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View Full Version : Update 03/18/13: Netcode and MP REJOICE!!!!!!!!!!!!!



ATAG_Bliss
Mar-18-2013, 17:17
Colander - I don't care if you say the change to netcode was easy, small, or whatever. But whatever you did, you have made it work!!!!!

One simple look at the live stream of bandwidth and you can see just how fantastic the netcode is now. This is 90 players: Upstream/Downstream snapshot

http://img708.imageshack.us/img708/5515/90players.png (http://imageshack.us/photo/my-images/708/90players.png/)

Just looks fantastic!!!!


Now for comparison sake, this is the old game with 75 players right before the game becomes unresponsive. The green line is upstream. You'll notice how it slowly falls on it's face and downstream (the blue line) increases because more players are still joining. Eventually the upstream stops and the downstream almost touch. That's when the server is completely unresponsive and noone can see each other's chat messages, planes etc.

Just look at this difference! Good god man, I'm flying to your house and getting you the best steak dinner you've ever had!!!

http://img580.imageshack.us/img580/6003/oldnetcode.png (http://imageshack.us/photo/my-images/580/oldnetcode.png/)

You can see around 13:00 the upstream has just about gone into limbo (server is unresponsive) and downstream had reached 3mbps by then. The general upstream with 3mbps of downstream is around 11mbps to give you an idea of how much choke hold was going on.

There has been 90 people on the server for hours now (full). I've changed the config to allow 128 now, but I've kept the same missions as the old (for the time being). This is the only way to double, triple, quadruple check that everything is well on the good side on the netcode. And so far, Colander, what the hell you did is unreal. :)

So anyone reading this, hop on the next one when it's updated to allow 128 players. I want to monitor the bandwidth stuff and see how it does. This is bar none the best it's ever been online (bandwidth wise).. It looks like normal games now :) Fantastic!

DUI
Mar-18-2013, 17:22
This sounds very promising - 128 players on ATAG would be a dream!

Ohms
Mar-18-2013, 17:22
Boy you guys continue to blow me away with what you find and fix:)


Salute Ohmie

Meaks
Mar-18-2013, 17:40
Yeah....top work guys:thumbsup:

il_corleone
Mar-18-2013, 17:40
90 Players, Maximum, No lag, Explendid, 128 players we are coming!

thee_oddball
Mar-18-2013, 17:52
now you really are restoring my faith :):) :) has 128 been achieved yet?

III/JG53_Don
Mar-18-2013, 18:23
ok this is enough! I'll stop writing on my papers and hop into a cockpit. See you in the skies :-)

ATAG_Bliss
Mar-18-2013, 18:51
OK - More fantastic news!

http://img21.imageshack.us/img21/5576/rotationk.png (http://imageshack.us/photo/my-images/21/rotationk.png/)

The entire mission was perfect bandwidth/netcode wise. You can see at around 15:20 the server rotated missions/restarted and is starting to fill up again.

On this rotation I set the number of players up to 128 and renamed the server description a bit.

So now is the ultimate test - 128 Players! If you can join, please do. If this passes, then I'll be throwing up the new missions, confident in the code :)

This is bloody fantastic!

ATAG_Lolsav
Mar-18-2013, 18:53
Double it. The double or nothing: 256 :)

Dutch
Mar-18-2013, 18:57
Good Grief. On me way......

ATAG_Septic
Mar-18-2013, 19:05
Was going to bed but I'll be on in a min :)

ATAG_JTDawg
Mar-18-2013, 21:23
OMG , Think we can bump the ammo thats just to much killing :devilish: just great news .

ATAG_Deacon
Mar-18-2013, 21:38
Dayum...I'm away tonight and can't fly :ind::(

Different story tomorrow night...I'll be there :thumbsup:

ATAG_Bliss
Mar-19-2013, 06:21
Today's the day. Lets see how 128 players works!

thee_oddball
Mar-19-2013, 09:40
Today's the day. Lets see how 128 players works!
after a complete reinstall of the game i got it to work with the new patch, ill c you lads tonight. :)

heinkill
Mar-19-2013, 11:15
Today's the day. Lets see how 128 players works!

Can't wait to hear how this goes. This could be a real game changer.

To my knowledge, most IL21946 servers choke at around 90-100 players. Even a sim-lite like War Thunder is capped at 64 (small maps too).

If you can break 100+ players online (stable) with this mod, you are entering MMO flight sim territory and there aren't many other platforms holding that ground right now.

falkon
Mar-19-2013, 17:24
Any results of 128 players on the server so far? I'm very curious! :)

ATAG_Bliss
Mar-19-2013, 17:27
Any results of 128 players on the server so far? I'm very curious! :)

Hit 123 and then steam decided to do some brief maintenance. It should be no problem achieving 128!

Net code / bandwidth all looked great!

LizLemon
Mar-19-2013, 18:09
Hit 123 and then steam decided to do some brief maintenance. It should be no problem achieving 128!

Net code / bandwidth all looked great!

Can it be increased beyond 128?

Might be fun to see how many people it takes to kill the server.

falkon
Mar-19-2013, 18:38
Hit 123 and then steam decided to do some brief maintenance. It should be no problem achieving 128!

Net code / bandwidth all looked great!
That's AWESOME!! :clap::clap::nw::nw::nw:

III/JG53_Don
Mar-19-2013, 20:02
Can it be increased beyond 128?

Might be fun to see how many people it takes to kill the server.

aren't over 60 pilots per side enough? you guys get greedy! :D
Just kidding, this is truly awesome!

Royraiden
Mar-19-2013, 21:29
Hit 123 and then steam decided to do some brief maintenance. It should be no problem achieving 128!

Net code / bandwidth all looked great!

Truly remarkable :)

thee_oddball
Mar-19-2013, 21:41
after 128 people are on the server we should be able to calculate bandwidth and cpu load and determine just how many it will ultimately hold :) i myself am hoping for 512 :stunned: it would make the dog fights alittle more balanced :)...a furball with 512 planes...it would look like a swarm of angry bee's :)

ATAG_Colander
Mar-19-2013, 21:47
512? we have a hard time getting to 128 :(

Maybe if we manage to enable tanks :)

ATAG_Bliss
Mar-20-2013, 05:00
Maybe if we manage to enable tanks :)

That will never happen :)

http://img802.imageshack.us/img802/2106/tank4.jpg (http://imageshack.us/photo/my-images/802/tank4.jpg/)

III/JG53_Don
Mar-20-2013, 08:24
If the netcode is solid like this, would it be an option to increase the amount of AI? Maybe bigger bomber formations or just more separate groups of bombers?
This would clearly help filling the server with life during the off-peak hours and within peak time all hell would break loose :devilish:
Kling asked this some minutes ago in the chatbox and I don't want to get this request lost :thumbsup:

92 Sqn. Philstyle (QJ-P)
Mar-20-2013, 09:43
If the netcode is solid like this, would it be an option to increase the amount of AI? Maybe bigger bomber formations or just more separate groups of bombers?
:

This would be my preference.
And something similar to Slamo's idea that AI will scale up when human player numbers are low.

There's something to be said for formations of 12+ bombers, rather than the little flights of 5.
12+ bombers will attract more escorts, and more interceptors. If people want to fight at 20,000ft, placing 12 bombers at that height with a good lead-in over France (to allow escorts to form up), and a target a bit further inland over Kent (say Maidstone, or Ashurst - in order to allow RAF a little more time to find them) will result in the high-alt battles. The larger bomber formations will act as magnets.

ATAG_Snapper
Mar-20-2013, 10:00
This would be my preference.
And something similar to Slamo's idea that AI will scale up when human player numbers are low.

There's something to be said for formations of 12+ bombers, rather than the little flights of 5.
12+ bombers will attract more escorts, and more interceptors. If people want to fight at 20,000ft, placing 12 bombers at that height with a good lead-in over France (to allow escorts to form up), and a target a bit further inland over Kent (say Maidstone, or Ashurst - in order to allow RAF a little more time to find them) will result in the high-alt battles. The larger bomber formations will act as magnets.

Let contrails fill the sky!!!! :thumbsup:

ChiefRedCloud
Mar-20-2013, 10:48
Hit 123 and then steam decided to do some brief maintenance. It should be no problem achieving 128!

Net code / bandwidth all looked great!

Yoou reckon this is why I was suddently dropped yesterday? I was just going for my 3 try at getting off the ground in a 110 and I was offline. And couldn't connect again (then)? I'll try again today and let you know.

Kling
Mar-20-2013, 12:33
This would be my preference.
And something similar to Slamo's idea that AI will scale up when human player numbers are low.

There's something to be said for formations of 12+ bombers, rather than the little flights of 5.
12+ bombers will attract more escorts, and more interceptors. If people want to fight at 20,000ft, placing 12 bombers at that height with a good lead-in over France (to allow escorts to form up), and a target a bit further inland over Kent (say Maidstone, or Ashurst - in order to allow RAF a little more time to find them) will result in the high-alt battles. The larger bomber formations will act as magnets.

This!!

In order to make things more realistic, maybe even skip the formations of british bombers as they were not really numerous during the battle of britain. I would also happily skip the formations of italian Be20s completely. This way more recources would be released to increase the number of german bombers in formation?!? I think we should concentrated on He111, Ju88s and Do17s...

alpine
Mar-20-2013, 13:34
To follow on Kling's idea, I would love the day when the guys driving hurricanes sort out the Heinkels and Dorniers, while the Spitfires take on the top cover. And vice versa, imagine the pressure as a BF driver when faced with a horde of Spitfires, while your bombrs are getting their teeth kicked in. Been high for a couple of fights in the last few days and its definatley a different ball game up there. Most fun is trying to stay alive while figuring out engine management, managing energy, trying to stay below point where contrails give you away, whole new ball game... lovin' it...! Suspect folks will eventualy drift up to highter altitudes, low level knife fights are fun, but there comes a point...

56RAF_klem
Mar-20-2013, 16:06
Do I smell the faint whiff of MMO?

ATAG_Colander
Mar-20-2013, 16:08
Do I smell the faint whiff of MMO?

Well, the disastersoft guy called the mod "Devil's fart" on the german ubi forum :)

Uwe
Mar-20-2013, 16:12
Are you serious?
Desastersoft doesn't like the patch?

14./JG5_Droz
Mar-20-2013, 16:55
Screw the desastersoft guys.

RAF74_Buzzsaw
Mar-20-2013, 16:59
Salute

It's all settled now, the problem has been solved.

Desastersoft has changed a couple lines in their program and things are working fine.

ATAG_Colander
Mar-20-2013, 17:07
"Devil's fart" is actually an upgrade from "Illegal software" so I believe they are starting to like it :)

56RAF_klem
Mar-20-2013, 18:23
Well, the disastersoft guy called the mod "Devil's fart" on the german ubi forum :)

Better the Devil you know than the Disaster you don't :)

ChiefRedCloud
Mar-20-2013, 19:35
Flew today without a hitch (IF you don't count my lousy navigation). Thanks for everyones hard work ... :thumbsup:

Osprey
Mar-21-2013, 13:27
The improvement is remarkable, lots of mission potential! Is this a patch we can download?

=BKHZ=Furbs
Mar-21-2013, 19:38
Just flew for over 2 hours with not one bit of lag, no stutters, completely smooooooth the whole trip.

Oh and 4 spit kills :)

9./JG52 Hans Gruber
Mar-22-2013, 17:58
Can we get some confirmation that the netcode improvements are included in the mod? There seems to be some confusion.

LizLemon
Mar-22-2013, 18:18
Can we get some confirmation that the netcode improvements are included in the mod? There seems to be some confusion.

There has been a change to the netcode in TF 3.0 patch

Kling
Mar-22-2013, 20:28
The improvement is remarkable, lots of mission potential! Is this a patch we can download?

Did you find the link to the patch Osprey?