News Downloads Articles About...
MP Testing details- Preview of future versions...
New MultiPlayer Code Testing details

Mobo from 87th Stray Dogs sent me the details of some of the 1.10 multiplayer testing they did a few weeks back. This is the details of the short MP Code status report I posted last week. The text below is actually an edited internal test report document from the 87th Stray Dogs. Thanks a lot, Mobo.

1st session
We flew 3 te missions (Someone, Hero and Mobo ) - all missions stable, no CTD, nice FPS, fluid game, heavy A2A action - no problems to report.

A minor problem was discovered with emergency jettison, but it has been solved and will be included in the next exe.
(Connections: Host 256 / clients 256 / 56)

2nd session
Mission was a 5 player TE. A weekly TE with (Hero, Mav, Someone, Mobo and Mirv). Fluid game, nice FPS, no CTD, heavy action A2A and A2G - no problems to report.
(Connections: Host 256 / clients 256 / 56 / 33.6 / 33.6)

3rd session
Mission was 4 player campaign. OCA strike - long flight (aprox 150 miles). Fluid and no problems, until host was shot down over the target area. He left the mission and the game screwed up, but noone CTDŽed. Fluid fps, very heavy action in target area - only problem with host leaving the 3d world before clients - this problem is next to be resolved.
(Connections: Host 256 / clients 256 / 56 / 33.6)

4th session
Fasten your seat belts !!!! 6 player TE (Jungle, Goofy, Someone, Striker, Mobo and Vexx) NO CTD, fluid fps, heavy action, lost SA because we were all on the same rw channel. ROCKING SHIT HOT! I have never played a TE with so many players online and such fps!!! I think we can host more than 6 players !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! A minor bug with datalink needs to be resolved, may trash if a wingman leaves the 3d world, but else than that - YES YES YES !
(Connections: Host 256 / clients 256 / 56 / 33.6)

5th session
10 player TE. The test was succesful, we were 10 players in the TE and nobody crashed in the 3d world. 1 CTD in the standby screen after ending mission, 1 CTD while trying to print the debrief and another CTD in the UI after end mission. The setup was a 256 DSL host giving about 27k/sec, 10 players with a 28.8 modem as the worst connection. A 256 host is a little too small for 10 players since 27k/sec divided to 10 players is 2.7 k/sec which is about a 28.8 modem (kinda bad).

We flew a 12 ship OCA, with 6 AI Mig 29's as aggressors. It was all compresed in time so it was actually a very busy mission MP vice.

The lag in general was reported very smooth with only a few guys repporting seeing warps, so considering the setup this is very satisfactory.

Problems: During the mission setup nobody saw the TE, unless the host was setting it up before all players had joined comms. This is due to a problem in the code when the host was actualy not being able to support 10 players with the 256 conection. This problem should be fixed in the next release. Still the host needs to be in the 3d world, else nobody gets updates. We are workign on this problem currently.

Warps right when people enter the pit. Again we are workign on this one, but it helps if you taxi 10 feet forward and then hold right when you enter the pit. (Nobody dies durign the warps, so not a show stopper, but it looks kinda stupid.)

A big thanks to Mobo and the 87th Stray Dogs for this info.

/BrownSnake


Copyright © 2001
eFalcon Team