Anyone experiencing wierd behavior in a Muiltiplayer sessision.??
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Hey All,
A small group of friends I fly with and we have not yet tested U1. but with the 4.33 release we always experienced weirdness with Campaign multiplay sessions…
Now from what we gathered we need to set the Bandwidth too 1024 for the clients and the host needs to be at 1024 x number of players Plus 20% for overhead is this a good thing to do… as the host has only been setting too 4096 x 4 players… I have been absent most sessions but they still get weird issues like waypoints being off and such…
Now If the host added 20% to the amount of 1024 x number of players and 20% Overhead they should not experience issues correct??
Also the host should have enough upload to support the load… I think If I hosted and put in enough bandwidth we would not have any issues as I have not seen any other posts about this issue??
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Well I guess since no one replied nobody is experiencing issues with the 4.33U1??
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Power of host maschine, portforwarding of clients, internet connection type, their real upload …. way to few infos, there are too much unknown variables to give an advice.
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also check there ping time’s to server they may have great upload speed but if the ping time is long that will have a detrimental effect
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I can set our server to over 500 Mb and we were still seeing missing airfields and other extra ordinary be behavior at times with 4.33.
The impact of clients connection and their ping time to each other, the clients machine itself, your home base ( in 4.32 we had many problems with Kunsan as home plate.)
At times its a complex and touchy beast to tame.
Its a shame FO don’t share their experiences and server setup paradigm very often.
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OK I will gather the requested info I will report back… I was just wondering if anybody else has been experiencing weird behavior like waypoints not matching the target area, radar contacts on rwr but not on radar…
I will post resulte here:
1. Nephilim:
a. Ports 2934 & 2935 Open
b Cable Xfinity…
c. http://www.speedtest.net/result/5288128199.png2. Piston:
a. Both ports are open…
b. download to LosAngeles 1.27Mb .71 Up he said he is the slowest of us all but problems persisted even when he was not ingame… -
Ports open does not automatically mean forwarding is working. If client has no real IPv4 adress the ports will be remapped by the ISP.
When the problem still are here the chances to have the error somewhere else is obviously high.
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Or the router nat is playing games with them.
sent from my Xperia Z3 compact via TapaTalk
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OK here are the other 2 info:
1. Recluse:
a Ports are Open
b DL to LA is 26Mbps
c. UL to LA is 23Mbps2. Pandion Our Host.
a. Win10 64bit
b. Intel i7-3770k
c.Ram 16gb
d. Port Forwarding is open
c. Upload is 6Mbps
d. DL is 57Mbps…I would appreciate some info on others that play Online… If it is just us then we have definitely done something wrong… Not sure what else to add. but hopefully someone can give me some fact based help…
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Ports open does not automatically mean forwarding is working. If client has no real IPv4 adress the ports will be remapped by the ISP.
When the problem still are here the chances to have the error somewhere else is obviously high.
What is “If the client has no real IP4v4 adress the ports will be remapped by the ISP” ?
Can you give an example of a “non real IPv4 address”
Nephilim, are any of the clients sitting behind/on a wireless LAN segment?
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What is “If the client has no real IP4v4 adress the ports will be remapped by the ISP” ?
Can you give an example of a “non real IPv4 address”
Nephilim, are any of the clients sitting behind/on a wireless LAN segment?
I think everyone is wired, but I will ask, thnx…
We are all on Wired Connections… maybe the Host does not have adequate bandwidth as he is at 6Mbps?? with him and 4 others it could be the factor causing issues maybe??
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What is “If the client has no real IP4v4 adress the ports will be remapped by the ISP” ?
Can you give an example of a “non real IPv4 address”
Nephilim, are any of the clients sitting behind/on a wireless LAN segment?
If you have an ISP which has only IPv6 connections available you will get an “virtual” IPv4 adress which is shared with other connections, that will result in port remapping so no proper port forwarding is possible.
Also when you have an mobile internet connection (LTE etc.) you will have an shared IPv4 adress. At least that was the case of all mobile BMS clients i had so far.
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Well I do believe everybody is on a IPv4 Address no Fake ones… I think it is because the host does not set enough bandwidth he sets it to 4Mb and he only has 6Mb??
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How many upload has he? Did he test it with e.g. www.speedtest.net?
BTW: “Believing” means the same as “not knowing”. You can only be sure if you start the host in the debug mode, let all clients connect and disconnect and then check the raknet log file. In the log you will see on which port they connect, if its an other one then 2934/2935 then their port forwarding is FU.
You can’t rely on the P2P / CS line in the connection window.
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Why aren’t you getting the guy with the highest upload to host?
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Why aren’t you getting the guy with the highest upload to host?
IDK would be prudent to let him host I imagine… So do you think that could be the root of our trouble??
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Well if you try it and don’t have the same problems that would tend to suggest the host’s limited upload is definitely a factor.
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Well if you try it and don’t have the same problems that would tend to suggest the host’s limited upload is definitely a factor.
Yes well I just have to convince the other 4