doesn't clear up after a couple rounds) is where the ping jumps around. I typically have about 50 ping, but here the ping fluctuates rapidly between 0 and about 120 or so. When it's like this the game is nearly unplayable. Players jerk around with about a 1:1 move:freeze ratio, and hits are practically nonexistent. Also a lot of times I'll reload, see the clip register as full, then go to shoot to find it's instantly empty again. Also I'll often start firing, let go of the trigger, and watch the gun keep firing until it's empty. You get the point...
So my question is this: does anybody else have these issues, or any other similar issues, and how do you solve them? I know there are some commands in Urban Terror that set certain network settings but I'm not sure which ones may help for issues like this.
I do have a couple clues on what may be happening with some of the hits (shooting at someone running sideways) because when I've got the first type of lag, if I spectate someone and they hit someone running sideways, the screen always shows that they're either aiming way to the left or way to the right (like when someone fires an SR8 about half a second after someone disappears behind a wall and it registers as a kill) so there's obviously a timing issue somewhere.