Latency Compensation (Fix Lag Ping)

⭐ — (53 endorsements) 📥 2,205 downloads 📌 v1.0.0 📅 1/18/2026
🟡 Updated this year

By Quantum · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 1/18/2026 📅 Created: 1/18/2026

🔍 Analysis

  • 👍 2.4% endorsement rate — high engagement, a strong quality signal
  • 🏆 #125 of 277 Gameplay mods in this game by downloads

📋 About This Mod

latency compensation is a mod that will predict enemy movements and animations client side (mutant, pox hound, trapper, pox buster) and provide a visual indicator to help with dodge/ push timing based on your current ping (latency) to the

Mods i recommend for high latency

Crusher Attack Indicator

Mauler Attack Indicator

Danger Zone

Guarantee Weapon Swap

position based prediction, how it works

the server sends location and velocity data for every enemy/ player in the game this data is "real" and it is basically the only useful data the server sends us. this means that unfortunately, we can not predict the enemies travel path with 100% accuracy.

to predict an enemies movement path, we need to know where the enemy is trying to get to a "target"

right now target modes include "always you" and "closest player" this is a big assumption on my part but i am current working on a smart targeting method with custom target selection per enemy type, however even with enemy specific logic for targeting, i can not guarantee 100% accuracy.

with the enemies location and the target location, i generate a nav path for the enemy to the player, the code i use to do this is as close to, and uses parts of the games own code to do so.

with a nav path in hand, i have a rough idea of where the enemy is traveling, this means my code will work in situations where enemies are about to change direction, go around corners etc, useful if a pox buster is walking around a corner, and you are playing with, high ping.

i take the enemies velocity x the players latency to the server = distance along the nav path to give us a predicted positoin.

if you are on 500ms ping, your game is running 250ms behind the servers time, so all enemies you see are 250ms in the past, however your inputs also take 250ms to reach the server, for this reason the predicted position uses your full 500ms of latency, placing the predicted position of the enemy ahead of server time, when you dodge or push at the predicted position, by the time your input reaches the server (250ms later) the enemy should hopefully be "where you pushed it"

to display a predicted position i use the draw_line function which is "kind of trash" but i am somewhat limited on what the game will allow me to do, i MAY upload some pictures of the enemies to a git hub repository later, which i can then download to the client for the purposes of displaying those images in game, but this is allot of effort and i would rather work on the underlying code for the time being.

animation based prediction how it works

this will vary per enemy, right now trappers are the only unit that uses animation based prediction

for the trapper net, i have a special targeting method which is based on distance and angle, this means "if the trapper is looking directly at you, and you are close to the trapper" i will assume "the trapper is going to try and shoot you" so far i have not seen any odd behavour with this, even tho it is proxy da

📊 Mod Details

Game
Warhammer40kdarktide Mods
Author
Quantum
Version
1.0.0
Downloads
2,205
Endorsements
53
Category
Gameplay
Created
1/18/2026
Updated
1/18/2026

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