I have just raced for the 1st time on the 'net'. However,
the opponents cars disappear, even when close, and then
reappear again. Do I need to turn down the res or detail
level?
I have a PII 450 with 256 Ram, and a 56k connection, playing
at 1024x768 (2xMonster 3dfx II cards)
Thanks
Warping in GPL online races
A newcomer asked why opponents warp online. David G Fisher blamed GPL's netcode while John Wallace, ymenard and others blamed connection quality, and Papyrus's Eric Busch noted it could not be judged without knowing the connections. Posters discussed the lack of interpolation, how much data GPL sends, and the limit of hosting only a few players on a modem.
With Eric Busch (Papyrus)
Automated summary.
Paul Jager wrote
This is called warping. It's mostly because of quality connections and also
the unstable Internet ;) .
Normally, you should try to always achieve 36fps all the time when racing
online in GPL. I will now send you to Alison's GPL webpage (she was a beta
tester for it). There is full of FAQ and there is a great section called
"Online" where I think you will find all the answers you want ;)
The URL is : http://www.nh.ultranet.com/~alison/gpl/
- Fran?ois Mnard <ymenard> Good race at the Brickyard!
- Official Mentally retarded guy of r.a.s.
- Excuse me for my English (I'm French speaking)
- Sponsored by http://www.awpss.com/ on the NROS
- "People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world."--
ymenard, why don't you tell him the truth? The warping on a machine like his
should be minimal. Other games it would be, with GPL, it's a different
story.
David G Fisher
>Paul Jager wrote
>>I have just raced for the 1st time on the 'net'. However,
>>the opponents cars disappear, even when close, and then
>>reappear again.
>This is called warping. It's mostly because of quality connections and also
>the unstable Internet ;) .
The truth is that unless you know the quality of his connection and
those he was racing with there's no way to tell...
- Eric
The truth is that people are constantly talking about these problems. It's
been going on for weeks now. I'm willing to bet a real Ferrari that if I
gave the original poster a few other sims (or other games with online
ability), he doesn't have the same disconnects and warping with his system
and internet connection.
David G Fisher
>The truth is that unless you know the quality of his connection and
>those he was racing with there's no way to tell...
>- Eric
You're probably right. But I read somewhere (Alison's FAQ?) than GPL exchanges
something like twice as much info as Nascar2, and Nascar2 didn't use TCP/IP, which is
much more sensitive (I believe) than hub-based IPX type networking. And packet size is --
as I understand it -- the biggest problem for Net ***.
Quake (and more recently Unreal) both struggled hugely at the start, and are still only viable
with a central server based on a fast connection. Despite all their efforts it's still impossible
for a modem user to run a server for more than one or two players to connect to. I fly Su27
online and it faces similar problems to GPL. So does Warbirds, even using simple Head to
Head IP connections, and when I tried the multiplayer Dawn of Aces arena it had more warp
than the whole of Starfleet Command put together. (And Warbirds/DoA are coded from the
bottom up as Net games).
So overall, saying one game performs better on the Net than other isn't a very constructive
statement. It can be perfectly true, but totally meaningless. It's more improtant to compare
people's Net connections than the actual software they're using.
Andrew McP... trying to compare apples with apples
GPL is not the first racing sim/game to offer TCP/IP racing. It's far from
it. Yet, even though it has the advantage of being the most recent release,
it's performance on the net is disappointing. I'm at the point now with GPL
online that I don't even care what the reasons are for performance problems.
If too much info is being sent, then they should of cut back on the
unnecessary info and just sent the essential. They should of simply copied
whatever other sim developers did that works.
David G Fisher
>> I'm willing to bet a real Ferrari that if I gave the original poster a few
>> other sims (or other games with online ability), he doesn't have the
>> same disconnects and warping with his system and internet connection.
>You're probably right. But I read somewhere (Alison's FAQ?) than GPL exchanges
>something like twice as much info as Nascar2, and Nascar2 didn't use TCP/IP, which is
>much more sensitive (I believe) than hub-based IPX type networking. And packet size is --
>as I understand it -- the biggest problem for Net ***.
I hope Papyrus look at this and fix it in a patch, I was having an online
race at the 'Ring the other day and there were 2 main problems -
1) Virtually the entire field crashed at the start due to warping - this is
exacerbated by the physics model: if 2 cars warp and end up interpenetrating
the physics model generates a sudden enormous force between them, resulting
in the cars flying off suddenly, sometimes high into the air.
2) The 'Ring is so narrow that you couldn't pass anyone safely as their
"warp radius" was as wide as the track!
This was somebody hosting a race with 10 people over a cable modem. I was
using ISDN with a ping time of 240.
- Michael
On Tue, 10 Nov 1998 00:57:08 -0500, "David G Fisher"
>The truth is that people are constantly talking about these problems. It's
>been going on for weeks now. I'm willing to bet a real Ferrari that if I
>gave the original poster a few other sims (or other games with online
>ability), he doesn't have the same disconnects and warping with his system
>and internet connection.
Y'know, it's funny the way logic goes around here.
Some people have trouble with internet play and the fault lies with
GPL. Never mind the fact that we use the same software and that the
guy's CPU, modem, memory, entire system, are better than mine and the
only thing that differs is his internet connect.
As Eric mentioned, without investigating his connection and who else
was connected to the server you can't understand the problem far less
solve it. Saying "it's GPL" is one way to minimise his chances of
solving the problem by ensuring he stops looking for it.
Cheers!
John
On Mon, 9 Nov 1998 20:22:55 -0500, "David G Fisher"
>ymenard, why don't you tell him the truth? The warping on a machine like his
>should be minimal. Other games it would be, with GPL, it's a different
>story.
David, you'll be after Marc's "font" title next.
The power of the system has little or nothing to do with warping,
rather it's the internet connection he needs to look at. No matter how
powerful a system is, if it doesn't have the data it can't plot it.
Cheers!
John
I feel I have to give my 2 cents on this matter 2 :)I have spent far too
much time racing GPL over the net, and with my system (ISDN, PII), I'd
say it's pretty darn good. Sure, I have been to races where quite a
number of people have been disconnected, but those concerned have
through some work managed to improve that. I have had very few races
where I have been dropped, unless there has been major mayhem. It might
sound childish, but I find it totally amazing that I can _race_ somebody
in the USA. While sitting in the absoulute middle of nowhere; at a laid
- down farm -in Norway!!
In my first league race, that lasted for one hour + practice, there was
1 disco. And 14 starters!
And the competition was close..in my real life racing experience, there
"disconnect rate" was much higher!!
Not too bad IMO!
Matt_K
Gotta agree with you here. It seems there are a lot of probs on the starting grid too,
probably related to a drop in fps because of the extra cars needed to be drawn both ahead
and in the mirrors. For this reason, and being able to see what's going on around us,
perhpas a little practice with the F10 view might be a good idea at race starts? This view
reportedly yields significantly better fps and should also help us avoid incidents at the
start.
--
Byron Forbes
Captain of Team Lightning Bolt
http://members.tripod.com/~HOSHUMUNGUS
and
[link lost in import: /~godsoe/bolt/home.htm]
Quoted text (25 lines)
> GPL is not the first racing sim/game to offer TCP/IP racing. It's far from > it. Yet, even though it has the advantage of being the most recent release, > it's performance on the net is disappointing. I'm at the point now with GPL > online that I don't even care what the reasons are for performance problems. > If too much info is being sent, then they should of cut back on the > unnecessary info and just sent the essential. They should of simply copied > whatever other sim developers did that works. > David G Fisher > >> I'm willing to bet a real Ferrari that if I gave the original poster a > few > >> other sims (or other games with online ability), he doesn't have the > >> same disconnects and warping with his system and internet connection. > >You're probably right. But I read somewhere (Alison's FAQ?) than GPL > exchanges > >something like twice as much info as Nascar2, and Nascar2 didn't use > TCP/IP, which is > >much more sensitive (I believe) than hub-based IPX type networking. And > packet size is -- > >as I understand it -- the biggest problem for Net ***.On Tue, 10 Nov 1998 03:53:07 -0500, "David G Fisher"
>it's performance on the net is disappointing. I'm at the point now with GPL
>online that I don't even care what the reasons are for performance problems.
That may be why you still have them. My 28.8 modem allows me to join
and race perfectly in 17 player races with packets going back and
forward between me in Scotland and the server in the U.S. - doesn't
that suggest something with your system and connection worth looking
into?
What's to fix, it works perfectly.
Cheers!
John
% The truth is that people are constantly talking about these problems. It's
% been going on for weeks now. I'm willing to bet a real Ferrari that if I
% gave the original poster a few other sims (or other games with online
% ability), he doesn't have the same disconnects and warping with his system
% and internet connection.
Warping is caused by either a bad DUN setup or poor performance by the
warper's ISP's internal network or connection to the Internet. One
other factor is the lantency rate. The higher the lantency, the more
warping will occur. Try Ping'ing a host and see how many "time outs" or
lost packets you receive. The more time outs, the higher the odds for
warping, or even worse Disconnects. One other factor involved in high
latencies, is the number of hops to the host machine. Try traceroute
(or tracert in Win95) to find out the number of hops.
There is a TON of data being pumped back and forth by GPL. Just check
your modem status after a session on-line and look at the data pushed
back and forth. I bet in other sims, the number of bytes for the same
amount of on-line time will be greatly less.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Can you give us more info? - what are your special DUN settings and which
ISP do you use?
- Michael
Re you reading any of the posts here at r.a.s. over the weeks regarding the
online play of GPL?
David G Fisher
% Re you reading any of the posts here at r.a.s. over the weeks regarding the
% online play of GPL?
What ISP do you use for on-line ***?
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
You know what? Forget it. I give up. Everything works perfect with GPL and
GPL online. Best ever.
David G Fisher
David G Fisher wrote
Naw... the impression you give to us and even to non-*** racers on
r.a.s. is that GPL is crap.
Also that MonacoGP and C:PR in all their aspect are as good as GPL, and even
better in some point. For you it seems everything in GPL fails (physics
engine, multiplayer, graphics, etc...). We are against you on that, that's
why we argument with you.
It's seriously the People vs. David Fisher ;-)
- Fran?ois Mnard <ymenard> Good race at the Brickyard!
- Official Mentally retarded guy of r.a.s.
- Excuse me for my English (I'm French speaking)
- Sponsored by http://www.awpss.com/
- "People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world."--
David G Fisher wrote
Yes of course... "Racing sim/game". You open the horizons to arcade-style
internet multiplayer racing like POD and MTM1/2 and MCM, who you know and we
know are much less demanding for online racing.
I got no problem joining ANY races with my 28.8 modem. That's 15+, even full
field races. The only problem I might have is that Concentric disconnects
me from the ISP about 1-2times per day... (they are fixing the Montreal POP
server).
Still, since we are talking about a racing simulator.. what is for you "send
the essential". What do you think should be disabled ? This is a racing
simulator.. offline or online. Not an arcade game. Im waiting for your
answer on that ;)
- Fran?ois Mnard <ymenard> Good race at the Brickyard!
- Official Mentally retarded guy of r.a.s.
- Excuse me for my English (I'm French speaking)
- Sponsored by http://www.awpss.com/ on the NROS
- "People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world."--
I said in previous posts that GPL is excellent and that my two favorite sims
are GPL and MGP. I haven't mentioned CP except to reference it's multiplay
capability. Where does "crap" come from. As usual on r.a.s., there's no
point in discussing a sim's faults with people once they have dedicated as
many hours to a sim as you have. You'll never let yourself see those faults.
GPL is the best. Rah, rah, rah. MGP sucks.
David G Fisher
>Naw... the impression you give to us and even to non-*** racers on
>r.a.s. is that GPL is crap.
>Also that MonacoGP and C:PR in all their aspect are as good as GPL, and even
>better in some point. For you it seems everything in GPL fails (physics
>engine, multiplayer, graphics, etc...). We are against you on that, that's
>why we argument with you.
>It's seriously the People vs. David Fisher ;-)
No-one can claim GPL's net code's perfect. Maybe it's not even very well optimised given
release dates etc. But in my experience online in a variety of games/sims, the Net quality of
all participants is the biggest factor. It's possible that GPL is less forgiving than some, and
sometimes one rotten connection seems to drag the whole race down. It's just difficult to
work out exactly where the problem lies, which is why Net *** remains a deeply
problematic area for games developers. It's just not a level playing field, and you can't blame
developers for that. I'm just glad it works at all!
Of course Papyrus have my permission to keep working on the Net code and getting the
packet size down ;-)
Andrew McP
Agreed 100%. I'm probably just an old romantic, but I don't take any of this for granted. The
Net has introduced me to some great people and given me some superb sim experiences.
Some huge frustrations as well, but that -- as they say -- is life!
Andrew McP
As you keep reminding me, I've no idea what's going on inside GPL. Similarly you have no
idea what's being passed back and forth on the Net compared to other games/sims, and
how necessary all that data is.
It's quite possible Papyrus could get away with exchanging a simple x,y,z coord for other
cars. It'd be interesting to see it tried. In the mean time I'll be enjoying myself online, warts
and all.
Andrew McP
Michael Powell heeft geschreven in bericht
you through the start relatively easy, even with high latencies or warping.
<snip>
Bart
My personal experiences can be thrown out the window. Even if I was having
great success, it wouldn't change the overall situation which is what
matters.
I see post after post of people having problems with warping and
disconnects even with pings of 200. You don't? The fact that it's not
recommended to host more than two other racers on a 33.6 or 56k modem says
it all.
Call Papyrus's help line and see if you can't get the person on the phone to
admit that the online problems are real.
I talk to veteran online sim racers all the time and most of them have had
the same problems as me and rate GPL's online play as poor and frustrating
when compared to older, previous sims.
David G Fisher
>I've been reading your posts over the last month or so, and i've
>noticed that you've gotten fed up with not being able to get a good
>stable GPL connect going, so now you're just not willing to use logic
>any more.
David G Fisher wrote
Host. Not join a server. <please>
Where do I see this ?? What like 2-3 people that posted that on r.a.s. in a
month ..
Btw David, Im the tech support guy for VROC, and from all the emails I
received none of them were to complaint or to tell me a suggestion about
their connection. I got a person who was wondering what are good pings and
help to get his connection faster, but he didn't had problems at all.
So your saying as a FACT that people are complaining. And Im saying as a
FACT that people aren't. If they would r.a.s. would be plenty of people
complaining. And I would had received plenty of people complaining.
"most" ? Can you please talk about numbers, or people name's here... I
mean... I talked to many veteran also, and I still saw nobody that said it
was ***like you think. Of course, they all agree this ain't the NROS, but
nothing is like the NROS. It's completly different, in another world.
So who are those people David ?
- Fran?ois Mnard <ymenard> Good race at the Brickyard!
- Official Mentally retarded guy of r.a.s.
- Excuse me for my English (I'm French speaking)
- Sponsored by http://www.awpss.com/
- "People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world."--
On Tue, 10 Nov 1998 09:19:08 -0000, "Michael Powell"
>I hope Papyrus look at this and fix it in a patch, I was having an online
>race at the 'Ring the other day and there were 2 main problems -
>1) Virtually the entire field crashed at the start due to warping - this is
>exacerbated by the physics model: if 2 cars warp and end up interpenetrating
>the physics model generates a sudden enormous force between them, resulting
>in the cars flying off suddenly, sometimes high into the air.
Yes, this happens now and then. At least funny to watch.
I was wondering about "sideway warping" also.
Sometimes, while getting passed (seems to be I'm the slowest GPL
online racer in the world) the other cars shows up in the grass on the
right side, then on the left side, so I guess he crashed and spun out.
But no, obviously he drove perfectly straight and continues normally.
Ok, I can understand that cars warp "forward", but why should they
show up at places where the real driver obviusoly never has been?
--
_____
/_______\ .\\ a t t h e a d
I XT /~~~~
I 500\_____ 1977' Yamaha XT.Rex 500 Enduro
\____/\__I_I http://matthead.home.pages.de/
>Host. Not join a server. <please>
Alison says on her site that the most a person should attempt to host on a
33.6 or 56k modem is two other drivers. In late 1998, that's ridiculous.
2-3??? In a month???? I can't even respond to this. This is exactly why
trying to discuss GPL is impossible. You have too many hours in the sim to
discuss any criticism.
LOL
David G Fisher
> You know what? Forget it. I give up. Everything works perfect with GPL and
> GPL online. Best ever.
I've been reading your posts over the last month or so, and i've
noticed that you've gotten fed up with not being able to get a good
stable GPL connect going, so now you're just not willing to use logic
any more. I expect that i'd probably be similarly miffed if i couldn't
get my system working either:) But that's not an excuse to run around
being bitter in response to everyone else's enjoyment.
I am not sure what the problem could be but there are just so darn
many variables to take into account that it could be anything that
is messing up your connections:
-A ***modem.
-***modem drivers.
-Something not quite set up right in the 52349524 different Windows
internet related settings that need fiddling with or updated before
everything works stably.
-***ISP.
-Bad routing somewhere just outside of your ISP.
-The phase of the moon, what your horoscope says, etc:)
the week before GPL showed up on my doorstep I went to Alison's
site and went to a linked page off her Online page that covers
all sorts of modifications to be done to optimise online connections,
from some Quake guy's web page. A lot of those modifications involved
downloading updates to the win95 DUN, kernel, TCP, winsock, etc,
almost all of these updates have the described purpose of "providing
a more stable TCP/IP connection". Have you done this sort of thing,
yet?
I run GPL on my P233mmx, i get around 20-25fps online, i run a
33.6 external modem, i get between 600-800ms latency to all the
US cable modem servers, and I never get random disconnects unless
something glitches in the internet or my modem drops (it drops at
least once a day while playing GPL). Yes, to me every single car
on the track appears to warp quite a bit . But I don't mind just
sitting behind people until they fall off. If they don't fall off,
then they deserve the place:) and on the rare occasions where
someone is behind me and actually faster than me, i am more than
happy to let them past if they make a good passing manoever (why
can i never spell that word?).
I hope you can get your system going well eventually.
Grant.
On Tue, 10 Nov 1998 00:57:08 -0500, "David G Fisher"
>The truth is that people are constantly talking about these problems. It's
>been going on for weeks now. I'm willing to bet a real Ferrari that if I
>gave the original poster a few other sims (or other games with online
>ability), he doesn't have the same disconnects and warping with his system
>and internet connection.
Since David is beating this old drum again, and I had made some
complaints about GPL online, I figured I'd update the group on my
experiences.
The main problem I found was a time-warp type effect -- the game
was running slower than real-time while online (shades of GP2). I
found that keeping my frame rate at 36 fps solved this. Alison's
online FAQ seems to indicate that this (36fps) is recommended, but not
required. For me, it's mandatory to avoid slow-mo.
I've tuned my DUN as recommended, kept my frame rate up, and have
gotten pretty good results. A couple of things that I have
observed...
* I cannot connect to my ISP (wizvax.net) at 56k if I turn off error
correction (as Alison recommends). It will connect at 33.6k and lower
with EC off.
* My ISP has an older modem bank with 33.6k modems, and a newer bank
with v.90 56k modems. If I try to connect to the newer v.90s with my
external Zoom 56k v.90 at 33.6k with EC off, the results are very poor
(very low throughput). I've found the best 33.6k with EC off results
are with the older modem bank (dedicated 33.6k modems). This is what
I use for my online racing.
* I have had some disconnects. Some seem to be due to overloaded
servers (the newer VROC software helps some). Other disconnects seem
to originate with my ISP; either it will turn off ClearToSend and
refuse data or it will stop sending data. With this sort of failure,
everyone else disappears (spooky ;), and you cruise along for about 10
seconds before GPL gets lonely and disconnects.
* I crank my C300A up to 450MHz for online use. The load of handling
the serial port makes this highly beneficial. (Maybe this is David's
problem, assuming it's not his ISP connection.)
* I've been running with a local friend who hosts our races on his
cable modem. Him, me, and 8-12 AIs. We rarely have problems, and
those that we do can usually be blamed on my ISP. A stable connection
such as this has been invaluable in diagnosing and testing different
online configurations. I have not yet hosted races on my modem
(assuming it would be inferior), but it's on my to-do list.
* I join pick-up races on VROC. The connections are of varying
quality. You can use the info provided (server capability, ping time)
to pick and choose the best connections. If you find a bad
connection, you can always try another...
That's all I can think of for now. The past three weeks have been
my first experience in online racing, and I'm pretty happy with how it
has turned out. I do have the option of a cable modem in my area, and
had thus far resisted due to the added cost ($46 vs. $20). I'm still
evaluating that, but I've tweaked Wizvax so it is at least a feasible
alternative to cable.
NAR Northeast Regional Contest Board site - points and more...
>you through the start relatively easy, even with high latencies or warping.
I hope more people running servers use this - I don't host races as I only
have a modem link and its not that much fun with just 3/4 people
- Michael
I don't understand this either - most client/server network games use
interpolation/extrapolation techniques to cover up the "gaps" in the message
stream. GPL doesn't seem to do this for some reason and cars only appear
when a packet is sent and recieved by the client.
- Michael
On Tue, 10 Nov 1998 13:41:42 -0500, "David G Fisher"
>You know what? Forget it. I give up. Everything works perfect with GPL and
>GPL online. Best ever.
I really don't think you should do that Dave... (wasn't that a line
from 2001 or something?)
Life's too short to argue, and the only reason I'm disagreeing with
you is because a) you like sims, and b) I'm having sooooooo much fun
racing GPL online - you need to enjoy it too (Yes, yes, that was two
reasons...).
I'm truly flabbergasted that my 28.8 can race with 17 other people
hosted from a server in the U.S., and if you can't achieve that then
something is wierd that needs identified, caught and shot. Comms is a
black art at the best of times, and when mixed in with Windows95/98
and seasoned with the usual driver/config problems it is quite tricky
to get right.
It could be that my perception of quality simply differs from yours,
but I don't think that is the case. If you really do want to try and
get things working I'll happily put my money where my mouth is and
meet you online where we can try various changes and see what works. I
have ISDN connect now, so we should be able to get a stable connection
to work with.
Cheers!
John
We could at least live without smoke, dust, fire, etc.... for starters. And I see no
real reason for revs/selected gear info to be exchaged either. I would sacrifice this
stuff for better connections any day. Same goes for front wheel orientation! Overkill on
Papy's part if you ask me. Ok for LANs but ridiculous for the internet.
--
Byron Forbes
Captain of Team Lightning Bolt
http://members.tripod.com/~HOSHUMUNGUS
and
http://www.frontiernet.net/~godsoe/bolt/home.htm
Quoted text (12 lines)
> > They should of simply copied whatever > > other sim developers did that works. > As you keep reminding me, I've no idea what's going on inside GPL. Similarly you have no > idea what's being passed back and forth on the Net compared to other games/sims, and > how necessary all that data is. > It's quite possible Papyrus could get away with exchanging a simple x,y,z coord for other > cars. It'd be interesting to see it tried. In the mean time I'll be enjoying myself online, warts > and all. > Andrew McPDavid Fischer is obviously not alone in having online problems with
GPL. Here are mine:
I have a US Robotics Sportster v.90 (hardware / not winmodem), but
apparently due to my phone lines, I can only connect to my ISP at 28.8.
My ISP, Mindspring in Denver, Colorado, USA, does support v.90, but when
using US Robotics "line test" program, it reported that I was unable to
achieve 56K transmissions. I assume the problem is that there is an
additional analog-to-digital conversion on the line, which negates 56K.
So my phone lines are already questionable. I also should add I have a
400 MHz PII with a 12Meg Voodoo2 and am able to get 36 fps everywhere
except at the start and other graphics intensive moments.
At any rate, I usually do get the 28.8 connection with Mindspring, and I
make sure that I get this before going to VROC. I NEVER get dropped
from the Mindspring connection, but I am disconnected while playing GPL
online fairly often. I have downloaded the core.ini file from Alison's
web site and have made all the suggested DUN tweaks. I also only join
sessions where I am getting a ping under 500 and the host has at least a
cable modem.
This weekend, for example, I was one lap from getting my first online
podium at Monza when I was disconnected. Prior to the disconnect, there
was a message displayed at the top of the screen about a network error.
I then joined a race at Mexico City, which was pretty successful except
for the inevitable warp fest at the start. The host then moved us all
over to Rouen. I have read that it is a bad idea to do this without
rebooting or having everyone rejoin. Is that correct? Anyway, at the
start of the race, with a field of about eight people, I couldn't see a
soul. I raced for a few laps and finally saw a Lotus briefly. My
pitboard indicated that I was 4 laps behind the guy in front of me and 2
laps ahead of the next guy, but this was impossible. No one else seemed
to have this problem. Bizarre.
Later, I joined a race at Zandvoort, and was doing fairly well many laps
into the race when I was disconnected.
This is a pretty typical session for me - about a 50% success rate. In
all these races, I should add, you could see other people getting
disconnected fairly regularly, so I was not alone in my problems.
This is the only online racing I have done, so I can't compare it to
other applications. I have flown some online air combat (Air Warrior /
Confirmed Kill), however, without ever experiencing a disconnect. This
was on a much less powerful machine and a slower modem, but a different
ISP, so that contaminates those results.
As I mentioned above, my phone line is already suspect. I just thought
I'd add another data point to the debate. When Jupiter aligns with Mars
and everything works out, it is a blast, I must say!
Dave Ewing
John, How about we make a deal? You start responding to the others with the
same complaints about online play with GPL, tell them nothing's wrong, and
I'll stop posting on the subject. There's plenty for you to respond to
daily, instead of just my weekly contributions.
David G Fisher
reason I'm disagreeing with
% David Fischer is obviously not alone in having online problems with
% GPL. Here are mine:
I would suggest an experiment. . . Using VROC, find a host and then
click on Join. When GPL fires up, note the IP address of the hosts's
machine. Now exit GPL and launch to DOS windows. In the one window run
ping -t <IP Address>. The -t switch means it will continue to ping
until you cancel <CTRL-C>. Watch for "timed out" lines. If you see
alot of them (especially back-to-back) this is a good indication of why
you will get disconnected.
If you get alot of timed outs, run tracert <IP Address> in the the other
DOS box. This will list the "hops" you are making to the host. You may
need to run this serval times (just press F3 to reissue the command in
that DOS box). Watch for a hop that takes a long time to respond. If
it's close to your end of the loop, check with your ISP as to why there
appears to be such lags. If they are closer to the host's end, then you
may never be able to connect reliabily with them.
I've connected with hosts in the UK and have gotten better results that
with some hosts that are on the same coast as me (Pacific USA).
Another thing that maybe happening is that your modem is continually
stopping to "re-train" due to line noises over your phone lines. You
may want to check with your phone service and ask them to test the lines
to your house. There maybe a problem there. You may also want to check
all of your phone line connections throughout your house and make sure
they are clean and tight.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Or, remember all the success you've had racing online in the past, and then
simply compare it to the constant disconnects and warping with GPL.
David G Fisher
>% David Fischer is obviously not alone in having online problems with
>% GPL. Here are mine:
>I would suggest an experiment. . .
On Wed, 11 Nov 1998 13:11:59 -0500, "David G Fisher"
>John, How about we make a deal? You start responding to the others with the
>same complaints about online play with GPL, tell them nothing's wrong, and
>I'll stop posting on the subject. There's plenty for you to respond to
>daily, instead of just my weekly contributions.
I'll happily do so - I just don't see as many as you seem to.
Cheers!
John
% Or, remember all the success you've had racing online in the past, and then
% simply compare it to the constant disconnects and warping with GPL.
Or do what you seem to refuse to do, see what may be causing the
problems. If everyone was having the problems you think we are, I would
agree with you. But, since a large number of people are not
experiencing the problems, it would suggest that there is something that
can be "tweaked" to make GPL work as well as others are experiencing.
The areas I listed in the post are usually the main culprits.
Following your reasoning (or total lack thereof), when a new program
comes out and it doesn't perform as well as WordStar did on one's 8088
system, there must be something wrong with the program. Well, sure
enough there is, they have added a GUI system to it, made it memory
hungry, added new features and guess what? It will require a system
upgrade (including OS) to get it to run. Or you can sit and enjoy your
WordStar for what it is.
GPL is not like any other racing sim in the past, it is pushing the
bleeding edge, this means, just like everything else computer related,
it's time to move on. If this means finding a better ISP to handle the
data GPL needs to run via the Internet, you can find a better ISP, ***
and moan, or just simply forget about playing on-line. I wonder which
option you are taking? ;-)
% >% David Fischer is obviously not alone in having online problems with
% >% GPL. Here are mine:
% >
% >I would suggest an experiment. . .
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
On Wed, 11 Nov 1998 13:55:44 -0500, "David G Fisher"
>Or, remember all the success you've had racing online in the past
Some good fun in MTM, a blast on NROS.
Nope, very little of that.
Cheers!
John
Did you give this advice to Byron too, or just me?
David G Fisher
> But, since a large number of people are not
>experiencing the problems, it would suggest that there is something that
>can be "tweaked" to make GPL work as well as others are experiencing.
I don't post much, but here goes...
>% Or, remember all the success you've had racing online in the past, and then
I do have problems with the connection occasionally, Michael (as much as I
dislike contributing to David's rant). Case in point is this past Sunday on
Randy's GPLWS, where I did my fastest time ever at The Glen during our
practice for the Lites, & was disconnected near the end of practice, only to
find that I could not get back in! (I might even have been able to give you
some comp this time!) Turns out that my normally dependable ISP was having
probs on Sunday eve because of the amount of traffic & the phone company
switching something on their end. The prob was not GPLs, but mine.(my ISPs)
Also, the only "warping" that I've encountered seems to be caused by the
"other" guy's slower comp, or their connection with the host. As far as I
can tell, if everyone has a decent comp, & a reliable connection, the racing
is great. The Internet is becoming SO popular, & the amount of traffic is
increasing SO quickly, that it is a wonder that we can race at all. Of the
4 races I started on GPLWS, I was able to finish 2, retired from 1
intentionally (too embarrassing to continue), & was booted from the
last.(Sun eve, a very busy time) Racing on the 'net is far better than
anyone could have imagined just a few short years ago (who would have
imagined it at all?) & it will just keep getting better. In the meantime,
I'll put up with the probs, & be thankful that I can participate when I can.
Life IS different, now.
Brian
Quoted text (7 lines)
>% simply compare it to the constant disconnects and warping with GPL. >Or do what you seem to refuse to do, see what may be causing the >problems. If everyone was having the problems you think we are, I would >agree with you. But, since a large number of people are not >experiencing the problems, it would suggest that there is something that >can be "tweaked" to make GPL work as well as others are experiencing.Hi Byron,
Is this information really sent over the net connection? Sheesh, that's
would be quite insane... and I'd imagine chat would be up there as well as
far as data transfers are concerned, do we need this in a race?!?
Does anyone out there know what information is actually sent over the net
with GPL online?
Cheers
Kane
>We could at least live without smoke, dust, fire, etc.... for starters. And I see no
>real reason for revs/selected gear info to be exchaged either. I would sacrifice this
>stuff for better connections any day. Same goes for front wheel
orientation! Overkill on
% I have just raced for the 1st time on the 'net'. However,
% the opponents cars disappear, even when close, and then
% reappear again. Do I need to turn down the res or detail
% level?
% I have a PII 450 with 256 Ram, and a 56k connection, playing
% at 1024x768 (2xMonster 3dfx II cards)
The disappearing cars are usually caused by the player's connection that
is disappearing. Their latency connection to the host is too high and
when the host doesn't get a response for a long time, it simply blanks
the car. If your latency count is low (below 400), you should be fine.
and changing your detail level won't help the players with high
latencies.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Isn't it possible to to get packets out of sequence? GPL might ignore the odd one, but if a sequence of data got out of sync might be a bit confusing.
Andrew McP
I have a friend who works for a company that makes/lays fibre-optic cables for international
comms and they're churning out everything they possibly can as fast as they can. The
world's appetite for bandwidth is going up faster than it can be satisfied.
Here in the UK we've seen a recent spate of free ISP's who get their revenue by charging a
lot for tech support. Add to that cheap hardware and Xmas, and we could be in for a rather
slow New Year.
Nice to have something to look forward to :-)
Andrew McP
It's very possible. Most games time-stamp their packets so that an older
packet comes through than the last one received its thrown away. Unless it's
an important message such as end-of-practice.
- Michael
Yes it is. I remember having a discussion about this before thinking that ping would be
the *** factor but bandwidth seems to be beyond imagination.
--
Byron Forbes
Captain of Team Lightning Bolt
http://members.tripod.com/~HOSHUMUNGUS
and
[link lost in import: /~godsoe/bolt/home.htm]
Quoted text (22 lines)
> Hi Byron, > Is this information really sent over the net connection? Sheesh, that's > would be quite insane... and I'd imagine chat would be up there as well as > far as data transfers are concerned, do we need this in a race?!? > Does anyone out there know what information is actually sent over the net > with GPL online? > Cheers > Kane > >We could at least live without smoke, dust, fire, etc.... for starters. And > I see no > >real reason for revs/selected gear info to be exchaged either. I would > sacrifice this > >stuff for better connections any day. Same goes for front wheel > orientation! Overkill on > >Papy's part if you ask me. Ok for LANs but ridiculous for the internet.Which would account for the stuttering cars (now you see them, now you don't). They must be a way of "smoothing" out the gaps, so let's hope
Papyrus get the time to tweak the net code.
Andrew McP... oh damn, I just suggested there's something wrong in GPL! <fx:throws self out of window>
PS <fx: remembers he lives on the ground floor>
Ah, but that's because the pro-GPL faction scare people off remember? Must be true because the Y, O,U, S, C & K keys on my keyboard are nearly
worn out.
Andrew McP


































