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Posted (edited)

I'm curious, now that Multiplayer stability is going so well. Thank you ED for your hard work.

What are everyone's settings in the Multiplayer options when they join a server ?

 

I for one Host a server on ADSL 10240

and

Join a server as a client on ADSL 1024

Edited by m9matt
Posted

1024 has usually been the cause of client crashes.

LAN was the stable client choice in 1.2.6 it was 10240, but in 1.2.7 it is now just named as 10240. I would recommend between 2048 and 10240 in 1.2.7, the lower the better for the server I should imagine. LAN in 1.2.7 is now 100240.

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Posted
1024 has usually been the cause of client crashes.

LAN was the stable client choice in 1.2.6 it was 10240, but in 1.2.7 it is now just named as 10240. I would recommend between 2048 and 10240 in 1.2.7, the lower the better for the server I should imagine. LAN in 1.2.7 is now 100240.

 

According to what I see in 1.2.7, LAN (Local area network) is just LAN and 10240 is an ADSL (Asymmetric digital subscriber line) speed choice. What am I missing here?:confused:

Posted

Scripts\net\net_types

 

1.2.6

{ADSL.." 128", 128*kBit, 64*kBit},

{ADSL.." 256", 256*kBit, 128*kBit},

{ADSL.." 512", 512*kBit, 256*kBit},

{ADSL.." 1024", 1024*kBit, 256*kBit},

{LAN, 10240*kBit, 10240*kBit}

 

1.2.7

{ADSL.." 1024", 1024*kBit, 512*kBit},

{ADSL.." 2048", 2048*kBit, 1024*kBit},

{ADSL.." 4096", 4096*kBit, 2048*kBit},

{ADSL.." 10240", 10240*kBit, 4096*kBit},

{LAN, 100240*kBit, 10240*kBit},

"[51☭] FROSTIE" #55 'Red 5'. Lord Flashheart

51st PVO "Bisons" - 100 KIAP Regiment

Fastest MiG pilot in the world - TCR'10

https://100kiap.org

Posted (edited)

If all clients continue to join LAN as has been required before, then the upload requirement for the server is exponentially higher. The 1024 vs 2048 seems to be the common guideline now depending on the server. Some servers run very little if any AI ground forces or aircraft while others typically run AI heavy / cooperative missions.

 

Running LAN just because "that's the way it always was" reminds me of this story:

 

http://www.georgefotion.com/marketing_plan/the_banana_story.htm

 

If everyone does that we're back to the same problems we had before where a guy with a 15MB upload connection has his entire upload bandwidth consumed by 15 people. Not really an issue now since most servers have less than 10 people in it but hopefully we're trending upwards from those days.

 

We tested the 1024 out thoroughly during the stress tests of the beta and the only time 2048 was necessary was when there were substantial ground battles happening. And by substantial I mean nearly 100 vehicles going at each other head on with missiles, cannons... etc.

 

I didn't hear of anyone needing to go upwards of 2048 because of lag / warping / yo-yo during these occasions.

 

Only exception I've found is if you're ACTUALLY connected via LAN to your server... then choosing LAN just makes sense.

Edited by ENO
  • Like 1

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Posted

You mean "client crash" as in CTD or as in just "disconnect from server" ? ;) (Cause I NEVER had CTD in DCS! :D Dunno what u did wrong, maybe u also should only fly MiG-29S... ;) :D )

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Posted
ADSL 10240 in 1.2.7 is the new setting that used to be LAN.

That's what I use. And stay connected for 8hrs!

1024 should NOT be used, especially with many players.

I get Connection Interrupted with that setting.

 

In fact, haven't had any issues with DCS multiplayer lately, no client crashes at all any more!

 

Welcome to DCS: Stability

 

:thumbup:

 

Have you tried 1024 with the recent patch ? I wonder how long you would stay connected with 1024 compared to LAN. I have no problems with 1024, but I wonder if it is down to internet speed.

Posted

What I find odd is that the importance of the PING factor is not mentioned more often in this subject. I have read that PING can be more important to MP gaming than the speed factor alone and can be affected by other variables involved in an individual's hardware and ISP resources. My PING to clients and vice versa has always been much lower than average and may account for greater reliability overall.

Posted

I know ENO did a lot of testing on this subject, just wondering why we as the community have to figure this out. Think ED must come forward and tell us how they figured it should work.

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Posted
I know ENO did a lot of testing on this subject, just wondering why we as the community have to figure this out. Think ED must come forward and tell us how they figured it should work.

 

something from ED would indeed be of help here..

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Posted

Can other guys here who run bandwidth monitoring programs in the background confirm very high down speeds now and then on some servers? I was playing on 104th with 10 players and was getting 160KB/s down which resulted in 200mb being used for like 10 minutes of gameplay. I've never seen that sort of high network activity on the VA server with +/- 26 players.

 

104th usually runs fine with under 50KB/s. Is this related to the set network setting? Because I tried both LAN and 1024 and was still getting insane bandwidth usage.

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Posted

Hey,

 

I have a dedicated High End firewall with good monitoring capabilities so I could monitor my own client on ENO's and the other common well known servers.

 

Just need some time cause that thing is at a customers site right now substituting a failed device.

 

I will contact ENO and see what I can do to monitor traffic on my 32/2 Mbit cable line.

 

if you wanna check the device http://www.gateprotect.com GPA-400

 

I think it is now called GPA-500, basically the same thing just newer mobo.

 

 

I personally was still on 1024 as ENO requested but will tune it to 2048 or even higher when I go to combat. I guess I finally need to talk to ENO in TS3 which I seldom use for not waking up my lady next room. Well, I guess she will have some sleepless nights soon HAHA ...she understands ;)

 

 

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Posted
To All Server administrators, we ran a large mission today with the new version 1.2.7.23803, all clients set the connection to 1024, mission ran flawlessly for almost 2 hours.

 

Also, DCS Israel has been running since Saturday with no crashes!

About 7 mission rotation, each mission around 3-4 hours.

 

I hope the latest patch fixed the big issues we had with the multiplayer, it seems much much better!

 

Seems 1024 is the way to go for clients :)

 

It's a win win situation guys, if we can work this out.

 

The servers stay up (win) and we as clients get larger groups on stable servers (win) :)

 

http://forums.eagle.ru/showthread.php?p=1994566#post1994566

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