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Racingsimulatorer
ETCC 2003 problem!
683 besök totalt
munken
Kumla Kyrkby (Sweden)
Här sen Dec 2003
Inlägg: 30


Trådstartare
ETCC 2003 problem!

Hej! Jag har skickat dessa frågor in i flera forum, men Ni kanske kan hjälpa LAN killar i nöd.

Mvh Magnus

Hello! (xcuse me 4 my bad english)

I was annonsing a problem in the forum few weeks ago that ETCC2003 doesn't work properly in LAN. Now we have tested the game with a new switch etc. but the problem still accures

The problem seems like this.
1. When we R practice and when we R qualification the syncronisation is almost perfect.
2. When U go further on from qalification to Race, some of the cars R invissible and some of the cars is in the air and some of the cars R whent backwards.
3. When the red lights goes down and the start is going some of the cars (not always) is invissible to others but U can see the smoke from the tires. This does not happen all the time. It can't be a drivers fault because it works fine i practice and qalification!
4. The problem accures when we R about 6-7 players in local LAN.

I work with networks 4 about 10 Years now and have tested almost everything

I sent U the configuration off the *.plr file from the server further down in this mail.

I have some other questions 4 U:
1. Is there possible 2 set up a dedicated server with ETCC2003 and how can I do it?
2. When we R runnin Sniffer Pro 4,7 the networktraffic is almost 100Kb all the time is that normal when U drive 6 players in local LAN?
3. When we R running RalliSportChallenge in the same LAN we got about 10Kb of traffic and it works fine. Do U now whats the differens between these 2 games?

G/ Munken
Please answer as fast as possible because we R running a very BIG LAN whit this mod if we can get it 2 work alright.

[ Multiplayer options ]
Net Connection Type="4" // 0 - 28K, 1 - 56k, 2 - ISDN, 3 - cable/dsl, 4 - LAN
Multiplayer Enum Type="0" // 0 = LAN, 1 = Internet
Net Data Rate="32" // client setting
Net Data Rate Max="12" // defined by the host of a particular session
Net Flush Threshold="472" // threshold for auto-accumulation flush while building data chunks (default is standard MTU of 536, minus 64 bytes room for layer headers: 472)
Net Lazy Flush="0" // an explicit flush will not be called after the server re-transmits incoming data, providing less bandwidth consumption by reducing header sizes, but will increase latency
Net Join Timeout="150.00000" // How long to wait (without a response) before a game join will be considered a failure
Multi Allowed Aids="-968"
Force Physics="16" // add the following to enforce server settings: 1=auto-lift, 2=auto-blip, 4=half-rate, 8=launch control, 16=collision thresh (for example, auto-lift + half-rate = 1 + 4 = 5)
Announce Host="1" // whether servers will attempt to register with the matchmaking service
Gamelist AutORefresh (LAN)="1" // if true, the gamelist will auto refresh on page activation if LAN refresh type is selected
Max MP Players="16"
Gamespy Query Port Start="34297" // range is 1025 - 65535
Port Start="34397" // range is 1025 - 65535
Game List Sort Method="0" // 0=Sort by name, 1=Sort by ping, 2=Sort by circuit, 3=Sort by players
Allow Chat In Car="1" // whether to allow incoming chats to appear while in car
Closed MP Qualify Sessions="0" // if true, the session will be closed during qualify, so as to not disturb the participants
Throttling="1" // enable throttling code
Collision Threshold="0.75000" // Maximum latency allowed (seconds) for a client before collisions are switched off locally
Dedicated Target Rate="512" // Target rate for dedicated server
Unique Vehicle Check="0" // server setting, will check client vehicles to deny duplicates of the same vehicle
Throttle Upstream override="92" // kbits per second (i.e. a 256 kbps connection = 256. If set to a positive value, will override the default upstream data rate associated with the selected connection type
Server Session End Timeout="300" // Session is advanced automatically after N seconds after completion
Spline Generate DT="0.10000" // how often (in seconds) the guiding splines are generated for remote controlled vehicles
BoneSpring Threshold="0.15000" // If latency is below this threshold, the spring is disabled
BoneSpring Min Constant="10.00000" // BoneSpring(TM) constant at collision threshold
BoneSpring Max Constant="109.00000" // BoneSpring(TM) constant at spring enact latency (should be higher than constant min...)
Damping Multiplier="1.00000" // 1.0 = critical damping, higher values are overdamped, lower values are underdamped and not recommended
Previous Game Database=""
Previous Vehicle File=""

_________________
Magnus Andersson
TKRA - Team Kumla Race Ace's
www.munken.org
/Älskar täta Race......
Citera
Niklas Maravic
Örebro
Här sen Jan 2003
Inlägg: 4704

Hjälpmoderator

Ingen som kan hjälpa Munken???

_________________
May the Downforce be with you

Team Swedish Racing Mates
Citera
munken
Kumla Kyrkby (Sweden)
Här sen Dec 2003
Inlägg: 30


Trådstartare
ETCC 2003

Hej!

Problemet är löst phuuu!

Mvh TKRA

_________________
Magnus Andersson
TKRA - Team Kumla Race Ace's
www.munken.org
/Älskar täta Race......
Citera
Niklas Maravic
Örebro
Här sen Jan 2003
Inlägg: 4704

Hjälpmoderator

Löstes genom att ändra 92 till -1 i följande rad i plr-filen:

Throttle Upstream override="92" // kbits per second (i.e. a 256 kbps connection = 256. If set to a positive value, will override the default upstream data rate associated with the selected connection type

_________________
May the Downforce be with you

Team Swedish Racing Mates
Citera
Racingsimulatorer
ETCC 2003 problem!
683 besök totalt
Tack till alla våra trogna sponsorer som stöttar och håller Rejsa rullande