Multiplayer Campaign Issues
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Some answers to this would be amazing whenever we can get them. My squadron (UOAF) is currently struggling with trying to cram on 16 players on a server that used to handle this no problem and upgrading bandwidth isn’t an option really.so once we establish what bandwidth we need, and what minimum settings we need to accommodate this. Also what is that P2P/CS thing all about?
May I please suggest an addendum to the BMS manual explaining all this for our benefit once the answers are perfected? -
Some answers to this would be amazing whenever we can get them. ….
Yes, please. Inquiring minds want to know.
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If we can’t fly more than 8 crew members in a flight with 4.33, I think we as a community could handle that but recently our last two events on BMS have become “Operation Tech Support” for an hour or more. Much trial-and-error on our part here. Don’t get me wrong; we are all insanely grateful ( don’t forget we paid nothing for this update!), but if we could just establish the limits and boundaries, then we can eliminate the errors and fly your wonderful work!
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500x5=2500
500x10=5000
500x15=7500
500x20=10000
500x25=12500
500x30=15000Going 1000 for the clients is an overkill I believe and hard to have such an upload… maybe a split in the middle is more appropriate so 700
that means:
700 5 = 3500
700 10 = 7000
700 15 = 10500
700 20 = 14000
700 25 = 17500
700 30 = 21000
700 35 = 24500
700 40 = 28000
700 45 = 31500
700 50 = 35000
700 55 = 38500
700 60 = 42000
700 65 = 45500
700 70 = 49000
700 75 = 52500
700 80 = 56000 -
So you suggest 700? Anyone had good results with this? Also, if I set remotecontrolsurfaces to 0, do we lose naval operations?
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Arty, thats just math and that can everybody do. Even me
But we (the poor guys running MP servers with more than 15 clients) ned really HARD numbers to run our servers. We hope for the holy grail of BMS massive MP
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yeap that’s math but some could just left the value on the server as was in 4.32 now it demands more bw so needs a nodge up.
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yeap that’s math but some could just left the value on the server as was in 4.32 now it demands more bw so needs a nodge up.
How much Arty? Say, to host 12 guys in a campaign, what BW do they need to set?
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I agree with those who say they connect to 1024 for clients , I also noticed that the campaigns do not generate a lot of cheap red . Even setting at ACE , the reds in flight are always a few . Not to mention that the enemies do not have awacs , the only way to see something more is manually change the targets and missions from panel packages .
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1. two f16 (human) downed by ghost Lau rockets shot from nowhere to the stars at 30000ft
thanks for your thoughts…anybody…
Those two folks must have been using pirated Falcon 4.0 copies… I remember a copy protection feature from Falcon (2.0) on the Amiga where you got gunned down out of nowhere as soon as you got airborne!
All joking aside, it must be a nightmare trying to debug these issues for the devteam. I’d be glad to help with testing MP stability, but I’m “only” on a 1000/16,000 dsl pipe myself…
All the best, Uwe
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How much Arty? Say, to host 12 guys in a campaign, what BW do they need to set?
For 12 by Mav’s saying for 500 per client 6000 for the server then.
By what’s happening I never measured high traffic from the server side. On TE’s with 20 - 24 guys The server bw demand was ultra low on 4.32.
For 4.33 I don’t know. I don’t have metrics. Maybe squadron flight server admins can tell us or maybe Falcon Online guys. -
These BW issues is a sentence of dead for all sqdrns or pilots that live in countries where ISP sucks, for example, Here in Argentina, there is no way to get a symmetric connection, we can only look forward to hire 10mb Dwnl with 1mb upld, at best (and only in certain cities, 80% of the cases can only have 512 up, tops).
This is a very important issue for us (my sqd have been flying falcon since 2001, we do love it, and we love 4.33, and this issue is really condemning us to ground, same case for a lot of Latin American sqds that we are use to make coop missions, and stuff. So please, we are desperate to find a solution for this issue. Don´t let us fade away because there is nothing that we can do to improve our connections, it is simple out of our hands.
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Well yesterday we had an MP flight. Not Campaign but TE in Korea…
For the dubious I don’t know…
The server was showing all clients as P2P.
2-3 clients in the lobby where seen by me and others not as P2P but CS. What does this CS mean? their port was different than the known Falcon ports.
We had and a member with 200 connection speed.We had many problems… all aircraft where ships in ships… One inside the other. Thankfully when taxi there where no collisions crash.
Phantom airplanes. I couldn’t see some contacts and they weren’t showing up in my recorded ACMI.Arty sounds like All those are Bandwidth issues. At Falcon Online we have been using the 1024 connection Bandwidth since 2012. We came to that number after months of testing on the old MP code. Now for the 4.33 we have been running Korea DPRK since 4.33 came out and it has been stable with 20+ players. We had some issues in the Campaign in the start but those were ironed out in couple of days.
Falcon Online Server is a 2 gigabit upload and download and it stay’s in 3D all the time when the server is running.
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The reality of BMS 4.33 is that it’s more demanding of bandwidth and because of this, is more susceptible to problems caused by dubious connections. That is an un-changeable fact. In the world of hardware / ISP / NAT configurations, there is no “guarantee” of success. Just because “A” worked in 4.32 does not mean “A” will work in 4.33.
Documentation suggestion of 500 minimum is just that; a recommendation, not a guarantee. If you can’t fly 4.33 with 12 people like you could in 4.32, then either don’t fly with 12 people or don’t fly with 4.33. Pretty simple.
Two things, with high likely-hood, will hose a 4.33 connection;
- host with insufficient upload set in config or insufficient true bandwidth
- client with a dubious connection or too low a connection speed
BMS 4.33 multiplayer has been tested with large numbers of players on a fast server with success. It’s also been tested with smaller numbers with lower speed host with success. That doesn’t mean success is guaranteed. There is still much voodoo, in the MP code, much of which cannot and will not change, given free people devoting free time on a free project.
Simple adjustments can be made for those having problems;
Turn off the MP control surfaces sharing
Run less rigorous missions, (TE instead of Campaign, for example)
Set a higher minimum bandwidth for connection, (maybe 800, 1024, 2048, you decide)
Don’t fly with people that have dubious connections
Systematically figure out who has a dubious connection
Change who’s hostingWhen all else fails, go fly what you want for what works for you.
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For 12 by Mav’s saying for 500 per client 6000 for the server then.
By what’s happening I never measured high traffic from the server side. On TE’s with 20 - 24 guys The server bw demand was ultra low on 4.32.
For 4.33 I don’t know. I don’t have metrics. Maybe squadron flight server admins can tell us or maybe Falcon Online guys.At the server I am using connection bandwidth 500000 and on the client side 1024. Now remember before you ask i have lots of upload and download on the server side so that number can actually be higher. But since it has been working i am not gonna touch it.
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“Systematically figure out who has a dubious connection”
How is it known that a dubious connection is present?
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“Systematically figure out who has a dubious connection”
How is it known that a dubious connection is present?
Just set dupious connection not allowed in cfg.file there is guide somehere in forums
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Just set dupious connection not allowed in cfg.file there is guide somehere in forums
are you sure this is still the same?
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are you sure this is still the same?
not 100% sure, least that line wont crash my game but no time to test better now.
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The greater bw value you set and greater will be your chance to not lose any packet (client side pov). I recommend the clients to set -bw 2048 at any case. Now how to know how many clients can connect to one host, take the host’s maximum true UP speed and divide per 1024 (or more, like 1500 just to be sure) and the result will be the maximum number of clients that can connect to this host.
So with a host true UP speed with 100Mbits : 102400 / 1500 = 68 (so here 68 clients can “theorically” have a smooth MP game by setting -2048 for each client and for sure if all these clients can provide true up/down speed of 2048 kbps)
BB