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.
Latest posts made by Caput_58
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RE: Multiplayer Campaign Issues
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Event log says I crashed into myself
Trying to nurse a wounded jet back, flying well above manpad alt, when I took sudden unexplained damage. Lost engine, began to try to glide back to ROK territory when I just exploded. Events say “Caput crashed into Caput”. Is that a network/instancing error?
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RE: Multiplayer Campaign Issues
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? -
RE: Multiplayer Campaign Issues
Attempted a 2 player campaign mission with host and client both at 1536 network speed. Targets not visible, was eventually killed by invisible missile. Host is running windows firewall, with exception created for bms, router has appropriate ports open. Avast antivirus running. Client can’t access his router, so ports were closed, unsure about the rest.
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RE: Multiplayer Campaign Issues
I’m seeing this too. Invisible enemy fighters and invisible primary targets. I can confirm it happens at 512, and suspect it’s happening at 1024. Invisible objects are missing not just for client, but server as well.