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-   -   Blacksix - Fix multiplayer play & net-code (http://forum.fulqrumpublishing.com/showthread.php?t=32979)

kristorf 07-04-2012 09:23 AM

Quote:

Originally Posted by BlackSix (Post 441127)
2) I assume that the some network code will be corrected. But we won't change COOP.

Now I am the first to admit I know diddly squat about net codes, mission building etc.

But does this line indicate that the coop option will be porked on the Channel Map with no sign of correction?

If so this is (in my opinion) one huge mistake as I feel that map (and the option of flying historical coops) is the main reason the majority of squad members purchased this expensive coffee cup mat in the first place.

hc_wolf 07-04-2012 09:24 AM

Blacksix. When you load a multiplayer game and you have slides in the briefing, they do not show the slides in multiplayer. The slides only show up in single player.

Could you pass on for this to be fixed, it is needed for people to put small screenshots of the map showing targets on the terrain.

5./JG27.Farber 07-04-2012 09:50 AM

I support this cause for better net code and dedicated server files.

Quote:

Originally Posted by BlackSix (Post 441127)
2) I assume that the some network code will be corrected. But we won't change COOP.

It has been stated before that there is a coop mode. Can we have a quick example of this B6? As no one I know has made this work, other than spawning in unwanted aircraft first then jumping to the aircraft you actually wanted nearby. Are we just doing it wrong?

furbs 07-06-2012 05:12 PM

Quote:

Originally Posted by BlackSix (Post 441127)

2) I assume that the some network code will be corrected. But we won't change COOP.

Well that's just fantastic news :confused:

Allons! 07-06-2012 05:58 PM

Sometimes i think the developers there are the living proof of platos cave..

Blissy, f.y.i. we played yesterday @ KV13 with app. 25 ppl. from JG11, StG2, ZG26 and the lag was horrible, its definitely the net code...

Greetz, Allons!

ATAG_Bliss 07-08-2012 12:08 AM

Here's more proof of netcode:

Early version of the game, server was full - 125 players.

Server bandwidth was 21mbps upload and 7.5mbps download when the snapshot was taken.

http://img94.imageshack.us/img94/2103/bandwidth70.jpg

Bandwidth screen shot taken just minutes ago. Notice how the upload is going to crap, and at one point, download bandwidth was almost the same as upload - a very very bad thing. At around 3mbps download the server should have been streaming roughly 7-9mpbs in upload. But upload just falls on it's face once the bottleneck takes over. Finally, I imagine as I wasn't there, enough people probably got fed up and left (lag/warping etc.) that the server started to go back to normal (4mbps upload 1mbps download). This sim will never go anywhere online until this gets resolved. It's a shame really. :(

http://img842.imageshack.us/img842/6...dwidthnow1.png

The least the developers could do is give the people running servers some sort of guide for netspeed settings, or well, any sort of guide for the servers. I've tried changing netspeed a million times and it doesn't seem to do anything. I understand that you guys are working on a million different issues, but if the devs aren't willing to have a read-me or a guide on these certain technical aspects, you guys are just shooting yourself in the foot.

We are not mind readers. Blacksix, what should server netspeed be set to? (We have a 10gbps upload/download connection - server side) And before you ask, when the server is full it doesn't even use 7% of the cpu running this sim. The bottleneck has nada to do with us.

Get this to fixed and I'll send you a case of the good stuff ;)

http://pjensi.files.wordpress.com/2009/11/putinka_2.jpg

SG1_Gunkan 07-08-2012 07:39 AM

Please DEV's help servers like ATAG, they keep your game alive! Thanks yo ATAG server some of my mates have bought your game.


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