This topic in a nutshell: physic and entity calculations shouldn't be affected 
by tickrate. It's a "bug" and needs fixing. In the meantime why not just use 64 
tick according to my testing (with bot_mimic and net_fake* commands) there 
doesn't really seem to be any difference in hit registration and even 
bunnyhopping seems almost exactly the same.

Date: Sun, 23 Sep 2012 12:22:13 -0400
From: [email protected]
To: [email protected]
Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor 
de_nuke_se move slower than when it is @ 64 tick server

Quit complaining and do it then. It's clearly an important topic to many 
people. If it's not important to you then add a filter. Stop trying to force 
other people to your will. (Kind of like the tickrate issue...)

On Sep 23, 2012 12:20 PM, "haeufi" <[email protected]> wrote:


  
    
  
  
    omfg! Please stop discussing about
      tickrate.... The actual state is that it´s variable and valve will
      only change this if THEY want and not if YOU/WE want! There is no
      success in discussing this! It just spams everyone´s mailboxes and
      you oversee important issues! I´m soon about adding a filter for
      this topic, because it isn´t even worth reading this stuff...

      

      So please please please please just stop this "spam"!

      

      Am 23.09.2012 16:10, schrieb Absurd Minds:

    
    
      Then they need to fix those issues. Locking tickrate is the
        lazy, harmful way out. 
      On Sep 23, 2012 5:24 AM, "AnAkIn" <[email protected]>
        wrote:

        
          Tickrate is probably causing issues with other things than
          just doors anyway. In OB engine games it caused issues with
          weapon dropping speed/distance, grenade/sticky bomb speed on
          TF2, etc...

          

          
            2012/9/23 ics <[email protected]>

            
              
                The door fix in for nuke in CSS was phys_timescale
                  1.50 for tick 66 before tickrate lock. The door
                  movement is physics related so tick 100 on it
                  simulated the door movement on much higher rate than
                  like 66 but of course the door slowness is more
                  noticeable with 128 now in CSGO. So basically, if this
                  cvar existed in CSGO, fix would be phys_timescale 2.00
                  for tick 128 but it would make every other physics
                  object move faster.

                  

                  Now can we please shelf this conversation for a while.

                  

                  -ics

                  

                  23.9.2012 4:13, Steven Hartland kirjoitti:

                
                
                  
                    
                      Lets get something clear
                          "It works, its just supposedly slower" = its
                          broken.
                       
                      And how do you know it can
                          be fixed without disabling 128 tick?
                       
                      I've not coded for source
                          engine so don't know for sure, but based on
                          others comments door timings in the engine are
                          based on values which increment at
                          the tickrate, so without decoupling the two or
                          changing the way door timings are calculated
                          then no you wont be able to fix simply the
                          doors.
                       
                      For clarity as you seem to
                          love jumping to conclusions, this doesn't mean
                          it can't be fixed and still keep 128 tick, but
                          just that its likely it will be a much harder
                          job if you start having to change key parts of
                          the engine to decouple things.
                       
                          Regards
                          Steve
                       
                      
                        ----- Original
                          Message ----- 
                        From:
                          Travis Brown 
                        To: [email protected]
                        
                        Sent:
                          Friday, September 21, 2012 5:12 PM
                        Subject: Re:
                          [Csgo_servers] 128 tickrate server makes door
                          at de_nukeor de_nuke_se move slower than when
                          it is @ 64 tick server
                        

                        
                        It works, its just supposedly
                          slower. The door can be fixed without
                          disabling 128 tick.

                          On Sep 21, 2012 7:02 AM, "Steven Hartland"
                          <[email protected]>

                          wrote:

                          >

                          > The fact the door isn't working on only
                          128 tick servers isn't enough?

                          >>

                          >> ----- Original Message -----

                          >> From: Travis Brown

                          >> To: [email protected]

                          >> Sent: Friday, September 21, 2012 2:36
                          AM

                          >> Subject: Re: [Csgo_servers] 128
                          tickrate server makes door at de_nukeor
                          de_nuke_se move slower than when it is @ 64
                          tick server

                          >>

                          >> All of these ppl saying no to high
                          tickrates have yet to provide any proof of
                          their argument.

                          >

                          >

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          -- 

          Best regards,

          AnAkIn

          

          

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