No Enemy in Campaign..
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What was the client connection bandwidth?
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500
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We’ve seen similar problems at 256 and 512. Others have reported this as well. For campaigns or heavy TE’s, try minimum of 1024 for client BW.
There are a couple of threads around discussing this in some detail.
Edit:
https://www.benchmarksims.org/forum/showthread.php?23517-Campaign-targets-not-present
https://www.benchmarksims.org/forum/showthread.php?23781-Multiplayer-Campaign-Issues
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OK so each client needs to set at 1024 so the host should have how much of an upload speed??? 1024 x how many players??
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If you have 5 flyers the one hosting the TE/Campaign should set at least 4096 and have at least 5 Mbit Upload on his line available (don’t forget IVC).
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…… 1024 x how many players??
Yes, plus overhead.
I thought there was some rule of thumb that said the host should use 80% of their upload and divide by client BW to get approx number of clients. So if your download speed is 5Mb/s –> 5120 b/s * 0.8 -> 4096 b/s / 1024 -> 4 clients can be hosted.
I don’t know if that is a validated way to estimate host capacity, or whether it’s Falcon folklore.
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OK I will check to see what the Host UL speed is on a speedtest… if he has only 5MB I will need to start hosting… thnx guys…
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OK I will check to see what the Host UL speed is on a speedtest… if he has only 5MB I will need to start hosting… thnx guys…
Host Download speed.
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why the DL I thought a server needs good UL speeds too??
…. I told you I learned from “Falcon Folklore”.
I think in one of the links I posted Badboy had some commentary on this topic. I’d give that more credibility than my ‘user knowldge’ (aka, folklore).
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Well I RTFM and it states what I needed to know… we will also try setting clients at 1024… thnx guys…
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So 4 guys to play a mission need a payed server and cannot connect with eachother is the result of this thread?
And where P2P is fitting the equation?
The result for 4x1024 on the host side is in the case of forced server connection where CS is tagged on the clients connection. -
If you limit it to 500 then yes, you will have problems.
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So 4 guys to play a mission need a payed server and cannot connect with eachother is the result of this thread? ….
Yes Arty, but not ‘as a result of this thread’ …. as a result of the higher graphics/object requirements of BMS 4.33. And if it’s ‘defined’ in ANY thread, I’d say it is this one: https://www.benchmarksims.org/forum/showthread.php?23781-Multiplayer-Campaign-Issues
As far as I know, no dev has given a plain, straight answer to the effect or consequence of P2P vs CS.
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I’m pretty sure it works like that: during MP you are generating upload: your plane, position, movement (course, speed etc.), fired weapons and their position etc.
On P2P you are uploading this position updates DIRECTLY to the other clients.
On CS you are uploading it ONLY TO THE SERVER and this one has to spread this data to all other clients. The effect: more lagging, more upload for the server.
As said, a simple conclusion of myself ….
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Well Guys I was told what are problem was as it was not communicated to me too well. The Host in our group Only set the BW to 1000 and all 4 of us had set our BW at 500 so that seems to have been the root of our problems…
We still will set to a higher bandwidth as are new host has 13MB Up and we will set our BW to 1024… I am glad this is fixed hopefully as I really want to play the new 4.33 as it is so freakin’ Awesome!!
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OK I will check to see what the Host UL speed is on a speedtest… if he has only 5MB I will need to start hosting… thnx guys…
Host Download speed.
why the DL I thought a server needs good UL speeds too??
You are right. I got it backwards. The rule-of-thumb calc I listed should be based on Host Upload. :doh:
(fixed my previous post)
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Thanks for the thread. We tried 1024 for client and 4096 for host, but the problem still persists. Should we go even higher for the host?
P.S. This is only for two players.
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gavagai did the host had 4Mbit upload ability? You had any weather files? did u try to disable the moving surfaces from cfg?
set g_nRemoteControlSurfacesInterval 200 // Time in ms between control surface updates, valid range 20-1000 (default 200), 0 = disabled
so 2 guys can’t play mp campaign as you say? that is if the host has a simple ADSL line 24mbit which in most European countries results in 1Mbit Upload which actual is about 700-800 kbps.
as for traffic the gfx and complexity of objects has nothing to do with it with bw.
The server sends the same data as 4.32. what is new is new moving parts and weather. If objects in theater are increased the traffic will be more but the bw I don’t think so cause objectives are deagregated based on distance.So those high bw values will be needed for mp campaign with frequent weather changes I believe.
have you metered the bw traffic on 4.33 host and clients? in 4.32 where similar things where told the traffic from the server side was just a joke for TE’s for 20 guys.
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How exactly do you think increased traffic works, without increased bandwidth… ?