Multiplayer Campaign Issues
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the 1024 up has to be real or fictional? i.e. 4.33 requires that we have an up so high or it is just to trick the software?
UP speed is very important for the host side.
UP speed for client is not as much as important than for the host side. What is very important for the client side is the DOWN speed and with bms 4.33 in campaign mode, the clients need to set at least bw 1024 just to be sure to have enough DOWN speed to receive every mp packets sent by the host and by the other clients
BB
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Ok thanks. That’s clear and we’ll give it a try next time.
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Similar problems, almost same solution (they say 512 may suffice) here.
We definitely have to upgrade our phonebooks! -
Just to confirm this has been happening in a lot of my flights lately. Even with as few as 3 or 4 other pilots, 512 doesn’t seem to be enough. The issue manifests itself as ghost planes, phantom AWAC’s calls giving BRA’s to planes you can’t see and ground objects unloading. ACMI files taken during these flights are always a good laugh because missiles will appear out of thin air and splash targets.
I’ll be trying some flights tonight with 1024 and will report back if it clears up.
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I’m seeing this too. Invisible enemy fighters and invisible primary targets. I can confirm it happens at 512, and suspect it’s happening at 1024. Invisible objects are missing not just for client, but server as well.
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No problems here so far, 1024 in use. Im quite sure thats its just bad conection for somebody.
Host and All clients must have ports open. I Recomend to set no dupious connections allowed on in cfg.
1024 is not enough if lots of players.
2048 for clients is better and host needs to use "players X 2048 "
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Attempted a 2 player campaign mission with host and client both at 1536 network speed. Targets not visible, was eventually killed by invisible missile. Host is running windows firewall, with exception created for bms, router has appropriate ports open. Avast antivirus running. Client can’t access his router, so ports were closed, unsure about the rest.
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Client must have ports open or you will get weird things.
Thats why its good to block bad connections in cfg , one client with ports closed will mess game for all.
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No problems here so far, 1024 in use. Im quite sure thats its just bad conection for somebody.
Host and All clients must have ports open. I Recomend to set no dupious connections allowed on in cfg.
1024 is not enough if lots of players.
2048 for clients is better and host needs to use "players X 2048 "
this is starting to get a little bit too much for a 1998 game, something is seriously wrong…
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this is starting to get a little bit too much for a 1998 game, something is seriously wrong…
No, all is normal. With BMS 4.33 more bandwidth is required due the control surfaces (and more) are now share in MP
BB
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this is starting to get a little bit too much for a 1998 game, something is seriously wrong…
Sorry, its not 1998 game anymore… And now we live 2015 so least here in Finland 100/100mb connections are quite normal.
Dynamic campaing requires lots of traffic, biger bubble -> more units -> more data to share -> more bandwith required.
Even DCS requires lots of bandwith if you have big mission
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@Bad:
No, all is normal. With BMS 4.33 more bandwidth is required due the control surfaces (and more) are now share in MP
BB
How much more? Docs recommend 500. This thread indicates some are needing 1024. Haukka is suggesting 2048. How much more is ACTUALLY needed.
And Black1 is right. At 1024 you start to seriously limit what a ‘normal’ host can accommodate. At 2048, that ‘normal’ host is limited to very few clients which utterly ruins the opportunity for ad hoc MP multi-flight missions.
Speeds are generally increasing, but upload always lags DL and here it’s typical to have around 5 up …. maybe 10. That’s ~4 to 8 at 1024; obviously half that at 2048.
What is the required bandwidth per client with the hires tileset?
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Sorry, its not 1998 game anymore… And now we live 2015 so least here in Finland 100/100mb connections are quite normal.
…
Good for you. Any chance you’ll open your system so the rest of us can use it as a server?
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not wanting to go into the debate but for the sake of the example, we made a 7ship earlier today with 1024 and it was smooth as silk
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^^ in 32-bit due to a guy completely the other side of the world still running Windows XP and close formation during RTB phase was flawless.
Dubious connections we know from Mav-jp’s post are a big no-no. Are there other factors at play where people are having problems?
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@Red:
not wanting to go into the debate but for the sake of the example, we made a 7ship earlier today with 1024 and it was smooth as silk
Maybe time to update the BMS manual …. already.
Connection Bandwidth is a very important aspect of multiplayer. Nowadays a client should not connect with less than 500 kilobits per second (kb/s). If a server wants to allow 10 clients, each with 500 kb/s, it should at least have 10 x 500 = 5000 kb/s of upload bandwidth available.
What this means is mission makers that were hosting 12 - 16 players two weeks ago can now only host 4.
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What this means is you’re taking things out of context, though at least you’ve read the manual
Simple TE with few objects = not much going on = less data being shared across the network = 500 sufficient.
More complex TE or campaign = more going on = more or much more data being shared = 500 probably not sufficient.BMS Manual states you should not connect with less than 500. I think we can agree that advice is valid. The network improvements in 4.33, especially the additional shared control surfaces and the smoothness in close formation obviously take additional bandwidth. If you’re comparing with 4.32 you’re not comparing like for like.
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What this means is you’re taking things out of context, though at least you’ve read the manual
Simple TE with few objects = not much going on = less data being shared across the network = 500 sufficient.
More complex TE or campaign = more going on = more or much more data being shared = 500 probably not sufficient.BMS Manual states you should not connect with less than 500. I think we can agree that advice is valid. The network improvements in 4.33, especially the additional shared control surfaces and the smoothness in close formation obviously take additional bandwidth. If you’re comparing with 4.32 you’re not comparing like for like.
Fine. So what is the answer:
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Sorry, its not 1998 game anymore… And now we live 2015 so least here in Finland 100/100mb connections are quite normal.
Dynamic campaing requires lots of traffic, biger bubble -> more units -> more data to share -> more bandwith required.
Even DCS requires lots of bandwith if you have big mission
Thank you for your useless answer, now take your 100mb connection and go surf the internet to find out how common a 100mbit is in 2015… Thanks again for the precious information,
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LOL