rec.autos.simulators

F12k2 Multiplayer

Andreas Nystr?

F12k2 Multiplayer

by Andreas Nystr? » Fri, 07 Jun 2002 08:44:15

Ok, i've tested it now.

First test, omg, warping cars all over the place.
But those people were on modem :(

Second test, woa... seems good, host on ISDN,
not that much warp, works pretty good. Thanks.
Just 1 or 2 warping cars out of 13. Probably were
they on a low bandwidth.

Last tests, a guy hosted on his 10MBit, and most guys were on cable / adsl,
WOW!!.
14cars battling for position, now this is racing!. It was great, and no
problem at all, except for one lousy car that warped around all the time.


David G Fishe

F12k2 Multiplayer

by David G Fishe » Fri, 07 Jun 2002 09:00:06

I don't know why people expect F12002 to be smooth without a dedicated, high
bandwith server if you can't do the same in N2002. Andreas Nystrom just had
a very positive report of 14 drivers being hosted on a high speed line.

FWIW, people could host seven other cars with a 28.8 or 33.6 modem in CPR,
MTM2, and POD (and others). With GPL you couldn't host more than 1 or two
other cars with the same modems.

David G Fisher


> 56k is fine for the client, but not for the server.  At least not for
> any games that I am familiar with (admittedly I don't do much online
> racing).  I think that most people who run GPL or NR2002 servers are
> running dedicated servers on a high bandwidth connection.  Have any of
> you tried running a GPL *server* on a 56k connection?  And playing on
> the same machine at the same time?  I doubt that it would work very
> well.  With EA's F1 series there is no dedicated server, if I'm not
> mistaken.  That means the guy running the server both needs to be on a
> high bandwidth connection and needs to have a fast machine, or game
> quality will suffer.



> > Certainly latency is key in online games.  But overall and generally,
> Cable
> > modems are better for *** than are 56k modems.  That seems like a
> > resaonable assumption to make.  My ISP is fantastic (except for its
> > newsgroups, the server seeming to be always down.   And no matter what
> > someone else may think or want to believe, I'd be a fool to return to
> a
> > dial-up connection.  My cable connection (and, I would suspect, 90% of
> > everyone else's) is 30 times better for online *** than a 56k.

> > Alanb





> > > > The question is not can you play online with a 56k, but the
> quality of
> > the
> > > > connection.  If you want to play online and have minimal lag, for
> the
> > most
> > > > part, you need Cable or DSL.  If you think otherwise you're only
> wishing
> > > you
> > > > had a high-speed connection.

> > > > Alanb

> > > I am inclined to agree w/ the 1st two points you make, but I think
> you are
> > a
> > > little confused.  Quality & "lag" (assuming you mean ping times or
> > latency)
> > > are *NOT* the same thing.

> > > And, actually, I *DO* wish I had a cable connection again (moved
> recently
> > to
> > > a town that doesn't have any broadband connections), but not for
> racing.
> > > Best conn speed I get now is 26,400 to 28,800, w/ active pings
> between
> > 210 -
> > > 235, but w/ consistant 99% - 100% quality (N2002).  I had *less*
> quality
> > > when on attbi cable, & the warp & discos were *more* common then,
> although
> > > the ping times were lower... ~70 - 75.

> > > IMHO, unless you are hosting, quality is more important than the
> ping
> > times,
> > > & some cable co.s are not known for their connection quality.

> > > OTOH, 45 min to download a ~4 meg update is enough to make me pull
> my hair
> > > out... but that's another story. ;-)

> > > Brian




> > > > > > I realize that F1 2002 is not made by the mighty Papyrus, but
> what
> > can
> > > > you
> > > > > > expect with a 56k.  In this day and age, you need a high-speed
> > > > connection.

> > > > > Actually you don't, you can play just about any online game
> there is
> > on
> > > > > a 56k connection, FPS games, RealTime Strategy, flight
> > > > > sims......somehow, this hasn't quite trickled through to some
> sim
> > racing
> > > > > developers

> > > > > Beers and cheers
> > > > > (uncle) Goy

> > > > > "The Pits" http://www.racesimcentral.net/

> > > > > "A man is only as old as the woman he feels"
> > > > > --Groucho Marx--

David G Fishe

F12k2 Multiplayer

by David G Fishe » Fri, 07 Jun 2002 09:02:53

No. That's impossible. You must be lying. :-)

David G Fisher


> Ok, i've tested it now.

> First test, omg, warping cars all over the place.
> But those people were on modem :(

> Second test, woa... seems good, host on ISDN,
> not that much warp, works pretty good. Thanks.
> Just 1 or 2 warping cars out of 13. Probably were
> they on a low bandwidth.

> Last tests, a guy hosted on his 10MBit, and most guys were on cable /
adsl,
> WOW!!.
> 14cars battling for position, now this is racing!. It was great, and no
> problem at all, except for one lousy car that warped around all the time.



> > Anyone tried it yet.

> > HOLY COW

> > It's WORSE than before.

> > I had good online races with the GT mod (granted - only 3 cars) - but
> F12k2
> > is a Complete joke.

> > Consider this analogy

> > The net code in F12k2 is as usefull as a mouse with no buttons.

> > I'm going to try and record a movie of it with my digital camear - but
to
> > give you an idea.

> > The other cars make brief, scattey appearences here and there from time
to
> > time - more suggesting where the might have been, or perhaps will be
> within
> > the next few seconds.

> > Granted - I'm on 56k - but I tried 4 diferent servers - all the same.

> > Why can I play a perfectly smooth N2k2 game down a 56k, but I cant play
> > F12k2.

> > One answer - appauling net code.

> > Douh

Andreas Nystr?

F12k2 Multiplayer

by Andreas Nystr? » Fri, 07 Jun 2002 10:16:37

No dedicated server as Haqsau said, you need a fast connection, and a fast
computer to host.
Oh, i found a great server who was here in sweden, didnt have any major
problems. It was pretty fluid
all the time, even with many cars. But, it would be MUCH better if it was
like GPL, where you only see
4 cars ahead and one behind you. In F1 2001 / 2002, you see all cars. If we
had a dedicated server who
looked up which cars we are supposed to see, that would improve performance.

still i think ISI should do some more work on multiplayer. No chat in car :/



> I don't know why people expect F12002 to be smooth without a dedicated,
high
> bandwith server if you can't do the same in N2002. Andreas Nystrom just
had
> a very positive report of 14 drivers being hosted on a high speed line.

> FWIW, people could host seven other cars with a 28.8 or 33.6 modem in CPR,
> MTM2, and POD (and others). With GPL you couldn't host more than 1 or two
> other cars with the same modems.

> David G Fisher



> > 56k is fine for the client, but not for the server.  At least not for
> > any games that I am familiar with (admittedly I don't do much online
> > racing).  I think that most people who run GPL or NR2002 servers are
> > running dedicated servers on a high bandwidth connection.  Have any of
> > you tried running a GPL *server* on a 56k connection?  And playing on
> > the same machine at the same time?  I doubt that it would work very
> > well.  With EA's F1 series there is no dedicated server, if I'm not
> > mistaken.  That means the guy running the server both needs to be on a
> > high bandwidth connection and needs to have a fast machine, or game
> > quality will suffer.

Haqsa

F12k2 Multiplayer

by Haqsa » Fri, 07 Jun 2002 11:48:54

I have never tried F1 2001 on-line, but I know there is an option to set
the number of visible cars off-line.  Does that not work on-line?  Or is
it that it does work but is controlled by the server?  Or are you
talking about the server actually not even sending data for cars that
are not supposed to be visible?  Did I just answer my own question?  ;o)


Eldre

F12k2 Multiplayer

by Eldre » Fri, 07 Jun 2002 11:57:18



>I realize that F1 2002 is not made by the mighty Papyrus, but what can you
>expect with a 56k.  In this day and age, you need a high-speed connection.

>I think that overall most of you guys on here are just expecting too much.
>Everything has to be GPL-like or it's not worth the spit of a cow.

Nobody said that.  The thing that people react to is the fact that games made 3
+years ago had decent MP code.  Newer ones don't seem to.  People expect to go
*forward*, not back.

Eldred
--
Homepage - http://www.racesimcentral.net/~epickett
Thanks to those of you who made a donation for *** cancer research.  The
walkathon is over, but donations are still being accepted.  Details on my
webpage.

Remove SPAM-OFF to reply.

Andreas Nystr?

F12k2 Multiplayer

by Andreas Nystr? » Fri, 07 Jun 2002 19:25:28

What i mean is that if there are 16cars driving in F1 2002 multiplayer, you
will get the data for the 16cars to your computer even if they dont are
visible to you.
It also sends out the chat, times between cars etc.


> I have never tried F1 2001 on-line, but I know there is an option to set
> the number of visible cars off-line.  Does that not work on-line?  Or is
> it that it does work but is controlled by the server?  Or are you
> talking about the server actually not even sending data for cars that
> are not supposed to be visible?  Did I just answer my own question?  ;o)



> > But, it would be MUCH better if it was
> > like GPL, where you only see
> > 4 cars ahead and one behind you. In F1 2001 / 2002, you see all cars.
> If we
> > had a dedicated server who
> > looked up which cars we are supposed to see, that would improve
> performance.

> > still i think ISI should do some more work on multiplayer. No chat in
> car :/

Gerry Aitke

F12k2 Multiplayer

by Gerry Aitke » Sat, 08 Jun 2002 01:18:46


> No. That's impossible. You must be lying. :-)

Roll on the GT mod! :)

Gerry

Andreas Nystr?

F12k2 Multiplayer

by Andreas Nystr? » Sat, 08 Jun 2002 04:07:36

Ok, i did a replay of one of my online-sessions, not in highest fidelity ,
but you will see that the cars isnt warping

http://w1.131.telia.com/~u13122579/Austriaonline.Vcr
(900kB)


Dave Henri

F12k2 Multiplayer

by Dave Henri » Sat, 08 Jun 2002 13:32:36




> > Certainly latency is key in online games.  But overall and generally,
> Cable
> > modems are better for *** than are 56k modems.

> That was not your orig. point though -

> "  In this day and age, you need a high-speed connection."

> Which is not true

> Doug

     Lets focus his statement then...
  In this day and age, when racing with any of the ISI F1 titles, you need a
high-speed connection.

  Certainly a 56k er CAN connect and race, but the experience will be less
than enjoyable for the entire pack.
dave henrie

David G Fishe

F12k2 Multiplayer

by David G Fishe » Sat, 08 Jun 2002 13:46:16






> > > Certainly latency is key in online games.  But overall and generally,
> > Cable
> > > modems are better for *** than are 56k modems.

> > That was not your orig. point though -

> > "  In this day and age, you need a high-speed connection."

> > Which is not true

> > Doug

>      Lets focus his statement then...
>   In this day and age, when racing with any of the ISI F1 titles, you need
a
> high-speed connection.

>   Certainly a 56k er CAN connect and race, but the experience will be less
> than enjoyable for the entire pack.
> dave henrie

Which is a very similiar experience to what happens when we have the N2002
RASCAR races.

David G Fisher

B.Farme

F12k2 Multiplayer

by B.Farme » Sun, 09 Jun 2002 00:04:23

<snip>

Dave, I'm not sure I understand what you are trying to say, & I don't know who
else is racing w/ a dialup conn besides me.  But no one has complained that *I*
was causing any issues concerning warp or a bad connection, & I have raced side
by side w/ others without problems?

Well, warp induced problems, anyway.  ;-)

Brian

Dave Henri

F12k2 Multiplayer

by Dave Henri » Sun, 09 Jun 2002 01:19:26

"B.Farmer" <
   I have been in several F1 2001 hosted races.  And except for the screen
pauses when somebody joins the session, it runs smoothly depending on how
good the server is...but even the best server would suddenly bog down when a
dial up user connected.  The cars would look like they were on lsd with each
car being redrawn just inches past the previous drawing...resulting in a
herky-jerky ride for the whole group.    Granted a bad cable connection can
produce the same effect.
  In our TPTCC league which uses the DTM mod for Nascar heat, we have plenty
of 56k users.  When a bunch of us tried to experiement with the ALMS and
FIAGT mods, we tried to accomodate the dialuppers, but everytime they joined
in things ground to a halt.    It wasn't much fun to tell your bud's to stay
home.  I'm hoping someday other companies figure out what only Papyrus and
MGI seem to know.
  I'm not saying it isn't possible, just your dialup would have to be very
very good.  I guess you have your modem tweeked properly...(which is kindof
a lost art in these windows days)
dave henrie

Uwe Schuerkam

F12k2 Multiplayer

by Uwe Schuerkam » Sun, 09 Jun 2002 03:36:32


>   I'm not saying it isn't possible, just your dialup would have to be very
> very good.  I guess you have your modem tweeked properly...(which is kindof
> a lost art in these windows days)

Hey Dave, don't worry. The age of the penguin is dawning,
sweeping away the reek of the Gatesian Empire in its wake.
Rejoice, ye humans! ;-)

Still, I think it's a shame that modern sims cannot implement
multiplayer properly. The FIA "excuse" starts to stink, too.

uwe

--
Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/
Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E)
PGP Fingerprint:  2E 13 20 22 9A 3F 63 7F  67 6F E9 B1 A8 36 A4 61


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