Hi!
I was play on internet whith friend and whole day(about 100 years in game) it was good. But then the game was going to slow down and at my side connection errors happens almost every 10 mins(I wasn't be a server).
We played 1024*2048 map and at we have almost 750 trains together. Can anybody help us with that errors and game lags(for example by change some variable in console)?
Lags and connection errors in multiplayer
Moderator: OpenTTD Developers
Lags and connection errors in multiplayer
Buses & Trucks smells...
Servers Comp: amd Athlon64 3000+ 1GB RAM
My Comp: amd Semrpon 3100+ 1.5GB RAM
Except that, if I save our multiplayer game and I load it in single player everything is OK.
Maybe is problem with connection, but i don't think so. Servers connection is 100Mbit/100Mbit and my is 5Mbit/512Kbit.
My Comp: amd Semrpon 3100+ 1.5GB RAM
Except that, if I save our multiplayer game and I load it in single player everything is OK.
Maybe is problem with connection, but i don't think so. Servers connection is 100Mbit/100Mbit and my is 5Mbit/512Kbit.
Buses & Trucks smells...
yeap.. i was the server and i tried different values from 1 to 50 and nothing changed.. only with really high values, the game felt delayed for me.. i really wonder what's causing disconnecting and lags for client because both computers can easily handle 750 trains and we both got connection which can handle ottd (at least i think so..)
1) do you use ships AND YAPF for ships?
2) what kind of processor do you have? OpenTTD only uses 1 core, so when you have a quad core and you're playing at 25% CPU you cannot go any faster.
3) MP games need more CPU because we can't do as much pathfinder caching as can be done in SP (otherwise clients would desync on connect)
4) connection needs more CPU because you have to 'play' the frames that have past on the server since it made the savegame and got downloaded to the client within 500 game ticks, otherwise your computer is "too slow" and you'll be disconnected.
2) what kind of processor do you have? OpenTTD only uses 1 core, so when you have a quad core and you're playing at 25% CPU you cannot go any faster.
3) MP games need more CPU because we can't do as much pathfinder caching as can be done in SP (otherwise clients would desync on connect)
4) connection needs more CPU because you have to 'play' the frames that have past on the server since it made the savegame and got downloaded to the client within 500 game ticks, otherwise your computer is "too slow" and you'll be disconnected.
1) we use only trains
2) server is athlon64 3000+ and client sempron 3100+ (both single core)
during the game, ottd eat 50% of my cpu (a64) which is not that much... dunno about client but i think it's same for him..
just for the record.. week ago we played with 0.5.2rc1 with ~100 road vehicles, ~700 trains, ~30 ships, ~100 aircrafts on 1024x1024 and we didn't have any problem.. 8 clients playing..
2) server is athlon64 3000+ and client sempron 3100+ (both single core)
during the game, ottd eat 50% of my cpu (a64) which is not that much... dunno about client but i think it's same for him..
just for the record.. week ago we played with 0.5.2rc1 with ~100 road vehicles, ~700 trains, ~30 ships, ~100 aircrafts on 1024x1024 and we didn't have any problem.. 8 clients playing..
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