News IPv6 Support

Sounds... mh... don't know, don't really understand anything :D

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.
 
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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: https://community.talktalk.co.uk/t5/Fibre-Broadband/IPv6-Support/td-p/2015927.

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.
 
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Hi everyone,

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

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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: https://communities.bmc.com/docs/DOC-19235

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.

View 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.

View 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?
 
ISPs aren't moving to IPv6 because "There's no customer demand".

Thanks for helping to fuel the customer demand! =]
 
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.
 
Luckily Plusnet supports it.

Are you sure about that? (assuming you were not being sarcastic)

There's nothing on the Plusnet site about ipv6 and according to the forums they have not implemented it yet. They had an ipv6 trial which, AFAIK, was closed for new entrants.
 

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
Are you sure about that? (assuming you were not being sarcastic)

There's nothing on the Plusnet site about ipv6 and according to the forums they have not implemented it yet. They had an ipv6 trial which, AFAIK, was closed for new entrants.


Sadly i was..... meant to put a rolling eyes emoji after the post... :rolleyes:

Shame, looks as if they have no plans etc..
 
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Now if only virgin media supported ipv6..

Sounds good, especially the connection stats. Hopefully it will get to the bottom of some of the persistent problems.

It's coming mid 2017:
http://www.ispreview.co.uk/index.php/2016/11/virgin-media-plans-adopt-ipv6-middle-2017.html

IPV6 Adoption wont fix being kicked from the game in conflict zones

IPV6 will reduce ping times and hopefully make for better peer to peer / match making, so it's a good thing, but there will still remain the issues around instance sizes and client / server crashes which kick you out of the game (blank screen/adjudication errors etc)...and I think these other issues are far higher a priority to resolve than introducing IPV6, IPV6 wont help with those issues much at all as they're more server process related.....please tell me we are also getting these other issues finally resolved in 2.3 too?
 
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Interesting.
According to online checks I do have IPv6.
So either this works with my setup or I change ISP.
 
'Great news, everyone!'

I have an IPv6 connection here, with only DNS being exclusively over IPv4. This may be a beta I actually take part in! Normally I hold off, but Multi-Crew, IPv6 and Commander Creator. I don't think I'll be able to wait for those to hit production!
 
Now if only virgin media supported ipv6..

Sounds good, especially the connection stats. Hopefully it will get to the bottom of some of the persistent problems.

Apparently by the middle of year. Of cause they been saying something along those lines for the last couple of years. So we can just cross our fingers and hope they get their act together.

Here's hoping we are getting a tonne of network improvements to the game beyond IPv6.
 
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