rec.autos.simulators

SCGT: TCP/IP Online play (success)

Greg Cisk

SCGT: TCP/IP Online play (success)

by Greg Cisk » Thu, 10 Jun 1999 04:00:00

Jason Monds was nice enough to do some online play with
me last night. At first the framerate and lag was horrid with
just the two of us in the field. The cars were jumping all over
the place at the start and you never really did see the cars
during the race, but you would see skid marks they left :-)

This was when Jason was hosting the race since he had
the cable modem and I had a 56K modem. Then I asked
which type of CPU he had. He said he had a 333 P2. I
have a 450 P2 so we thought we would try it again with
me hosting the race. This time the framerate was pretty
near perfect. We were even able to run with 2 AI cars.
You could always see the other cars and there was not
really any lag that I could see, and framerate was way up.

Jason pinged my IP last night and he said the ping time was
~ 380ms which is not that great. But the game seems to work
just great as long as the faster CPU does the hosting and
you keep the AI down to 2. Probably the limit for online
play is 4 cars total. I don't think it matters if it is 4 humans
or 2 humans and 2 AI. This is just a guess as we only were
able to try with 4 humans when he was hosting.

--

Header address intentionally scrambled to ward off the spamming hordes.

cisko [AT] ix [DOT] netcom [DOT] com

Jason Mond

SCGT: TCP/IP Online play (success)

by Jason Mond » Thu, 10 Jun 1999 04:00:00

Hi Greg,

Yeah, it was a blast after it worked :-D


>  I
> have a 450 P2 so we thought we would try it again with
> me hosting the race. This time the framerate was pretty
> near perfect. We were even able to run with 2 AI cars.
> You could always see the other cars and there was not
> really any lag that I could see, and framerate was way up.

We used a data rate of 10 --  this is the minimum if you want stable cars
IMO.

I think it's more important that the faster computer host than the fastest
connection host.

I was the client and with all 4 cars on the screen there was a bit of lag
(fps were high).  It was much better with only 2 cars on the screen at one
time.  It is drivable with 4 players and thats not too bad for a 56k
connection.

--------
Jason Monds
"My other car is a Ferrari"
http://members.home.net/gpl.mondsj/gpl - For my combined gas/brake setups
(Please remove 'no extra spork' when replying)

Greg Cisk

SCGT: TCP/IP Online play (success)

by Greg Cisk » Fri, 11 Jun 1999 04:00:00


>Hey guys...

>We (anywhere from 2 to 7) always have our data rate set to 4....

>It works fine for us.

>(My guess is that it does nothing and is just there to distract us.. :)

I almost tend to agree. Jason made sure his data rate was always
10. I believe I left mine at the default (which always seems to change).

--

Header address intentionally scrambled to ward off the spamming hordes.

cisko [AT] ix [DOT] netcom [DOT] com


>>We used a data rate of 10 --  this is the minimum if you want stable cars
>>IMO.

Jason Mond

SCGT: TCP/IP Online play (success)

by Jason Mond » Fri, 11 Jun 1999 04:00:00

When the host changes the data rate and track settings, the clients get those
changes as well.  That is why your settings are always changing.

The host will usually never complain of a data of 4, but the clients see
warping cars.  As a client, a data rate of around 10 will produce stable
opponent cars 95% of the time.  Keep in mind that with 7 drivers you have no
choice but to use a data rate of 4.

Jason.



> >Hey guys...

> >We (anywhere from 2 to 7) always have our data rate set to 4....

> >It works fine for us.

> >(My guess is that it does nothing and is just there to distract us.. :)

> I almost tend to agree. Jason made sure his data rate was always
> 10. I believe I left mine at the default (which always seems to change).

> --

> Header address intentionally scrambled to ward off the spamming hordes.

> cisko [AT] ix [DOT] netcom [DOT] com


> >>We used a data rate of 10 --  this is the minimum if you want stable cars
> >>IMO.

--------
Jason Monds
"My other car is a Ferrari"
http://members.home.net/gpl.mondsj/gpl - For my combined gas/brake setups
(Please remove 'no extra spork' when replying)
Jason Mond

SCGT: TCP/IP Online play (success)

by Jason Mond » Sat, 12 Jun 1999 04:00:00



> >When the host changes the data rate and track settings, the clients get those
> >changes as well.  That is why your settings are always changing.

> I never said my settings were always changing.  I said we always have our data
> rate set to 4.

I know.  My response was to Greg who said his settings were always
changing.

Umm, maybe your clients are not as picky as me.  Look at some screen
shots Dynamic73 posted on the Yahoo SCGT club:
http://clubs.yahoo.com/clubs/sportscargtclub  You'll have to join the
club to see the photos, but check out the Wet Atlanta Race by Dyanmic73
/ BMW & Porsche photo.  I would complain about seeing that on my screen,
wouldn't you?

Maybe your clients don't have cable and accept the warping.

A higher date rate means more packets are transferred between all the
drivers.  With 7 drivers and a data rate of 32, there will be too many
packets that just wont make it through.  This will produce dropped cars,
slow fps and such.

--
Jason Monds
theCLAPPER  in Kali
"My other car is a Ferrari"
http://members.home.net/gpl.mondsj/gpl/ - My combined gas/brake setups
(Remove 'no spork' when replying)


rec.autos.simulators is a usenet newsgroup formed in December, 1993. As this group was always unmoderated there may be some spam or off topic articles included. Some links do point back to racesimcentral.net as we could not validate the original address. Please report any pages that you believe warrant deletion from this archive (include the link in your email). RaceSimCentral.net is in no way responsible and does not endorse any of the content herein.