The Port Forwarding thread: Minimizing multiplayer connection issues

There is definitely a new issue since update 13 with instancing when started on a carrier. Was fine for me and friends that live on my carrier before update 13.
The work around is for players to all supercruise away and then back to the carrier in their own ships - then it comes right.

There's an issue tracker for it here.
Thanks just added myself to the growing list hope it gets some attention.. it suck for us since we live in the carrier pretty much.
 
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Viajero

Volunteer Moderator
There is definitely a new issue since update 13 with instancing when started on a carrier. Was fine for me and friends that live on my carrier before update 13.
The work around is for players to all supercruise away and then back to the carrier in their own ships - then it comes right.

There's an issue tracker for it here.

Thanks just added myself to the growing list hope it gets some attention.. it suck for us since we live in the carrier pretty much.

If you know how to get the net logs from the game I suggest that you and the friends you failed to connect with take those logs covering the times where the issue and attach them to the report, or have them uploaded to a site for FDEV to take a look at.

How to obtain the net logs:
 
Thousands of other multiplayer games out there that work as intended over networks 100%
Nah, but here in this game you payed AAA rates and still have to shell out money too enjoy in-game cosmetics and grind.
Networking is pre 2008
When they can but they won't because guides as wonderful as this get written up the dev's just leave the important parts out that should have been fixed the first week into release.
 
Anyone know why it takes me to open a large range of dynamic ports to get elite into full_cone? If I try the recommendations here it's just port restricted. I'm on BT fibre so port forwarding should work. So should upnp.
 
Anyone know why it takes me to open a large range of dynamic ports to get elite into full_cone? If I try the recommendations here it's just port restricted. I'm on BT fibre so port forwarding should work. So should upnp.
ED lets the operating system decide which ports to use. They are effectively all tested.

PORT_RESTRICTED with UPnP and a dedicated IPv4 address (static or dynamic) is enough to get proper instancing.

If you have CGNAT, you will have instancing issues.
If you have Dual Stack Lite, you will have instancing issues with anyone who doesn't have IPv6 or doesn't have at least a dedicated IPv4 address (for reverse connections).
 
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ED lets the operating system decide which ports to use. They are effectively all tested.

PORT_RESTRICTED with UPnP and a dedicated IPv4 address (static or dynamic) is enough to get proper instancing.

If you have CGNAT, you will have instancing issues.
If you have Dual Stack Lite, you will have instancing issues with anyone who doesn't have IPv6 or doesn't have at least a dedicated IPv4 address (for reverse connections).
bt uses both ipv4 and ipv6 with dedicated ip addresses for both. I found that when i was port restricted instancing was a problem and if we did manage to instance it would dsync fairly quickly
 
bt uses both ipv4 and ipv6 does this mean its dual stack?
If you have a dedicated IPv4 address (so you can host using IPv4), then it's true Dual Stack, otherwise it's Dual Stack Lite.

Also, by using UPnP, you are automatically port restricted because ED is at the whim of the router. The port(s) the app demanded via UPnP are not guaranteed and may be redirected to other ports.
 
If you have a dedicated IPv4 address (so you can host using IPv4), then it's true Dual Stack, otherwise it's Dual Stack Lite.

Also, by using UPnP, you are automatically port restricted because ED is at the whim of the router. The port(s) the app demanded via UPnP are not guaranteed and may be redirected to other ports.
cool yea its dedicated ip addresses for both i edited my last comment if you want to look.
 
cool yea its dedicated ip addresses for both i edited my last comment if you want to look.
in that case there shouldn't be any instancing issues if you use UPnP. Full Cone only makes sense if your computer is in the DMZ (the default port forwarding target if none is defined, dangerous without a firewall) or is the router itself.
 
… can reach… ➡
CGNATIPv4 only, dedicatedDual Stack LiteDual Stack
CGNAT (IPv4 only, non-dedicated)NoOutgoing from CGNATNoOutgoing from CGNAT (v4 only)
IPv4 only, dedicatedOutgoing from CGNATYesOutgoing from DSLite (v4 only)Yes (v4 only)
Dual Stack Lite (IPv4 non-dedicated, IPv6 dedicated)NoOutgoing from DSLite (v4 only)Yes (v6 only)Yes (v6 only)
Dual Stack (Both dedicated IPv4 and 6)Outgoing from CGNAT (v4 only)Yes (v4 only)Yes (v6 only)Yes
No: Requires TURN, direct connectivity impossible. Port forwarding will not improve instancing in these cases.
Outgoing from...: Direct connectivity may require a connection reversal step. The reversant (which has to receive the connection request instead of initiating it) has to have ports forwarded for instancing to be improved.
Yes: Direct connectivity possible. Port forwarding may improve instancing.
 
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Is this new, or did I simply not notice the ports outside the 5100-to-5102 range?

ED PF.jpg
 
Hey, after the the tips from this port forwarding have solved many issues, it seems after a certain update FDev broke something. Currently I am not able to have a stable connection with teamed members on my ship. It's simply flipping a coin if two computers from same network are able to change an instance (normal space, hyper jump, super cruise, boarding) and stay connected without having an orange sidewinder.
 
Hey, after the the tips from this port forwarding have solved many issues, it seems after a certain update FDev broke something. Currently I am not able to have a stable connection with teamed members on my ship. It's simply flipping a coin if two computers from same network are able to change an instance (normal space, hyper jump, super cruise, boarding) and stay connected without having an orange sidewinder.
Are both computers on the same port?

I'd use a different port for each PC

Just a hunch

Also make sure that the firewall is configured correctly for each. i.e. PC 1 5100 PC 2 5101 that way the traffic specific to each is isolated.
 
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Hey, after the the tips from this port forwarding have solved many issues, it seems after a certain update FDev broke something. Currently I am not able to have a stable connection with teamed members on my ship. It's simply flipping a coin if two computers from same network are able to change an instance (normal space, hyper jump, super cruise, boarding) and stay connected without having an orange sidewinder.
Port forwarding holds a port open for incoming connections - peer to peer connections achieve the same result on-demand, because any outgoing packet will leave a port open for the reply. Port forwarding is quite literally only necessary if you're hosting a dedicated server, which needs to be able to receive incoming connections without any prior notice. In any other scenario, while it might seem to "fix" things, all it really does is sidestep the issue while leaving it there to affect other aspects of your network connection - and while that may temporarily keep the problem out of sight from your end, things can change that cause the problem to become noticable to you again, and it might not hide the problem for other clients in the session. So at best, it hides the problem temporarily, but at worst it can convince you that you don't need to fix anything when the problem may actually be on your end, and therefore entirely out of reach for everyone else.

There are a lot of factors that can cause an unstable connection, but one thing that's easy to check and adjust is your MTU size - this is the largest packet size (in bytes) that can make it through a network without being fragmented into smaller pieces. Fragmentation can slow the connection, because each packet becomes multiple, with additional bandwidth used for the packet headers instead of the data that is useful to the game, and it can lead to excessive packet loss, because if any one fragment fails to reach the recipient, the entire packet has to be resent, which will be refragmented along the way, and if one fragment already failed, odds are another will.

Try this - open a command prompt, and run
Code:
ping -f -l 1472 google.com
(note that the second flag is a lowercase L)
The -f flag tells the ping command not to fragment, so if fragmentation is needed, you'll get a clear error stating that fragmentation is needed.
The -l flag sets the packet size - in this case, we start with 1472 because the default MTU size is 1500 bytes, and a packet sent from ping will end up with a header attached that accounts for the additional 28 bytes (1472 + 28 = 1500)

If your network's MTU is smaller than the default for any reason, you'll get the fragmentation message I mentioned, and you'll need to start decreasing the packet size until you find a packet size that goes through un-fragmented. The best approach is to reduce the size by 10 or 20 bytes at a time until it succeeds, then increase it by a smaller amount until it fails, decrease by an even smaller amount, etc until you find the maximum size that actually goes through. Then you can either adjust the MTU on your computer, from a command prompt with administrator rights, or you may be able to adjust it on your router to improve the connection for all devices. The latter option requires that you can access your router's admin page, and not all router interfaces present the MTU option - it varies enough that you'll need to look up your specific router to find out if it can be done, and how.
Here's a guide to setting the MTU size in Windows: https://myrandomtechblog.com/cryptomining/change-mtu-size-in-windows-10/

Remember to add 28 to whatever value you find to be the maximum size that goes through, when setting the MTU value in either your router or Windows
 
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Are both computers on the same port?

I'd use a different port for each PC

Just a hunch

Also make sure that the firewall is configured correctly for each. i.e. PC 1 5100 PC 2 5101 that way the traffic specific to each is isolated.
For what it's worth, he did say that it used to work - that implies that they can't have been on the same port. The router can't be instructed to forward one port to two devices simultaneously, so he would have only been able to use one computer at a time AND he would have had to edit the port forward configuration every time he switched computers.
 
I apologize if this has been covered in this thread; it's quite long now and I didn't find anything that seemed quite a match when searching.

A couple of months ago now I changed to Gigabit fiber internet. It has been a wonderful change in terms of speed, yes, but also just reliability. I did a lot of work carefully configuring a new router which connects directly to- and receives its IP address from- a Cisco PON CPE,* our interface to the service.
Everything has been better, except Elite. Speeds have been better than promised, ping times have most often been sub-millisecond, even when pinging European destinations, curiously except in Elite.

I have noted more discons when playing. Most of these tend to be Blue Cobra (adjudication server) discons. These appear to happen 'out of the blue' with no warning, for example in the middle of a RES combat session, or when I'm just flying in SC with nothing going on.
That said, I have almost nonexistent problems when winging or instancing with friends.

In the image, you can see that I have configured port forwarding to use port 5101. This is reflected in both the LAN and WAN addresses, as well as the mapped port number field.
Looking at the ping time below, I can't help but wonder why it's not more than a decade better. Am I expecting something incorrectly?

Elite Dangerous Network Settings pg.jpg

I believe that the gray fields shown above (and below) the Port Forwarding field are simply reported info; they're not ones that I can change. I don't use UPNP, so it's off in the router.
One thing that I have highlighted in yellow is the guidance text shown for port forwarding. Is port mapping synonymous with the term port forwarding? I don't understand the guidance that suggests I might need to override it. What does that mean?

What expectations should I have for ping time, etc. here? How about those Blue Cobras?



* PON - Passive Optical Network
CPE - Customer Premises Equipment
 
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