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Thread: IPv6 Support

  1. #16
    It sounds like the best part of 2.3 update.

  2. #17
    Forgive the stupid question, but I'm assuming this just means better quality instances or is there more to it than that?

  3. #18
    Sounds... mh... don't know, don't really understand anything

  4. #19
    Originally Posted by Absolver View Post (Source)
    Turn off Autoconfiguration and either map a static IPv6 address, or turn on your router's DHCPv6 capability. The reauthentication is due to your computer switching IPv6 address regularly, which is a behavior under IPv6 autonomous configuration.

    To disable autoconfiguration:
    (Windows 7+) netsh interface ipv6 set interface "Local Area Connection" routerdiscovery=disabled
    Ta muchly!

    Originally Posted by T.j View Post (Source)
    If that works, I think you'll have made a new best friend....

  5. #20
    Originally Posted by Mad Mike View Post (Source)
    damn. Sadly TalkTalk have no plans for ipv6 right now
    Sadly that's the same answer I got from BT. Even on their highest tier fibre package they aren't willing to enable ipv6 in my area

  6. #21
    Originally Posted by Bomba Luigi View Post (Source)
    Sounds... mh... don't know, don't really understand anything
    It should solve many problem with connection between players if both of you have access to ipv6 connection. I think this wont improve connection very much, rather this will allow to connect to player which was unaccessible for you previously.

  7. #22
    Originally Posted by Mad Mike View Post (Source)
    damn. Sadly TalkTalk have no plans for ipv6 right now
    I've done a search to see if TalkTalk is going to support IPv6 and I found this message on their community board:

    If users of TalkTalk start spamming TalkTalk with replies, asking for IPv6 maybe TalkTalk might start pulling up their socks and introduce it. Also, if those that are nearing the end of their contracts start mentioning that they are leaving due to them not providing IPv6, then they might start introducing IPv6 quicker.

  8. #23
    Network statistic YEY!

  9. #24
    BT say we should be getting it in early 2017 so I should be in for the experimental networking.

  10. #25
    Awesome, looking forward to testing it in beta!

  11. #26
    Originally Posted by Edward Lewis View Post (Source)
    Hi everyone,

    A quick update from Howard Chalkley all about IPv6! He says it best... so here it is in his own words:


    We are pleased to announce that we are running a trial of IPv6 support during the v2.3 beta (and if the trial goes well, we expect to continue IPv6 support when 2.3 releases to production)

    What is IPv6?

    IPv6 is the new protocol for addressing computers on the internet. It uses a 128-bit address to identify a machine, rather than the 32-bit address IPv4 you may be used to. Adoption of IPv6 is growing around the world, and now that it's supported by our cloud provider, we can start allowing its use in the game. The big benefit of IPv6 is that it directly addresses all machines, without using NAT address conversions, which cause a lot of peer-to-peer connectivity problems.

    For more technical information about IPv6, there's a good intro document here:

    Most people who have an IPv6 connection will also be able to connect to the internet over IPv4: this is called 'Dual-Stack'. In some cases, the ISP will provide a reduced-functionality IPv4 connection, where a single IPv4 address is shared by multiple customers, this is known as 'DS-lite'

    How does this work in Elite: Dangerous?

    If your ISP provides an IPv6 connection, and the game wants to connect you to another player who also has an IPv6 address, it will try to use IPv6 first. If this should fail, it will fall back to using the IPv4 addressing we use currently.

    Players without an IPv6 connection should see no difference in the way the game works: if you connect to a player who has Dual-stack IPv6 and IPv4, we'll try to use their IPv4 address.

    We're providing a way to disable the IPv4 connection, so that all traffic is sent over IPv6, as an experimental or diagnostic tool. We think it's best for players who have a dual-stack connection to keep them both enabled. If you are running IPv6-only, then connections to IPv4-only players will go via a TURN relay server - but this will increase the ping times.

    Connections from the game to the matchmaking server will continue to use IPv4 where players have a dual-stack connection. This allows us to keep the IPv4 link open and continually refreshed, for when you need to connect to another player over IPv4. Without this, your router might switch to using a different NAT port mapping from the one we were expecting.

    New Network Settings Dialog

    There's a new network settings dialog, accessed via the Main Menu's Options.

    Attachment 114977

    This allows you to enable or disable network logging; You can see your IPv4 and IPv6 addresses, and enable/disable them, or set up a specific port number if required.
    (You might need to specify a port number for IPv6 if you need to manually override firewall settings, we think this should not be necessary for most users)

    It will show whether your router allows UPNP control over port mapping for IPv4.
    It shows some general statistics about your connection: the MTU is the Maximum transport Unit, or the largest packet you can send and receive, the ping time is the average time to send a packet and receive a reply, and it also shows the average packet loss rate.

    The Connection Statistics show the number of times the game tries to connect to another machine via different mechanisms: these are shown as Successes / Attempts, so it might show (for example)

    IPv4 Direct: 3 / 4
    IPv4 via Turn: 1 / 1

    In this case, one 'direct' connection failed, so we tried to connect via the Turn server instead.

    Attachment 114978

    Any changes made to network settings in this dialog are written out to the file “AppconfigLocal.xml” which overrides any settings defined in the standard “Appconfig.xml”
    Ed, sup wih the beta news?

  12. #27
    ISPs aren't moving to IPv6 because "There's no customer demand".

    Thanks for helping to fuel the customer demand! =]

  13. #28

  14. #29
    Originally Posted by Becky View Post (Source)
    ISPs aren't moving to IPv6 because "There's no customer demand".

    Thanks for helping to fuel the customer demand! =]
    Well, partly, but also because a lot of the edge switch hardware often doesn't support IPv6, or is old hardware with security problems when it comes to IPv6 that isn't being fixed due to EOL. Replacing that hardware ahead of their expected lifetime is a massive cost, and thus a lot of ISPs choose to replace it over time as the hardware fails or is replaced for other reasons (Such as capacity). Increasing the demand for IPv6 support will likely help, but it won't accelerate adoption at the ISPs much more at this point. The most urgent reason to transition is already there - there's no more IPv4 space to be handed out.

  15. #30
    *enabled IPv6, goes back in his cave waiting for beta*

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