Moderator: pcwzrd13
Arnold.D wrote:It's very odd. I just could not get starlancer to connect. I play Q3 and PSO all the time. Have dreampi 1.6. I have done the dmz port forward thing for AFO and have played online a few times. I wonder what is the deal with getting starlancer online for me I guess I'll try and join u guys next time
lordnikon @ http://dreamcast.onlineconsoles.com/php ... 027cc0f0b9 wrote:The problem is lag. Starlancer works where a user hosts a game. The master list just lets people meet up. When a user hosts, they are handling all the bandwidth. So what you need to do to alleviate this, is find a person that can host games good.
SEGA RPG FAN wrote:If this is accurate it could explain the issues:
http://packetlife.net/blog/2011/mar/2/tcp-flags-psh-and-urg/ wrote:Buffers allow for more efficient transfer of data when sending more than one maximum segment size (MSS) worth of data (for example, transferring a large file). However, large buffers do more harm than good when dealing with real-time applications which require that data be transmitted as quickly as possible. Consider what would happen to a Telnet session, for instance, if TCP waited until there was enough data to fill a packet before it would send one: You would have to type over a thousand characters before the first packet would make it to the remote device. Not very useful.
This is where the PSH flag comes in. The socket that TCP makes available at the session level can be written to by the application with the option of "pushing" data out immediately, rather than waiting for additional data to enter the buffer. When this happens, the PSH flag in the outgoing TCP packet is set to 1 (on). Upon receiving a packet with the PSH flag set, the other side of the connection knows to immediately forward the segment up to the application. To summarize, TCP's push capability accomplishes two things:
The sending application informs TCP that data should be sent immediately.
The PSH flag in the TCP header informs the receiving host that the data should be pushed up to the receiving application immediately.
SEGA RPG FAN wrote:This is out of my league, but the Dreampi modifies gamespy packets by removing PSH flags. I wonder if not having them creates extra latency.
pcwzrd13 wrote:SEGA RPG FAN wrote:This is out of my league, but the Dreampi modifies gamespy packets by removing PSH flags. I wonder if not having them creates extra latency.
The game only sends one or two packets with the PSH flag and that's when you initially connect to the Starlancer server. It also only applies to TCP packets. When in a game, only UDP packets are used.
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