27.04.2011, 10:07
-)-MAILMAN- Wrote:Fireskull
In layman's terms, yes that is what people say, but in factual technical terms, any host computer is a server.
Thanks for answering the time limit questions. I have no idea what or how to edit this so I guess I am stuck with it. Sure would be nice to prevent this to allow for troubleshooting a mission. I never had a plane disappear using the zuti mds in previous hsfx versions (sometimes I left plane on flight deck for 24 hours) so when it happened with HSFX 5 it came as a shock.
Now so I understand what you mean.
First I do understand that any host computer is acting as a server.
I am just having a difficult time understanding what you mean by a server to client connection issue when I have only one install of HSFX 5.0.1 on my game machine. I open the game, choose multiplayer, select dogfight, select the mission, map appears and I select my home base, select arming and choose my plane, select fly. I am hosting and playing on the same install of HSFX 5.0.1. Please explain how this is considered to be both a server and client so I understand. Thanks
HVY-E {JINNX}
This is starting to sound a lot like a time limit kick problem.
Go into your Conf.ini file under net settings, ([MaxLag]), and check to see what you have your timings set to.
Here are mine:
[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1
Hope that helps a bit.
Does this apply when I am playing and hosting on the same game install? Thanks
MAILMAN,
In online combat, for computers to be aware of all 3D models, for everything to be visible, and for placing things in order, digital acknowledgements must be right among computers. These acknowledgements are the confirmations that each computer sends in response to data sent by a computer about something. The packages of data called acknowledgements allow computers to complete communication about each issue among them. If a plane spawns by one computer, such computer sends a message to the other computer(s). The response sent in return is the acknowledgement.
MAILMAN, I am sure that your are familiar with some of this, so stay with me here.
The plane that you selected could sit on the deck for a while. If a squadmate intended to have the same version of IL-2 and same mod pack but actually there was something wrong ( such as if someone had the digital download version of IL-2 without using the needed special patch for it to enable all mods or if there was a corrupt file in just the wrong place ) then when he actually decides to enter the game and spawn a few minutes later it could kick your plane out. ( Which would be followed by an eventual kick of your squadmates perhaps just before your IL-2 freezes - not the situation in your case. )
This is because of a breakdown in the acknowledgements which doesn't allow the computer to be "aware" of an object (aircraft in this case) being in the spawn slot or spawning there ( at least for the first moment ). I have in the past on at least a couple occasions even seen an aircraft spawn in the same spot as a previously spawned aircaft and explode! This always is partly caused by a delay in acknowledgements or non - existent specific acknowledgement when the second plane spawns. I always thought that this only occurs when two people have connection problems (poor InterNet service?) but push the FLY button at virtually the same time, but I am not sure.
Have you ever heard of invisible planes in the air or invisible spawning? These cases are also always related in some way to acknowledgements failure.
In a moment or a minute or so, someone might be "kicked" all together and your IL-2 could freeze. I have often wondered if the freezing of IL-2 when people are trying to use carriers could be because of a shutting due to incompatibility ( wrong or incomplete patch installation or corrupt files ).
Now that I have more information, such as you writing that you have left a plane spawned on deck for a long time (after someone attempted to join, I assume) then this scenario of incompatibility must not be the situation.
As mod packs have evolved and more users have a clean mod pack installation, these kinds if problems become rarer as time passes. I actually have not seen it in many months.
Frankly, IL-2 has always been complicated and quirky for online, but great when it does work. :roll:
There are thousands of details and also the digital acknowledgements between server and client that must be 100% correct for IL-2 to function for online combat.
Fireskull