Lagging clients are dropped!
Moderator: OpenTTD Developers
Re: Lagging clients are dropped!
4 game days is about 10 seconds... if the client is too slow to catch up this much, increasing the value probably won't help you anyway.
Re: Lagging clients are dropped!
The basics of how multiplayer works in OpenTTD, is that every player gets a copy of the game world (downloads the current savegame from the server) when they join the game, and then every client simulates the complete game world independently.
The server controls the speed of the game, if the server is able to simulate the world at full speed (33.33 ticks per second) but one of the clients isn't able to do that (e.g. only runs it at 28 ticks per second) then that client will fall behind the server, and eventually be kicked out for being too slow.
It sounds counter-intuitive, but when playing multiplayer, it's best to let the slowest computer act as server. It's safe if all clients are faster than the server, then they'll just slow down to match the server's speed, but the server will never slow down to match a slow client.
The server controls the speed of the game, if the server is able to simulate the world at full speed (33.33 ticks per second) but one of the clients isn't able to do that (e.g. only runs it at 28 ticks per second) then that client will fall behind the server, and eventually be kicked out for being too slow.
It sounds counter-intuitive, but when playing multiplayer, it's best to let the slowest computer act as server. It's safe if all clients are faster than the server, then they'll just slow down to match the server's speed, but the server will never slow down to match a slow client.
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