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Posted

Hello.

 

Multiplayer is running smoothly ,but usually after a couple minutes of playing, with a bit of luck half a hour, it suddenly closes and I'm back at the server selection screen.It doesn't show any crash or something, the game just goes back to the server selection screen. :(

Posted

It happens on every server i enter. My ping is good and I don't brake the rules. I don't know why I am always getting kicked out.

Posted

Happens to me... pretty often :/

Specs:

Asus Z97 PRO Gamer, i7 4790K@4.6GHz, 4x8GB Kingston @2400MHz 11-13-14-32, Titan X, Creative X-Fi, 128+2x250GB SSDs, VPC T50 Throttle + G940, MFG Crosswinds, TrackIR 5 w/ pro clip, JetSeat, Win10 Pro 64-bit, Oculus Rift, 27"@1920x1080

 

Settings:

2.1.x - Textures:High Terrain:High Civ.Traffic:Off Water:High VisRan:Low Heatblur:High Shadows:High Res:1920x1080 RoC:1024 MSAA:4x AF:16x HDR:OFF DefS: ON GCI: ON DoF:Off Lens: OFF C/G:390m Trees:1500m R:max Gamma: 1.5

 

Posted

I think I've found something. I joined a server with low ping and got kicked as always. I checked the DCS log and found this:

 

00548.685 INFO NET: disconnected: Server ping timeout

00549.159 INFO EDTERRAINGRAPHICS3: edtg::DeleteSurfaceRenderItem

00549.244 WARNING LOG: 12 duplicate message(s) skipped.

00549.244 INFO Config: netview stopped

00549.309 INFO NET: messages tracked: 91703

00549.317 INFO EDCORE: (dDispatcher)enterToState_:3

00549.339 INFO NET: disconnected from server

00549.340 INFO NET: client has stopped

00549.342 INFO NET: client has started

00553.410 INFO NET: client has stopped

 

Does it mean that my ping was to high?

I will put my log in here so you can check it.

 

https://drive.google.com/file/d/0ByLpZQ2cxtWoQ3JWNVFqcUZmNDg/view?usp=sharing

Posted
00548.685 INFO NET: disconnected: Server ping timeout[/url]

 

That would be your problem. That message means that the time between your client sending a message to the server and receiving a response back was too great, and that this happened enough times for your client to decide the connection had been lost.

 

If you go to this website: http://www.pingtest.net/ you can use their utility to test the reliability of your internet connection. Try running the test on multiple servers (not just the one it auto-selects) and see what the results look like. The most important two factors here are packet-loss and jitter.

 

Packet-loss (as the name implies) means that data packets are physically not making it to and/or from your computer. Jitter is the range of variation in ping time. Ping is simply the time it takes total for your computer to send a response and receive one back from the server.

 

If you have high packet loss, the communication between your computer and the server will be unreliable: your computer will tell the server something, and the server won't get that info, or the server will tell you something, and you won't see it. This will eventually lead to either your client or the server deciding the connection was lost and terminating the session.

 

High jitter is bad because the server attempts to compensate for your ping by offsetting your actions by a known delay (your calculated ping time). If your ping varies too widely, then the server cannot compensate, and you will experience out-of-synch problems: Most noticeably, the server will thing you are at one position, when in reality you are at another.

 

High ping is not, in and of itself, a bad thing. a properly-coded networked application will take into account the ping of each client, and adjust their positions/actions accordingly. In a flight simulator, any ping time under half a second should be largely negligible, as aircraft movement and reaction times when changing course tends to occur on a scale of several seconds. The only place it should be a "problem" (in a well-coded application) is in a guns fight, where the average of your position over a second may vary enough to effect a guns solution.

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