Good job with the "netcode".

Just wanted to say thanks for the changes to the net code. It's been two years of frustration and time wasting to get my group of friends into the same instance as we're spread all over the world.
But today we managed to drop in and out of an instance without a single issue.
I think the three of us easily spent around 10hrs today travelling to the Alien Ruins and farting around trying to work it all out without a single instancing problem.
I had an odd transaction server hiccup but I was able to log back in and go straight back into the same instance as my buddy without even thinking about it, even managed to witness a binary sunrise at one of the ruins, which was pretty ******* cool (watching the light race across the land and then over the top of my SRV was awesome and we all had it happen within seconds of one another).

There was no noticeable lag either, which was a surprise as that is something we're more than comfortable dealing with given the vast distances that separates us.
 
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I envy the OP.

Right now the game is more laggy, unstable and slow than it's ever been for me.

There was a brief, glorious, moment after 2.3 dropped where it WAS super-speedy but now it's gone back to how it was pre 2.3. :(
 
North-western europe here. Only have lengthy wing sessions with RL friends from the next-door country, and its smooth as heck. Pre 2.3 SRVs suffered from rubberbanding for one of us, post 2.3 its all fine. But it really depends on the quality of p2p connections.

One issue remains: dropping out at wing beacons/ussnear planets oftenhave you be thousands of km apart. Acknowledged by FD over a year ago, never fixed. Makes doing assassination missions with wings a gamble. :(
 
I envy the OP.

Right now the game is more laggy, unstable and slow than it's ever been for me.

There was a brief, glorious, moment after 2.3 dropped where it WAS super-speedy but now it's gone back to how it was pre 2.3. :(

I'm on DSL and doing the Null CG. Was on last night. Heading into the Null system's star resulted in some lag (in one case almost one minute after hearing the "zooooom bang" while all the "visual effects disappeared before the star actually zoomed into my field of view). Once in the system, depending on how busy it was (more NPC's then players on my scope) there was a lot of "rubber banding" on both NPC and player targets.

Arriving at the Null station, hitting "disengage" results in around a 10 to as much as a 30 second delay before either seeing the station or the "could not connect to server" message.

In the situations where I arrived at the station's instance, things would be fine until I asked landing permission. There were a number of times when there was a 40 second delay, I see a note that the request timed out and to try again, followed immediately by the "could not connect to server" message. And yes, I was flying dangerously in open in a CG in a Type 7.

It seemed better in solo for me but still had the occasional "unable to connect" screen show up once or twice. Just my experience, of course. No, not running any other "stuff" in the background. I typically re-boot to clear any and all other conditions that might be left over from Word for Windows, etc.
 
Parrot dognosh here, I like/love many things about ED, but the one thing that lets it down immensely is the atrocious, terrible and hideous network type/code/instancing.

In the far past my time was spent divided between pg and open,now only solo
 
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Just wanted to say thanks for the changes to the net code. It's been two years of frustration and time wasting to get my group of friends into the same instance as we're spread all over the world.
But today we managed to drop in and out of an instance without a single issue.
I think the three of us easily spent around 10hrs today travelling to the Alien Ruins and farting around trying to work it all out without a single instancing problem.
I had an odd transaction server hiccup but I was able to log back in and go straight back into the same instance as my buddy without even thinking about it, even managed to witness a binary sunrise at one of the ruins, which was pretty ******* cool (watching the light race across the land and then over the top of my SRV was awesome and we all had it happen within seconds of one another).

There was no noticeable lag either, which was a surprise as that is something we're more than comfortable dealing with given the vast distances that separates us.

Try dropping at a station @ a community goal in open. Nothing but endless blue tunnels. The netcode is garbage.
 
Arriving at the Null station, hitting "disengage" results in around a 10 to as much as a 30 second delay before either seeing the station or the "could not connect to server" message.

Right now I'd kill (metaphorically speaking) for transitions that last between 10 and 30 seconds.

Back in 2.2 I barely used to do any surface missions because it was often taking 2 to 3 minutes for the SC-dropout transition to complete.
When 2.3 dropped it was suddenly "whizz - boom - glide - land" with no delays and surface missions were a total joy.

Now they're back to being "Ugh! If I have to..." :(
 
Try dropping at a station @ a community goal in open. Nothing but endless blue tunnels. The netcode is garbage.

Just did both the combat GC's in the last two weeks. I had issues with the servers not responding but when they actually worked I had no issues finding an instance with people in it.
For the previous two years I would get constant empty instances.

I think the current issues are more to do with the server infrastructure not coping more than it is to do with the actual "netcode" not doing its job.
 
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Glad you had fun, but thanking them for making the P2P wings system work after several years is like thanking a serial killers for cutting back to 2 murders a day.
 
Since yesterday, my home fiber-based ISP connection based on the US East Coast had been upgraded to "Gigabit" speed--my PC is hardwired to the Quantum router--that runs on the average of 3-4ms latency with 960mbps/940mbps Ul/Dl speeds. Still got a few "matchmaking servers not found" messages during hyperspace jumps as well as "Outfitting Error" messages, but the initial login time is much faster--average 5-7 seconds--than before when I had 150mbps U/L.

I'm wondering if the FDev authentication server instances are still located in the UK Western Europe availability zones of Amazon EC2. If that's the case, perhaps it would be helpful to distribute some of those server farms around the world for better load balancing and availability of services and take advantage of these features.

Obsidian Ant's latest Elite Dangerous video had touched upon reported PS4 server issues as well; not sure if these are related or not.
 
I have to wonder if some of the problem isn't IPv4 specific. Ever since 2.2 and its implementation of IPv6 I have been running strictly in IPv6 Mode. As a result I am gettig consistently clean, fast, and suprisingly lag-free connection to the game ever since. Login goes from Launcher to in-game at abut 20 seconds, Hyperjump at 15 seconds, Planetary transition from SC-OC-Glide-Overshot the base at about 25-35 seconds, and SC to Station Drop at about 11 seconds.

Not seeing any problems here...Michigan-US-Comcast 100Mb Cable
 
I have to agree with the OP, my impression is that the game is a lot more stable than it was at the same time last year. Although I do get the occasional connection glitch, I now never get the infuriating, long-term dropouts I used to get one or two times per game session. Well done to the hard working net coders at FD for making this seriously annoying problem much less of a problem.
 
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