Multiplayer Campaign Issues
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Further research: After confirming 2048 worked, we accidentally started a game back at 1536. Despite having most of the mission of relatively empty water, it was another object loading failure, nothing visible. Today, a couple of 3 man campaign missions at 2048 per client and all is well, despite one client having closed ports and the server having anti-virus still on. Questions:
Is there a better way to determine when you’ve run out of bandwidth than flying the whole mission? If the failure occurs, will all buildings, for example, fail to load?
Will turning off control surface syncing in config noticeable reduce needed bandwidth? What about shrinking bubble sizes? -
Sounds like its going to be a constant problem for us down under when my best speed to our server is going to remain something like this for the near future.
We have seen airfield textures and buildings disappear, random aircraft destruction, dubious Awack calls and simultaneous app crashes on our way home already.
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~1mb upload should be OK for a client, I guess even if you don’t use all of it but something like 800-850kb, you will still be OK. Just it seems like the usual 512 may be problematic for campaigns.
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I suspect it not necessarily only about pure statically bandwidth but periodic instability.
As with the guys who say they have kick arse connections but still seem to have regular TeamSpeak drop outs.
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bandwidth issues aside, someone has seen the acmi file enclosed in the first post by Black?
We can understand ghost aircrafts and objects popping out from nowhere as bandwidth issues…but, how can you explain these things:
1. two f16 (human) downed by ghost Lau rockets shot from nowhere to the stars at 30000ft
2. me and black engaged by a flight of blue F-15C…is this a bug or is AI blue on blue implemented on 4.33? I didn’t remember to have seen anything about that in the manual
3. another human F16 (Vandroy) that destroys vehicles by popping its flares *EDIT: actually he wasn’t defensive…he only activated the jammer…??? (probably this is more a tacview error?)and what you can’t see:
- constant AI Awacs chatter about invisible enemies (RWR & FCR naked) that inhibit any comprehensible human radio comm
- with IVC extra heavy radio noise (that’s a good addition, but maybe it has to be scaled down a bit) that gets quite impossible to communicate clearly with package members (Soul and me were having difficulties chatting on UHF at around 3-4 miles horizontal separation and 10000ft vertical sep). again this is an interesting implementation but it’s hindering a little the practicality of the sim-flight experience…
thanks for your thoughts…anybody…
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I think there is something else going on with network load. I played a few campaign missions yesterday, as client, with 1024, and had no problem. I think I might look into logging network load during play to see what the average is, and if there are any spikes. Also seeing occasional issues of random plane damage… yesterday it was a teammate getting hit at 22k above the FLOT. Event log shows no hits. Day before that it was a friend rejoining, and suddenly every other deagged plane exploded.
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Does the “host controls all units 0” setting help to reduce bandwidth requirements?
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Very interesting thread here for me. Already made a thread with questions regarding MP in 4.33 but no answers so long. So this go out to the BMS 4.33 MP Pros which REALLY knows what has to be done:
Just a few words to our squadrons initial situation: we have a dedicated server with 13000 upload available, BW upgrade is NOT an option there. We have TE flights with around 16-20 pilots, sometimes higher amounts with up to 30 pilots. We have around 4-5 pilots which are forced to connect with a “dubious connection” for technical reasons (mainly becoz they have only IPv6 connections available which inhibit proper Port forwarding).
So here comes the questions:
1. What is the minimum bandwith setting required for clients, 512? What is the recommended BW?
2. Are “dubios connection” really a NO-GO in 4.33? Or is it not a problem as long as there are just a few?
3. Regarding control surfaces / pilot head movement, can i disable that eye candy to save BW?More to come …
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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?
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. -
Freaky stuff.
We had 7 flying on Sunday morning, all connected to my PC with 1024 bandwidth setting (I was set to 10000). No dubious connections but a certain well-known Belgian’s internet connection is suffering at the moment from significant packet loss (despite his useless ISP’s protestations to the contrary). You could obviously tell he was having problems by listening to his broken up transmissions on TeamSpeak (and veryfying with his Client Connection Info), but in BMS you would not have known he had a packet loss problem at all, there was no warping or stuttering of any kind.
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We’ve not had any obvious issues since we have been using 1024, but we’ve not had more than 8 connected since release. It’s not a recommendation, it’s what is working for us.
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Mav-jp has posted that they are a no-no. I’d argue he usually knows what he’s talking about and understands the code better than just about anybody.
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Have a look at the falcon bms.cfg file:
set g_nRemoteControlSurfacesInterval 200 // Time in ms between control surface updates, valid range 20-1000 (default 200), 0 = disabled
This is also in p235 of the BMS Manual, in the LIST AND EXPLANATION OF THE CONFIG OPTIONS section at the back.
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CS could mean “Client-Server”, as they have not the right ports i’m sure they were “dubious connections”.
Indeed, there is the “g_nRemoteControlSurfacesInterval 200” with the possible “0” setting disabling it, my bad.
Beside that they are still many unknows regarding massive MP (i speak about 15 or more), hopefully there will come more hints to set this up right. Maybe A.S. can chime in …
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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 .