No Enemy in Campaign..
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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… ?
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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.
speedtest.net says I have 29mb/s dl and 6.2mb/s ul. We’re not in Europe. We’re in North America.
I’ll look into the cfg file and the weather. We were trying to play a campaign last night and this thread was what I found when we were trying to diagnose the problem.
I’ve hosted many 4.32 sorties before without a hitch. Hopefully we’ll get this sorted out for 4.33. It would be a pity not to be able to fly coop campaigns anymore. Dogfights work fine.
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How exactly do you think increased traffic works, without increased bandwidth… ?
You have 2 different things.
objects and time. Not all objects are deagregated at the same time.
those are as u fly by. If there are more features in the same objective it needs no more bw if there are more objectives it might need just a tiny bit more for static objects, for moving ones well ± it will be the same as it was in 4.32.
So your main extra load is moving surfaces, clouds and weather maps.Weather and clouds ok understood are all the time. Moving surfaces are transmitted - received even if the user isn’t looking at them?
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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.
I’ve been using 2000 setting for both host and clients for years, and it seems to work. Two-three of us in the US and one in Germany.
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I was running a weather map as the host. I’ve disabled that and we’ll try again and see if that makes the difference.
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We actual fly our campaigns with a client bandwith between 300 and 400… no problems until now and also enemies around
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Got it working today. Host was set to 4096 and client to 2048. We also disabled the control surfaces and I removed the weather map. Thanks for the help.