Multicrew doesn't work WE TRIED EVERYTHING

4 friends, 2 from Brazil 2 from USA. We tried EVERYTHING from turning off firewall antivirus etc. we all have fiber broadband connection.
1) it crashes on hyper jump to another star. (the passangers don't drop on the next star staying in the tunnel till error)
2) it works most of the times in the same system, but also crashes sometimes in super cruise
3) and when it works, you travel far away for it to crash again and transport you back to the last place you landed. There is no option to reconnect/continue on a friend ship
4) TL DR MULTICREW just DOESN'T WORK. We also play other games like NMS SC EVE etc and it really fells like we got betrayed with ED marketing. I know most people just fly in groups with their own ships, but we really wanna explore all together in the same ship... PLEASE FIX THIS thank you!
 
Each of you should check the network settings in Elite, particularly the NAT type.

I've set up my router to forward the 5100 port directly to my PC, and I changed the settings within Elite to use this port.

Next is IPV6.

Check in the Elite network settings whether IPV6 shows as enabled or not. If it is, open your network interface settings in Windows and see if it says IPV6 is enabled but there's no internet/network connectivity. If so I would disable it on that interface, leaving IPV4 on.

My ISP doesn't even support IPV6 but it was enabled in Windows, so Elite tries (and fails) to use it each time before falling back to IPV4.
 
Each of you should check the network settings in Elite, particularly the NAT type.

I've set up my router to forward the 5100 port directly to my PC, and I changed the settings within Elite to use this port.

Next is IPV6.

Check in the Elite network settings whether IPV6 shows as enabled or not. If it is, open your network interface settings in Windows and see if it says IPV6 is enabled but there's no internet/network connectivity. If so I would disable it on that interface, leaving IPV4 on.

My ISP doesn't even support IPV6 but it was enabled in Windows, so Elite tries (and fails) to use it each time before falling back to IPV4.
This is the guide that FDEV says to follow, https://customersupport.frontier.co...360013639579-How-do-I-set-up-port-forwarding-
Please tell us your recommendations to NAT type.
What NAT type does Elite need to run perfectly
It sounds like you have another issue with IPV6 with your network setup.
 
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Each of you should check the network settings in Elite, particularly the NAT type.

I've set up my router to forward the 5100 port directly to my PC, and I changed the settings within Elite to use this port.

Next is IPV6.

Check in the Elite network settings whether IPV6 shows as enabled or not. If it is, open your network interface settings in Windows and see if it says IPV6 is enabled but there's no internet/network connectivity. If so I would disable it on that interface, leaving IPV4 on.

My ISP doesn't even support IPV6 but it was enabled in Windows, so Elite tries (and fails) to use it each time before falling back to IPV4.
I've seen responses like this before in similar threads, but I never understood why players should need a deep understanding of networking protocols to run Elite. No other game expects that, not even other Peer to Peer games...

At the end of the day this is one of several major issues that hinder the game's success. It needs a fix, not a work around.
 
I've seen responses like this before in similar threads, but I never understood why players should need a deep understanding of networking protocols to run Elite. No other game expects that, not even other Peer to Peer games...

At the end of the day this is one of several major issues that hinder the game's success. It needs a fix, not a work around.
Network address translation needs to happen (unless you are using IPv6 perhaps), and it's not uncommon for multiplayer games to show the NAT type currently in use in the settings. I believe CoD for example does this (and I think even PSN displays it) along with what the recommended type is. People really don't need a deep understanding of networking though, just enough information to help them pinpoint and perhaps lookup a solution to the issue.

Some games choose not to do this and have to deal with people complaining about bad matchmaking/instancing because these same people don't know there is something wrong on their end. However game studios have no control over the network infrastructure that people choose to connect over, so asking the studios to somehow hide all this information from the player while also magically fixing any NAT issue should it occur is a bit much I think.

Also this NAT type stuff is only relevant if you experience issues, if you have no issues then it really doesn't matter if the NAT type is the recommended one or not.
 
Network address translation needs to happen (unless you are using IPv6 perhaps), and it's not uncommon for multiplayer games to show the NAT type currently in use in the settings. I believe CoD for example does this (and I think even PSN displays it) along with what the recommended type is. People really don't need a deep understanding of networking though, just enough information to help them pinpoint and perhaps lookup a solution to the issue.

Some games choose not to do this and have to deal with people complaining about bad matchmaking/instancing because these same people don't know there is something wrong on their end. However game studios have no control over the network infrastructure that people choose to connect over, so asking the studios to somehow hide all this information from the player while also magically fixing any NAT issue should it occur is a bit much I think.

Also this NAT type stuff is only relevant if you experience issues, if you have no issues then it really doesn't matter if the NAT type is the recommended one or not.
The point he is making that almost every other game that uses P2P generally works at least well enough that if something goes wrong, the most you have to do is turn your router off and on again.

The only other time I've ever had to fiddle with stuff like port forwarding, NAT Types, and network protocols is early access games that don't have Steam integration yet. If the solution to Elite's networking problems are a shopping list of network modifications the user has to manually make, it means the system is fundamentally broken on some level.
 
It is a bit mad to ask players to go through all those steps.

Especially when, I've done them, everyone I played with did them, and it still broke quite a lot.

I don't remember any other games asking the player to do all of this.
I think the most I've ever had to do for other full-release games is go to my antivirus and set an exception for the game.
 
I think the most I've ever had to do for other full-release games is go to my antivirus and set an exception for the game.
Ah yeah, I remember doing that once or twice, and I remember other games having optional ways to improve the connection for advanced users, (port forwarding and stuff) but the games multiplayer still just works without it.
 
4 friends, 2 from Brazil 2 from USA. We tried EVERYTHING from turning off firewall antivirus etc. we all have fiber broadband connection.
1) it crashes on hyper jump to another star. (the passangers don't drop on the next star staying in the tunnel till error)
2) it works most of the times in the same system, but also crashes sometimes in super cruise
3) and when it works, you travel far away for it to crash again and transport you back to the last place you landed. There is no option to reconnect/continue on a friend ship
4) TL DR MULTICREW just DOESN'T WORK. We also play other games like NMS SC EVE etc and it really fells like we got betrayed with ED marketing. I know most people just fly in groups with their own ships, but we really wanna explore all together in the same ship... PLEASE FIX THIS thank you!

+1

We've been livestreaming Elite since 2017 (been playing since 2016) and I have to agree...

MULTI-CREW DOES NOT WORK and never has, as proven by all the disconnects we suffer during our livestream anytime we try it (since release.)

We play a lot of other games without any issues, so it's not our setup.

if Frontier cannot figure out how to allow even just a couple of gamers to play together, what does that say about Elite Dangerous?

I will add that Wings (now Teams) works most of the time, but even last night it was acting more flakey than ever.

Time to hire a REAL multiplayer coder, and give your current one the "boot"
 
I've seen responses like this before in similar threads, but I never understood why players should need a deep understanding of networking protocols to run Elite. No other game expects that, not even other Peer to Peer games...

At the end of the day this is one of several major issues that hinder the game's success. It needs a fix, not a work around.

If a game is released with Steamworks it's all automated, but if it's using its own network code you sometimes have to roll your sleeves up.

I can name several. For a start, Killing Floor requires about 6 ports forwarded to host a session, some UDP. Minecraft, OpenTTD, and a whole bunch of others that used to have my router looking more like the points switching centre for a major railway station.

Bear in mind that allowing software to punch a hole through your router is a big security risk. That's why sometimes you have to get in there and manually set it up.
 
Also, do you remember a time when many, many games used Gamespy or Microsoft's Live service for bolt-on, turnkey multiplayer? Look how that worked out long-term.

I'll take a slightly complicated, lower-level connection any time.
 
I've seen responses like this before in similar threads, but I never understood why players should need a deep understanding of networking protocols to run Elite. No other game expects that, not even other Peer to Peer games...

At the end of the day this is one of several major issues that hinder the game's success. It needs a fix, not a work around.
This. I know about port forwarding, firewall rules, NAT and VPNs... but there should be no reason for the average game player to have to learn this stuff just to play an online game.

Cheers,

Drew.
 
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