Patch Notes Update Beta 2.02 incoming

Status
Thread Closed: Not open for further replies.
Hi folks,

Updated from 1.06 to 2.02 last night.

My (quick) tests so far:

Solo => Could not connect.
Open play => spawn in azeban.
Docking tuto => ok.

Retried Solo => Could not connect.
Retried Solo (again) => black screen freeze.

Re-launched ED;

Solo => Could not connect.
Open play => spawn in azeban.
Docking tuto => ok.

Retried Solo => ok, spawn in azeban.
Retried Solo (again) => still ok.

quit => black screen freeze.

No log file on second run.
Had one on the first run, but wasn't smart enough to backup it.

No growing log however.

DSL connection : 1.5MB/s (Freebox v6, France)
https://strongvpn.com/mtu_ping_test.shtml =>
MTU = 1500

athlon 2 x4 630; 8Go ram; win7 x64; asus gtx 660ti.

Will do more tests tonight.
 
Well got it to work by changing MTU on my router to 1500. Now this was from the ADSL-standard of 1492, so it will depend on your ISP and router make if it will work.

Also::

WARNING DO NOT CHANGE MTU unless you are 200% sure you can change it back.

What would be worst for you, another 12 hours without Beta access or a undefined amount of time without internet at all?

Absolutely correct: http://forums.frontier.co.uk/showthread.php?t=29477&page=5
 
Last edited:
Good morning all.

Hopefully the devs had a good sleep and deserved and todaythey are feeling refreshed and they manage to fix the frozen screen issues. Fingers crossed :cool:
 
Dropped kids at school, another quick test before going to work :p

Start solo, couldn't connect to server.
Retry => ok, spawn in azeban orbital.
Preflight check, takeoff, 10-15 seconds later => Disconnected from server.
Quit => Black screen freeze.

Here is the netLog.log :


14-10-02-08:54 Paris, Madrid (heure d?été) (06:54 GMT)
{08:54:19} Start Log for this machine: 192.168.0.12:58984 - Devbox
{08:55:07} ConnectToServerActivity: response
<?xml version="1.0" encoding="utf-8"?>
<data><servers><server><ip>35342e37352e34322e39</ip><port>19364</port></server></servers><rescueservers/></data>

{08:55:07} New Primary Server: 54.75.42.9:19364
{08:55:07} Now using address 78.241.158.136:58984 for this machine after STUN reply
{08:55:08} Established MTU=1500
{08:55:13} EnterLocation: response
<?xml version="1.0" encoding="utf-8"?>
<data><servers><server><ip>35342e37332e3134312e313533</ip><port>19364</port></server></servers><rescueservers/></data>

{08:55:13} EnterLocation: Using UDP server address 54.73.141.153:19364 from webserver
{08:55:13} New Primary Server: 54.73.141.153:19364
{08:55:13} FailedToConnect: in ServerAdminRegister::CreateMissionAcceptRequest
{08:55:14} Established MTU=1500
{08:55:20} ModularStationAttachComponent: object kinematic Civ_FuelTanks_0x0000000100000008 is not ready
{08:55:20} ModularStationAttachComponent: object kinematic Civ_FuelTanks_0x0000000100000008 is not ready
{08:55:20} ModularStationAttachComponent: object kinematic Civ_MaintenanceDock_0x000000010000000e is not ready
{08:55:28} EnterLocation::WaitForEDServer_Run: PrimaryServerLink still disconnected after 15sec
{08:55:30} ConnectToServerActivity: response
<?xml version="1.0" encoding="utf-8"?>
<data><servers><server><ip>35342e37352e34322e39</ip><port>19364</port></server></servers><rescueservers/></data>

{08:55:30} New Primary Server: 54.75.42.9:19364
{08:55:30} Established MTU=1500
{08:55:37} System:10(Eranin) Body:2 Pos:(-930.961,28.2727,364.023)
{08:55:37} System:10(Eranin) Body:2 Pos:(-930.961,28.2727,364.023)
{08:55:42} ModularStationAttachComponent: object kinematic Civ_FuelTanks_0x0000000100000020 is not ready
{08:55:42} ModularStationAttachComponent: object kinematic Civ_FuelTanks_0x0000000100000020 is not ready
{08:55:42} ModularStationAttachComponent: object kinematic Civ_MaintenanceDock_0x0000000100000026 is not ready
{08:55:49} System:10(Eranin) Body:2 Pos:(-930.961,28.2727,364.023)
{09:01:35} FailedToConnect: in InGame
{09:01:39} ConnectToServerActivity: response
<?xml version="1.0" encoding="utf-8"?>
<data><servers><server><ip>35342e3139352e3137302e313137</ip><port>19364</port></server></servers><rescueservers/></data>

{09:01:39} New Primary Server: 54.195.170.117:19364
{09:01:40} Established MTU=1500


And yes, I know it contains my public IP. Couldn't care less. That's what firewall are made for,
and I am already attacked hundreds of times per day.
But it might help the techs at FD.


- Oh, and a little precision here : I adjusted the timestamps here to reflect my local time and give FD real timestamps; I dual boot with linux, and never took time (ah ah ah) to adjusts clock settings between linux and win7.
 
Last edited:
Don't get me wrong...

...but how can anyone complain about this?

It's BETA and if those complaining had any idea about the complexity of such a project, especially the 'online'-implementation, they would not say/write a word. Even if everyone tells us 'it's easy', this is still virgin soil in many aspects (down to the famous ghost in the shell).

It's like buying a car in the middle of the production line and complaining about missing tires.

These reactions remind me on some monkeys low on sugar, sorry.

But it might also be the dark side of Backer or Early-Access testing, that you can't select the quality of testers. Since there is too much at stake, Frontier will handle that sooner or later. As all other game developers do. Just that there they pay for testing and still launch a day-one-patch...

Live long and prosper, but don't complain... ;)
 
i have 100% faith the devs will fix the screen freeze today even if they have to take a step backwards. To be honest I rather go back to 1.6 than not be able to play at all which is where I am at at the moment.
 
It is of great concern when developers start specifying MTU, the mtu is not important unless you are doing the wrong thing. If you are blocking path mtu discovery on your server firewalls or infrastructure then you will have problems. If you leave it all alone then it will just work:
http://en.wikipedia.org/wiki/Path_MTU_Discovery

I can't even begin to think of a good reason to force mtu, you should let the clients work it out between themselves, if there is more than 1500 bytes then the packets will get fragmented if the mtu on the path is lower, no big deal except the efficiency goes down a little.

You should not expect to get a mtu of 1500 bytes off the local lan, I would suggest that good practice may be to ensure that most of the traffic between the servers and the clients is a lot less as this will reduce latency.
 
I still don't catch why would we change MTU to higher than 1492 if the Ethernet is defined to be 1500 and there are 8B header.

Also why would they expect bigger packets than 1492? Do their server wants to see fragmented packets? It must be a stupid mistake if Im right.
 
They start to play with maximum transfer unit???
Madness. This is one of the lowest level of sockets.

I doubt they have required a large MTU intentionally. The netlog error messages that many are posting

Code:
"The message was too large for the specified buffer and (for unreliable protocols only) any trailing portion of the message that did not fit into the buffer has been discarded."

come from the windows socket API and indicate that they are trying to stuff a quart into a pint pot. If in doing so they also accidentally bloat the packets beyond common MTUs then you could get dropped packets on attempting to initially connect to the game server on showing the menu and a lock if the code doesn't expect that.

Having to muck around with your own netcode is all part of innovating a p2p MMO, so expect a few mistakes like this.
 
I suspect that PMTU is broken due to firewall (hardware or on the servers) and the server is then assuming 1500 (its default).

Very few people get 1500 or even close on the Internet, if you are running ADSL you get less, I tested today and was getting 1484, no big deal, the servers should negotiate anyway.

Never came across a MTU issue on the Internet before unless I block ICMP.
 
Well, according to the changelog for beta 2.0 :-

Add MTU discovery handshake after connecting to Server

I'm guessing that whatever got changed in 2.02 has knocked this for six for some people, as an MTU of 1500 definitely seems to fix it for some. I'm also guessing that, for those that this doesn't fix, their ISP is limiting their MTU to a lesser number, so changing it at their routers won't work.
 
Hi everyone,

Thanks so much for continuing to test and play the game. The team knows about the issues some of you are experiencing, and are working hard at a further update. I'll let you know as as soon as we have more information.

Make sure you log all issues by filling out a ticket. Thanks again.
 
Hi everyone,

Thanks so much for continuing to test and play the game. The team knows about the issues some of you are experiencing, and are working hard at a further update. I'll let you know as as soon as we have more information.

Make sure you log all issues by filling out a ticket. Thanks again.

Thanks that i wanna hear :)
 
Hi everyone,

Thanks so much for continuing to test and play the game. The team knows about the issues some of you are experiencing, and are working hard at a further update. I'll let you know as as soon as we have more information.

Make sure you log all issues by filling out a ticket. Thanks again.

Thanks again to all you grafters over there. We have every faith in you all :cool:
 
Hi everyone,

Thanks so much for continuing to test and play the game. The team knows about the issues some of you are experiencing, and are working hard at a further update. I'll let you know as as soon as we have more information.

Make sure you log all issues by filling out a ticket. Thanks again.

Thanks for the information, the hard work is much appreciated!! :)
 

rootsrat

Volunteer Moderator
Hi everyone,

Thanks so much for continuing to test and play the game. The team knows about the issues some of you are experiencing, and are working hard at a further update. I'll let you know as as soon as we have more information.

Make sure you log all issues by filling out a ticket. Thanks again.

Thanks Mr Lewis :)

Big ups to the team for the continuous support! Looking forward to the fix.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom