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Add your thoughts,suggestions,tips and tricks here. Map making,server speed rates,client rates,skins,etc it's all on topic.
With the coming ACES exp pack we'll have some new people and some old who will be hosting. Let's try and make a read me or guide for all hosts here. ============================== Mudmovers ATI Catalyst Beta Tester Catalyst Feedback Catalyst Driver Download ============================== |
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Excellent idea Hunter!
OK, here is something that everyone has problems with, a sudden lack of various sound items, although usually bullet strikes. You enter a server and all is well, then "all of a sudden" you are unable to hear your aircraft taking hits, or worse, you lose a major bit (wing, tail, etc...) and never hear a thing... Purely through observing I beleive it has a lot to do with the number of players on a given server. And those on T1 connections are not immune. I have seen (not heard Getting large numbers of players in a multiplayer invironment is the holy grail for all us online types. How can we achieve this? S! _____________________________ BlitzPig_EL |
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Ok , the sound problem.. We had the same thing happen to us when we started hosting large matches. No sound to the aircraft when you where hit.
And that was even tho we where using a T1 to host on.. But When I increased my ram from 1 gig to 2 gig the issue almost went away.. the only ones I have on now who see this sometimes is the ones flying on a dialup.. Also in my test I have found that if the players only have 512 meg of ram it causes lag now , and that just started sense the new patch came out. Main thing with running a server is RAM RAM RAM, and the same goes for the players also.. try to get at least 1 gig of ram on your machine if you can. |
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All I'm going to say on this is:
Less is better. Try FighterJerks on HL if you need further proof.
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Da Z Machine![]() |
http://www.txsquadron.com/topic.asp?TOPIC_ID=1328
One of these days I'll get around to updating that, but its a start. "Less is Better" -- Totally correct statement. Use moderation when designing missions and keep things light...don't over do AA, balloons, or even plane sets. Be careful when placing static planes, while they do reduce spawn lag, they also increase mission load times significantly. Avoid maps with palm trees, those are known FPS killers while winter maps seem to be the friendliest for minimizing lag. -Zen- Formerly TX-Zen |
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Haven't seen you online in a while, zen.. Startin' to miss ya..
But, here's myreal question: Got any quazi-historical missions that we could plug into our server? You had made mention of this before...so I'm wondering if that's still the case... Blazing Magnums 357th VFG bm357.com | Roster | Flash Cartoon | BroDawg | QuickTime Video Blazing_Magnums Server |
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quote: Placing stationary aircraft somewhere on the map to reduce spawn lag is important. Might as well include that, as I have been on servers where it wasn't done. Small caliber flak: I don't like it. I figure a dogfighting server is for dogfighting, not for being shot down by flak. Too much small-caliber flak will definitely cause lags and freezes. If you have too much at airfields, then have some ships hammering away, the situation becomes hopeless. Large caliber flak, used sparingly, is fine. An abundance of ground objects tends to slow things down. On coop missions, having too many planes and ground objects will cause severe lag and warping. This seems to be a common problem. We don't need to replay WW II in a single coop mission. Keep them simple and reasonable. You can't have fun when every time you line up on a bogey it warps away. Technically, clouds cause some problems. An online server without clouds will provide smoother play, but I don't have any data to support this. It is a factor in smooth play and should be recognized as one. I believe the game manual points this out. Most of my coop missions do not have clouds because I usually host with icons off, and clouds make spotting aircraft more difficult. |
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well guys, i host almost everynight on hlobby, and what ive found out is this...
1.) the isp is the main deciding factor! 2.) when u build a map first thing to do is goto the menu and delete all! then build it. no need for stationary objects on the other side of the map that will never be used! 3.) dont have spawn points nest to citys or have alot of static sircraft at airfields. 4.) skin downloads OFF! 5.) set your connection to isdn, and the players in the game go to 14.4 6.) make sure you as the host follow the ping limit,, mine is usually 300!!!! 7.)use the DOGFIGHT maps! alot less detail in maps,,, the winter is best! 8.) i AS THE HOST SET MY RESOLOUTION TO MEDIUM, not perfect.. i use less of my systems resources thus reducing my screen freezes and studders! everytime I have a freeze all the others feel it that are on my server! i know all of this might take away from the game a little but all of it helps.. i dont have a supercomputer , i have a 1.8 athlon and a asus a7v8-xx board 512 of ram and a ti4600 card 128.....yep and i can easilly host 24 players , after 26 it gets pretty laggy no matter what i do...call it crazy but its true! id rather be in a game with alot of targets to shoot down than be in a game with 6 !!!!!! <S> SEABEE www.401squadron.com |
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VIP![]() |
Ok, i`ll drop a few coins in
1) Your connection. Unless you have 1MB Download and 512k upload...don`t even bother going over 20 clients and host, no matter how good your rig is... If you hosting and playing on the same rig.. well... i say 16-18 ppl tops unless it`s Nasa computer. Dedicated server or dedicated FB hosting machine is another story. 2) It`s been mentioned... Planes preload is a MUST. No planes preloaded = spawn stutter and crappy game play. 3) Security settings. Ping limitation is neccessary, but it doesn`t have to brutal... 600ms is very acceptable with combination of tight maxlag setup. All neccessary MAXLAG settings were mentioned 1000 times. Server/clinet speed check is a MUST. 4) Maps. Map choice, very important. Not all giving maps are sutable for on-line play. Some are very heavy for average user, some exceed acceptable size...some have textures issues...and so on. Safest maps IMO are... Crimea, Kuban, Kursk, Prochorovka, Online Winter/Summer maps and couple of others...can`t remember. When you finish your map, check size... it you exceeded 480-490MB with OS...start deleting objects. Think of those who has 512 of RAM...and believe me, it`s alot of ppl. 5) Objects positioning.. Position your ground targets wisely. Get them hell away from areas of direct engagments and don`t put 1000 planes along the runway or ships on the ground to guard bases or crapload of balloons over airfield It`s been said hundred times... but unfortunately only few servers @HL could be anounced as lag free... i say bout 90% are laggy whether you like it or now. Even that i run my own server, i do visit others regadless of settings. Just to name a few good servers Greatergreen and Mudmovers (when Hunter is awake FighterJerks - when Baldie is not experimenting with netspeed Blazing Magnums.. same story as GG and Mudmovers.. microstutter here and there. F16 Virtual Pilots Forgotten server That`s about all i can name. Those are near perfect without doubt. No offence to other hosts, just trying to be objective here V! Regards, VFC*Crazyivan aka VFC*HOST http://www.rmutt.netfirms.com/vfc/home.htm Kozhedub: In combat potential, the Yak-3, La-7 and La-9 fighters were indisputably superior to the Bf-109s and Fw-190s. But, as they say, no matter how good the violin may be, much depends on the violinist. I always felt respect for an enemy pilot whose plane I failed to down. |
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I think if your Seriouse about Multiplayer Online Combat, in FB, either as a host or as a client.
You need to look at realistic specs for your PC. There was a time when 512MB Ram was acceptable, not anymore. 1 GIG of DDR Ram, at least, graphics cards Radeon 9700 pro, would be my starting point with ATI though I have heard the 9600 is acceptable, GeForce FX 5700 would be where I would start with NVidea, FB is just getting more features like ships that now smoke and burn as they sink. If you can afford it Broad Band cable is the way to go for Online Gaming. Solved my lag problems on a permanent basis, and its nice to be able to down load 100 MB FB update patches, in the time it takes to make a cup of coffee, instead of 12 hours using dial up. However Online gaming is like everything else in life, You get what you Pay for. Cheers |
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Use Stationary Objects instead of Stationary Armor. In fact, use stationary objects instead of everything whenever possible. AAA is the exception.
The less the ground is shooting at things, the less lag you will have. |
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I have recently added a server into hyper lobby. I have been experamenting with settings up until recently. Don't mind my realism settings I have been trying to atrack new player to the squad but this is my thoughts.
1.Isp its all about upload. I have a 1500k/400k dsl. It can do 26 but I leave it at 19-21 so I can still do things on the net without lagging server. During the day the euros are on pings suck in the evening all pings ussually below 100. 2.No skins. 3.Lock time of day. 4.Always have conditions set to hazy it really helps framerates for people with slower machines. 5.Light flaq, objects blah blah blah. 6.2gigs of ram with virtual memory disabled for servers venturing above 18 players. I ussually host 19-21 and I use about 1600mb of ram. 7.Dedicated pc for large server. I have a 2800xp with 2gigs of ram just for that. 8.Warps are connections stutters and slow machines or poor pc setups. If I see a warp in my server I will look at his ping and its usually above 350 or jumping around. 9.Preloading planes im undecided on. Me and my squad mates have some really good machine and we very rarely have screan pauses. Again less than steller pc or pc setup cause stutters and pauses. The larger the server the better your pc must be. Ive started a small web page to give people tips for there pcs if they are having a hard time achieving acceptable game play online. Most of you should know this stuff but its great for the noobs. www.geocities.com/wreckingcrewvcfs [This message was edited by Smoky_161st on Wed March 17 2004 at 08:57 PM.] |
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@Hunter82 What ever came of your theory on the skin vs. unit ID stuff? I seem to recal your theory that the skin DL is not the big prob, in that it caches up, but the unit makings are instant the plane spawns.. Which would account for the LAG once a plane spawns
@seabee426.Cdn You said "set your connection to isdn, and the players in the game go to 14.4"Im new to hosting.. I have a cable with a router.. and two PC's where one is for HOSTING (server) the game and the other is GAME rig.. and log into the HOST (server). I have real good LUCK setting the HOST to 14.4 and my GAME to CABLE.. ie just the oposite to what you said.. I have no idea why it is better like that.. but it is!! I assume that when you select 14.4 connect it tells the software that it will have to dedicate more PC resorces to the connect.. Thus a better SERVER.. even though my connect is cable, it forces the software to dedicate more to it.. Anyone have any real documentiaotn on that? @crazyivan1970 You said "When you finish your map, check size... it you exceeded 480-490MB with OS...start deleting objects.How do you check that? @crazyivan1970 You said "Security settings. Ping limitation is neccessary, but it doesn`t have to brutal... 600msHow is the PING limitation done? Im currently running FBDaemon2 and using the GAME.. ie not the Dedicated Server Software (DSS) in that it aint out yet for ACE EP.. I assume that the PING limitation must be part of the DSS? @all Im sorry.. but I love the skins.. thus I keep them enabled.. And dont plan on taking them out! And I think Hunter82 was onto something way back when he noted it is most liky to to the UNIT ID SKING.. not the AIRCRAFT SKIN.. In that the inital LAG only happens the *instant* the aircraft spawns.. Even though you dont see the aircraft skin for several min later once it is done downloading.. But the UNIT ID marking is instant.. @all Last but FAR FROM LEAST!! Is there a way to change the Network setting via the command line? Im using FBDaemon2.. Is there a command to change the Network connect from say ISDN to 14.4 via the command line? This would be great, in that I hate having to pick an airfield, then launch and do it manually from the GUI.. There has to be a COMMAND line way to do it???? @all Question.. I know most of you disable skins.. BUT assume they are enabled.. If so, does preloading help? Assuming the LAG is due to a new object loading.. if that new object has it's own skin.. And skins are the real problem.. then preloading wont help much?? And yes.. LESS is MORE with regards to pure DFing... But I like imersion.. and with that said there has to be more to do then chace other planes.. Hence I like to add in a goal.. somethig to do other than down the other guy.. like war itself back then. Just my opinoin! ASH at S-MART [This message was edited by ASH_SMART on Mon March 22 2004 at 03:45 PM.] |
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Hi ASH,
"@all Land but FAR FROM LEAST!! Is there a way to change the Network setting via the command line? Im using FBDaemon2.. Is there a command to change the Network connect from say ISDN to 14.4 via the command line? This would be great, in that I hate having to pick an airfield, then launch and do it manually from the GUI.. There has to be a COMMAND line way to do it????" If you are hosting from HL (and I know you are), try this: Open your 'hlpro' config file, located in your HyperLobbyPro3 folder. Scroll down to the Forgotten Battles settings. Add the following line: serverRate=2000 Here is what mine looks like: [Forgotten Battles] joinDelay=20 clientRate=2000 serverRate=2000 <------------------This line added! ;Determine the client source port. Useful when is more that one user behind the NAT router. ;Must be diferent for each user behind the same NAT router localPort=21000 ;This detecting right IP address for systems with more that one network adapters ;Default is 1 (on) DetectLocalIP = 1 Order=20 MaxPlayers=13 Difficulty=3 Description=AEP 1943-44 Limited Icons This will automatically set you host connection speed to what you want. Actually, I believe 1500 is closer to 14.4k, so I would try that first. I'm only using 2000 because it works for me, but one day I'll try 1500 just to see what happens. If you use 2000, you'll see that your in-game Network Connection speed will indeed read 14.4k, but I believe it's actually somewhere in between 14.4k and 28.8k. I did some more intensive testing a long time ago, but I forgot the exact value for 28.8k...probably around 3000. In any event, 1500-2000 should be good for you. Aviar -------------------------- AMD XP 2600+ EPoX EP-8K9AI Mobo 1536Mb DDR PC 2100 RAM ATI Radeon 9700 Pro SoundBlaster Audigy 2 Klipsch 5.1 THX Certified Speakers CH FighterStick USB CH Pro Throttle USB CH Pro Pedals USB Thrustmaster Tacticalboard -------------------------- |
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quote:Ah my man! Aviar!!! Your a giver!! Dont know what I would do without you.. One thing for sure, I wouldnt be hosting much! ASH at S-MART |
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Putting static aircraft reduces spawn lag? How does that work?
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quote:The idea is that the aircrafts' shape is already loaded to the RAM as soon as the mission starts and less information has to be added to the Memory when a player spawns in a certain aircraft. --- Some more very interesting information for hosts can be found in Hunter82's thread Skin Download on Ded Server time and bandwidth usage! One of his findings is that reducing the number of aircraft types available in a map will reduce the probability of lag and stutter. ----------------------------------- |
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The title of this sticky thread could also read "What makes a smooth online server or offine mission?"
The trend seems to be toward ramping up the number of aircaft in missions. A number of the single and campaign missions I've dl'd recently have left me wishing I'd taken a quick look at the .mis file BEFORE trying to play the missions. (Thirty-six bombers escorted by 24 fighters, attacked by a 12-ship, over AAA-infested territory, doesn't work for me.) The Tirpitz in the middle of a large fleet? Forget it. Papa_K |
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>The idea is that the aircrafts' shape is already loaded to the RAM as soon as the mission starts and less information has to be added to the Memory when a player spawns in a certain aircraft.
It is good solution for spawn lag. But if the spawn plane load bombs or rockets, it can not resolve the lag. Are there any further solution? |
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Since you cannot pre-load armament that's the best we can do.
quote: ============================== Mudmovers ATI Catalyst Beta Tester Catalyst Feedback Catalyst Driver Download Magnum PC ============================== |
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