112th_Rossi Posted November 26, 2012 Posted November 26, 2012 UDP is a rediculous protocol to use in a sim where accuracy and reliability is key. It would be better to use TCP even if the server overheads are higher.
EtherealN Posted November 26, 2012 Posted November 26, 2012 UDP is a rediculous protocol to use in a sim where accuracy and reliability is key. It would be better to use TCP even if the server overheads are higher. No it wouldn't. It's not just server overheads that are higher. It's everything. You are looking at need in-order receipt of packets and other such issues that may very well make things even worse on TCP. [sIGPIC][/sIGPIC] Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog DCS: A-10C Warthog FAQ | DCS: P-51D FAQ | Remember to read the Forum Rules | | | Life of a Game Tester
112th_Rossi Posted November 26, 2012 Posted November 26, 2012 But isn't UDP even worse in that respect? It has no transmission control mechanism and is generally considered low priority in some cases. At least with TCP you can pretty much rely on the packet arrival instead of having potential gaps. UDP is generally used for broadcast, DHCP responses or streaming media afaik. 1
St3v3f Posted November 26, 2012 Posted November 26, 2012 (edited) But isn't UDP even worse in that respect? It has no transmission control mechanism and is generally considered low priority in some cases. At least with TCP you can pretty much rely on the packet arrival instead of having potential gaps. UDP is generally used for broadcast, DHCP responses or streaming media afaik. Multicast streaming, maybe. But then again, watching a video on youtube uses TCP. I guess you mean Voice or Video over IP. UDP is generally better for games because it takes some time for TCP to detect, request and resend a lost packet. And in that time, no data at all is delivered to the upper layer application. So essentially, you will experience a lag while the game waits for data that is outdated anyways by the time it finally arrives. So a game (or any real-time application) is better off using UDP and fixing errors caused by lost packets itself. A simple example might look like this: The game sends updates of a player's position on the map. Packet 1 -> Player at coordinates 1.1 Packet 2 -> Player at coordinates 1.2 (Packet gets lost) Packet 3 -> Player at coordinates 2.2 So because the other players do not receive the second packet, it will look to them as if he would just jump from 1.1 to 2.2 and everything continues as usual. Edited November 26, 2012 by St3v3f 1 aka: Baron [sIGPIC][/sIGPIC]
112th_Rossi Posted November 26, 2012 Posted November 26, 2012 Multicast streaming, maybe. But then again, watching a video on youtube uses TCP. I guess you mean Voice or Video over IP. UDP is generally better for games because it takes some time for TCP to detect, request and resend a lost packet. And in that time, no data at all is delivered to the upper layer application. So essentially, you will experience a lag while the game waits for data that is outdated anyways by the time it finally arrives. So a game (or any real-time application) is better off using UDP and fixing errors caused by lost packets itself. A simple example might look like this: The game sends updates of a player's position on the map. Packet 1 -> Player at coordinates 1.1 Packet 2 -> Player at coordinates 1.2 (Packet gets lost) Packet 3 -> Player at coordinates 2.2 So because the other players do not receive the second packet, it will look to them as if he would just jump from 1.1 to 2.2 and everything continues as usual. Thanks! Great explanation. I had a feeling there was an advantage somewhere but wasn't sure what.
Dejjvid Posted November 27, 2012 Posted November 27, 2012 TCP is out of the question. But we seriously need the netcode to handle packet loss/latency better then it is now. We need some sort of control mechanism to detect warping. If one player warps now during startup, 5 other clients get their planes wrecked. I'm also fairly sure all these MP crashes is caused by the flawed netcode. It needs to be more rugged. i7 8700K | GTX 1080 Ti | 32GB RAM | 500GB M.2 SSD | TIR5 w/ Trackclip Pro | TM Hotas Warthog | Saitek Pro Flight Rudder [sigpic]http://www.132virtualwing.org[/sigpic]
112th_Rossi Posted November 27, 2012 Posted November 27, 2012 TCP is out of the question. Wow that air of authority is just so... sexy!
Dejjvid Posted November 27, 2012 Posted November 27, 2012 Wow that air of authority is just so... sexy! Didn't want to sound rude or harsh, but other members have explained why you can't use it. :megalol: i7 8700K | GTX 1080 Ti | 32GB RAM | 500GB M.2 SSD | TIR5 w/ Trackclip Pro | TM Hotas Warthog | Saitek Pro Flight Rudder [sigpic]http://www.132virtualwing.org[/sigpic]
dl_sfl Posted December 3, 2012 Author Posted December 3, 2012 (edited) It's funny!i connect by router(TP-LINK WL340G),if connect by wire,i can't find that host,but i connect by wireless then i can find it and join it,it seems some port is blocked.but i don't kown how to solve it yet.someone who knows please teach me,thank you! Edited December 3, 2012 by dl_sfl
Lulac Posted December 4, 2012 Posted December 4, 2012 ...couple days I can easily join in every server what I want...then couple days I can't join any...and so on...this thing become very frustrating for me! I try everything what I could find here...I'm sure that my connection to the internet works fine but no luck... [sIGPIC]D:\avioni\razno\potpis 1 orao.jpg[/sIGPIC]
Sci2 Posted December 4, 2012 Posted December 4, 2012 Got through Connection Interrupted issue by Opening Ports 10308-10309 TCP and UDP both Inbound and outbound. I had 10308 UDP Outbound open before, but only UDP. Set Network connection to lAN However I still dont last long (10mins Max) in the 104Th server. though in AEF 161SQN server no problems at all. i have the same problem AEF runs fine to me before i joined the 104th alot with my mates but last 2 days im not even able to join the 104th anymore connection interrupted straight away after "loading mission" one of the guys off the 104th mentioned something with mods being applied to the game? all im using is the HD pit from ricardo and helios exporting most possible in any craft [sIGPIC]http://forums.eagle.ru/signaturepics/sigpic90574_1.gif[/sIGPIC] Australasian Gaming Community Specs: Intel Quad 2.4GHz -- Geforce GTX 560 Duo -- SSD HDD -- 8Gb Mem -- 23" led -- 17"touch -- Logitech G940 Flight System --JoyLocs-- TIR 5 -- Cougar MFD'S -- Helios -
dl_sfl Posted December 4, 2012 Author Posted December 4, 2012 http://portforward.com/help/portcheck.htm Maybe it's helpful for you,Good luck!
ajax Posted December 4, 2012 Posted December 4, 2012 The 104th recently implemented integrity checks. I believe export.lua is one of the files checked, so you can't use Tacview (nor presumably Helios) anymore on that server.
Meatwod Posted December 4, 2012 Posted December 4, 2012 That would apply to Hawgtouch or Softth probably then, so anyone will export data for cockpit building. Lame! :(
Sci2 Posted December 4, 2012 Posted December 4, 2012 that would suck big time no more 104th for me than always liked it in there cause friends of mine use that server and it has 15+ pilots in around my times flying [sIGPIC]http://forums.eagle.ru/signaturepics/sigpic90574_1.gif[/sIGPIC] Australasian Gaming Community Specs: Intel Quad 2.4GHz -- Geforce GTX 560 Duo -- SSD HDD -- 8Gb Mem -- 23" led -- 17"touch -- Logitech G940 Flight System --JoyLocs-- TIR 5 -- Cougar MFD'S -- Helios -
104th_Crunch Posted December 4, 2012 Posted December 4, 2012 (edited) That would apply to Hawgtouch or Softth probably then, so anyone will export data for cockpit building. Lame! :( I have been offline for a while, but I can tell you, that that there is good reason to file check export.lua. It is a sacrifice that has to be done. When you are on a A2G server it is no big deal, but when there are players vs. players, the desire for cheating increases. What is more lame, is the cheating that has been done in the past, and the potential of cheating that can be done with exporting freely available. Again, I am a bit out of touch with our server right now, but if export.lua is file checked, there is good reason for it. I understand that this sucks, but having someone cheating sucks more. Edited December 4, 2012 by Crunch
ENO Posted December 4, 2012 Posted December 4, 2012 Okay... fill me in- What's the issue with exporting? We talking about the same exporting file that we set to true so that guys can record tacview and use Helios? Can someone IM me the exploits so that we know what to look for? "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
104th_Crunch Posted December 5, 2012 Posted December 5, 2012 I'll just post here Eno. While leaving the export.lua gives player data only, if one was to get creative with it, they could exploit this. So, even if the chance is low it is a good window to close. There is a reason the option for file checking is there. Some servers use full file checking so that even modded new plane models can't be used. Yes, there is a trade off, and perhaps in the near future ED may come up with some new ideas to allow custom exporting and prevent exploits. Sorry for the off-topic. We should not turn this in to an exploit thread.
Lulac Posted December 6, 2012 Posted December 6, 2012 ...and so...it's 4th day that I can't join in any server in DCS...and who knows why is that good...!? #will this problem be resolved soon!??? :furious: [sIGPIC]D:\avioni\razno\potpis 1 orao.jpg[/sIGPIC]
ENO Posted December 6, 2012 Posted December 6, 2012 As long as you're on the proper version- some servers are rolling back to 7286... If you have elaborate screens set up disable aero and run in windowed mode. Need to find servers with no tankers- The firehouse is running one now- worth a shot. We also have timeouts disabled. If you roll back to 7286, does it work? Your program didn't sneak onto some blocked list on your firewall / av somehow? "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
Lulac Posted December 7, 2012 Posted December 7, 2012 As long as you're on the proper version- some servers are rolling back to 7286... If you have elaborate screens set up disable aero and run in windowed mode. Need to find servers with no tankers- The firehouse is running one now- worth a shot. We also have timeouts disabled. If you roll back to 7286, does it work? Your program didn't sneak onto some blocked list on your firewall / av somehow? proper version!? well, I use latest version 7570! ...don't know how to rollback....aero interface-off, full screen-on...firewall enabled DCS...av-not in use... MTU...steal to be checkd... :cry: [sIGPIC]D:\avioni\razno\potpis 1 orao.jpg[/sIGPIC]
aaron886 Posted December 9, 2012 Posted December 9, 2012 Well. Here's hoping this doesn't ruin my VFAT performance tomorrow. Problem is known, I guess, but that doesn't help me.
ENO Posted December 9, 2012 Posted December 9, 2012 Still- for the most part it's servers running tankers / JTAC that seem to be creating a lot of the problems. also, servers with civ traffic and scene details locked have also been known to cause disconnects. Not sure of the rest of your setup lulac- but you might try windowed mode with aero disabled as you already have. Also ensure you're set to LAN on the MP options list. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
Lulac Posted December 9, 2012 Posted December 9, 2012 Ohh...thx for Your concern Eno but I ''resolved'' my problem with reinstallation of DCS World and A-10C module...now everithing works fine...thou couple times I have CDT in some servers but wth, I can get in MP smehow... ...but still wonder why my ''old'' instalation all of the sudden stop working in MP!? salut! :) [sIGPIC]D:\avioni\razno\potpis 1 orao.jpg[/sIGPIC]
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