Hellfire257 Posted February 28, 2013 Posted February 28, 2013 1.2.3, LAN connection between two machines: I thought this was fixed? :lol: Evasive manoeuvres!
BRooDJeRo Posted February 28, 2013 Posted February 28, 2013 Personaly i haven't experienced this. What was your ping to the server in question? Also don't rule out that there might have been a problem with the connection itself due to provider maintenance etc. The cause you experience this can't be concluded by just looking at a video. Try to aproach it a bit more intelligently than a fast conclusion and a public video on a 3rd party website. I miss the homework...
Dejjvid Posted February 28, 2013 Posted February 28, 2013 You get warping if the host can't handle everything going on. Empirical studies have shown that in 1.2.2 setting network to LAN solved most of the issues. We had some warping yesterday when playing a MASSIVE mission with 10 clients. But not a single disconnect. 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]
Axion Posted February 28, 2013 Posted February 28, 2013 Speaking of which, is it still necessary to select LAN when in multiplay? Asus Z390 Code XI, i9-9900K, RAM 32 Gig Corsair Vengeance @ 3200, RTX 2080 TI FE, TIR 5, Samsung 970 EVO 1TB, HOTAS WH, ASUS ROG Swift PG279Q, HTC Vive Pro, Win 10 x64
Speed Posted February 28, 2013 Posted February 28, 2013 Speaking of which, is it still necessary to select LAN when in multiplay? Yes, please set your connection speed to LAN. Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Hellfire257 Posted February 28, 2013 Author Posted February 28, 2013 (edited) Quite a loaded response there, BRooDJeRo. Did I hit a nerve? My apologies. I too miss the homework, in particular what LAN actually means. Provider maintenance isn't an issue, and the connection between two LAN machines is nearly always superior to that of two over the internet. Sandwich indeed. Now that's dealt with, I should probably mention this isn't my video. I am relaying it for someone. This was two local machines, not over the internet. I know for a fact that the two machines he uses are good spec. If you need more information, don't hesitate to ask. Edited February 28, 2013 by Hellfire257
Dejjvid Posted February 28, 2013 Posted February 28, 2013 What the Network Speed settings actually do is at least for me a mystery. But i do know that there are values specified in config files you can change. But tests done on 1.2.2 did not show any difference. So if the net code change your MTU, update frequency or reducing overhead is not known to me. Anyway, Masterarms only use LAN, and it works for us on every "normal" mission. If we soak the map with units and try to re create WWIII we do get warping, and we probably need a Dedicated server in order to play those massive missions. 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]
Hellfire257 Posted March 15, 2013 Author Posted March 15, 2013 Got a new video for you all! Yipee! If you require any more information, please ask. And remember that I'm relaying this information.
SkateZilla Posted March 15, 2013 Posted March 15, 2013 I wonder how many people actually have their network cards set to optimal performance for gaming? AFAIK, every Windows7/8 Preset still Toggle the power, offload, timing and speed of the Network Adapter unless you disable power saving features via device properties. (OnBoard LAN especially). The default Windows 7 MTU and packet sizes are also not sufficient for gaming. In Office, but will post a "Guide" this weekend. Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
Hellfire257 Posted March 18, 2013 Author Posted March 18, 2013 As requested, a full error report for this issue is attached to this post. As usual, if there's anything missing please let me know and I'll endeavour to sort it out.lan.problem.data.zip
SkateZilla Posted March 18, 2013 Posted March 18, 2013 (edited) out of curiosity, what PSU isn powering your server? Suggest you run a packet loss test from the Server to the Client. And make sure both NICs aren't powering on and off in power saving mode. Edited March 18, 2013 by SkateZilla Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
Hellfire257 Posted March 18, 2013 Author Posted March 18, 2013 Please remember this is NOT my server, I am simply relaying information. Anyway, from the server's owner: -Power supply is 700watt Power managment on both NICs disabled packet loss test C:\>ping hst -t Pinging hst [192.168.1.4] with 32 bytes of data: Reply from 192.168.1.4: bytes=32 time<1ms TTL=128 Reply from 192.168.1.4: bytes=32 time<1ms TTL=128 Reply from 192.168.1.4: bytes=32 time<1ms TTL=128 Reply from 192.168.1.4: bytes=32 time<1ms TTL=128 Reply from 192.168.1.4: bytes=32 time<1ms TTL=128 Reply from 192.168.1.4: bytes=32 time<1ms TTL=128 Reply from 192.168.1.4: bytes=32 time<1ms TTL=128 Reply from 192.168.1.4: bytes=32 time<1ms TTL=128 Reply from 192.168.1.4: bytes=32 time<1ms TTL=128 Reply from 192.168.1.4: bytes=32 time<1ms TTL=128 Reply from 192.168.1.4: bytes=32 time<1ms TTL=128 Ping statistics for 192.168.1.4: Packets: Sent = 11, Received = 11, Lost = 0 (0% loss), Approximate round trip times in milli-seconds: Minimum = 0ms, Maximum = 0ms, Average = 0ms
Hellfire257 Posted May 6, 2013 Author Posted May 6, 2013 Hey all, Got an update on this. The problem has been narrowed down to using RDP to connect to the server. Connecting to the direct console session via something like Teamviewer eliminates the warping.
HiJack Posted May 6, 2013 Posted May 6, 2013 Hey all, Got an update on this. The problem has been narrowed down to using RDP to connect to the server. Connecting to the direct console session via something like Teamviewer eliminates the warping. Good find! We need a dedicated server with remote admin functions in-game! TeamViewer is a good workaround in the mean while. 1
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