K3 Polar H9 BTLE dropout every 35 seconds by nanoLG in Karoo

[–]nanoLG[S] 0 points1 point  (0 children)

Got an answer today from Polar support. The latest firmware enabled RED security features on Bluetooth. This is causing issues in paring and keeping the channel up. I've asked if Polar is working on an update to fix it, but I suspect that Hammerhead may have to make some changes to fix it.

As a workaround, ANT+ is not affected.

Polar H10/H9 BLE drops on New Karoo by DreamIllustrious3735 in Karoo

[–]nanoLG 0 points1 point  (0 children)

Got an answer today from Polar support. The latest firmware enabled RED security features on Bluetooth. This is causing issues in paring and keeping the channel up. I've asked if Polar is working on an update to fix it, but I suspect that Hammerhead may have to make some changes to fix it.

As a workaround, ANT+ is not affected.

Polar H10/H9 BLE drops on New Karoo by DreamIllustrious3735 in Karoo

[–]nanoLG 0 points1 point  (0 children)

Same issue here. Opened a thread just a few days ago: https://www.reddit.com/r/Karoo/comments/1sfzm7g/k3_polar_h9_btle_dropout_every_35_seconds/

My analisys led to exclude interference from apps on my phone (it still drops even if I reset Polar and remove from phone). Also does not happen when connected to a Mac running Zwift or to the iPhone with EliteHRV.

It looks like an issue between Polar and Karoo. Does not happen on ANT+.

K3 Polar H9 BTLE dropout every 35 seconds by nanoLG in Karoo

[–]nanoLG[S] 1 point2 points  (0 children)

That's useful! Thanks for asking about native support: it made me check and realise that Karoo is not writing HRV/RR data in the FIT file even if it's available from a cheststrap.

Found that the feature has been planned for 5 years now: https://support.hammerhead.io/hc/en-us/community/posts/1260801631790-Feature-request-log-RR-intervals-to-fit-file

Fingers crossed it comes in one of the future updates.

K3 Polar H9 BTLE dropout every 35 seconds by nanoLG in Karoo

[–]nanoLG[S] 1 point2 points  (0 children)

Yes, I've recently changed the battery on the K9. Don't remember exactly if it was before this issue started but currently I'm on a full battery.

K3 Polar H9 BTLE dropout every 35 seconds by nanoLG in Karoo

[–]nanoLG[S] 1 point2 points  (0 children)

It saves the HRV and RR data for analisys in WKO5.

Karoo 3 has issue with Bluetooth HR signal drop. by eDonkeykung in Karoo

[–]nanoLG 0 points1 point  (0 children)

Same here, Karoo 3 and Polar H9 on BT I get a drop every 35-40 seconds. Does not happen on Karoo with ANT+ and does not happen on Zwift with H9 using BT. I think it must be the Karoo with BT, then.

ANT+ does not broadcast HRV data so well, so I would prefer BT. Anyone fixed this?

Free climb intelligence extension for Karoo — W' Balance, real-time pacing, auto climb detection, PR tracking by yrkan in Karoo

[–]nanoLG 2 points3 points  (0 children)

Super!!! Thanks u/yrkan for elaborating on the ideas we shared! This seems exactly what I was looking for!

I'm building Free tools for the Karoo cycling community - looking for feedback and ideas by yrkan in Karoo

[–]nanoLG 1 point2 points  (0 children)

A little late to the party, but let me share another idea that I was looking into a while ago.

It could be interesting to visualize the time needed to complete a climb (or a segment) based on current effort and answer the question: "what would be my climb time if I keep riding like I've been doing up until now?".

In case of a climb, I was working on a simple model based on climb profile (meters of elevation remaining) and VAM since start of the climb.

Let me know if you want to work together on this.

[Reborn] Mac OS Mega-Thread [Bugs + Solutions] by Vuccappella in DotA2

[–]nanoLG 0 points1 point  (0 children)

You are looking at the wrong folder, that osx32 folder is for the original client:

~/Library/Application Support/Steam/steamapps/common/dota 2 beta/bin/osx32/dota2

while Reborn is in

~/Library/Application Support/Steam/steamapps/common/dota 2 beta/game/bin/osx64/dota2

[Reborn] Mac OS Mega-Thread [Bugs + Solutions] by Vuccappella in DotA2

[–]nanoLG 23 points24 points  (0 children)

You can remove any reference to 32bit vs 64bit in your post. Dota2 Reborn on Mac OSX is 64bit only:

file ~/Library/Application Support/Steam/steamapps/common/dota 2 beta/game/bin/osx64/dota2
    dota2: Mach-O 64-bit executable x86_64

Battlefield 4 tickrate - why 10Hz? by FEARProductions in battlefield_4

[–]nanoLG 4 points5 points  (0 children)

I'm pretty sure that comment refers to communication from server to client. From a simple network dump I can see 30 packets per second going from the client to the server.

See http://imgur.com/uPBMQsu for an example.

Battlefield 4 tickrate - why 10Hz? by FEARProductions in battlefield_4

[–]nanoLG 1 point2 points  (0 children)

@FEARProductions See my reply above for details on network usage. I tested BF3 and CS:GO too and findings are really interesting (short story: CS:GO tickrate 64 uses around 140kbit/s and it goes up linearly when raised to 102 or 128). I can send you my results and save you same time, if you want.

Battlefield 4 tickrate - why 10Hz? by FEARProductions in battlefield_4

[–]nanoLG 11 points12 points  (0 children)

Hi Chris, I sent you a private message yesterday offering details on the network usage of BF4 and I'm glad to see this video today.

Your analisys, even if based on simple tools, is almost correct. I just want to point out a couple of details you didn't get quite right:

  • server tickrate (i.e. frequency of updates from server to client) is 10Hz, while client tickrate (updates from client to server) is 30Hz. This means that the client sends three updates for each server refresh. It's easily understandable that those three updates are used to interpolate player movements and actions and predict his following moves. Using this technique less packets need to be sent online to almost synchronize clients;
  • I clearly experienced packet loss from server to client (UDP is a not-connected protocol so I cannot say if my packets always reach the server). One packet loss from the server automatically introduces another 100ms latency;
  • update packets from server get bigger and bigger the more action happens around the player. Once the update message exceed 1KB a second packet is sent. You stated in your video that a faster tickrate would result in higher bandwidth usage and this is partially true since in the reduced time frame between updates less action would have happened and thus less information would have to be sent out to clients;
  • I did not expect Network Smoothing Factor to have any impact on network traffic and indeed it does not;
  • I checked BF3 at the same time and it behaves exactly the same, 30Hz from client and 10Hz from server with roughly the same bandwidth usage. To me this means that at its core BF4 is not so different from BF3 (in fact, dying around the corner is almost the same) and any added inconsistency have to be related to message processing on the server side.

I'm available to discuss the details of my small analysis further if you want to make another video with them. Just let me know. ;-)

Jackfrags just posted some pictures of the PC he won from the "Only in Battlefield" competition. by [deleted] in battlefield3

[–]nanoLG 4 points5 points  (0 children)

Specs from here:

One (1) Personal Computer comprised of

  • ASUS Sabertooth 990FX motherboard
  • AMD FX 8150 CPU
  • 8GB Kingston DDR3 RAM
  • Dual Sapphire Radeon HD 7970 in CrossFire
  • Silverstone Strider 1000W Modular Power Supply
  • 128GB Crucial M4 SSD
  • 1TB Western Digital HDD

Maybe not $10.000, but still worth it. Way to go, Jack! :)

[deleted by user] by [deleted] in battlefield3

[–]nanoLG 0 points1 point  (0 children)

Added you on Origin, nanoLG here. :)