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Racingsimulatorer
ETCC 2003 problem!
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683 besök totalt |
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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...... |
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_________________ Magnus Andersson TKRA - Team Kumla Race Ace's www.munken.org /Älskar täta Race...... |
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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 |
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Racingsimulatorer
ETCC 2003 problem!
|
683 besök totalt |

