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  • the state of nf as it stands

    02. 14. 2015 16:46


opnite

All of the improvements by test team, all of the improvements by retooling mod squad. all of the bb6.5s cv6.5's and others is great. BUT, this is the but, until thf can improve it's lagging issues, it's all for naught. THIS IS THE PRIMARY ISSUE! Please, please work on this. Thank you for all the efforts aside, but if this cannot be addressed this will be the failure of this game.

 

  • Re : the state of nf as it stands

    02. 16. 2015 12:51


normpearii

Originally Posted by Ultra_Dog

Lag and Crashes ARE NOT MY PC's Fault! 

I have used different PCs (same problems); increased memory, RAM - No help.

23MB Cable download speed - LAG still in effect.

No, stop making excuses for an obsolete game with a lousy game engine. 

I refuse to accept any blame for this stupid game's problems.

How about the fact this game has a memory leak?  How about the fact this game will endure multiple ship crashes at the start of every game? How about the fact this game will choke up at any moment for any reason it wants?  Weekend HAs routinely bring lag to other games too, as the server is trying too hard.  How about too many sprites concurrently in effect?  On and on, this game has some serious problems and is exactly why SDE never bothered to invest in NF1 anymore, but instead started with a new server, new game engine, new software app.  NF1 is old, old, old.






It's people like thats whom make thread like this amusing.


If it was the server, every, single, player would be having the same issue.





Do a tracert or pathping to the server. You'll figure it out really quickly who's really causing your game to lag.

  • Re : the state of nf as it stands

    02. 16. 2015 12:53


normpearii

Originally Posted by StJuggs

The biggest thing for me are the latency issues. When it takes anywhere from 0.4 seconds to 3.7 seconds for your ship to execute a command, it causes problems. Commands to adjust guidelines and angles seem instantaneous. Firing takes 0.5 to 0.88 seconds.

The biggest latency issues occur when controlling your ship, planes, and subs. When pressing the . key to drop torpedoes, the delay varies. 0.6 to 0.8 seconds is good for me. 1.5 to 1.8 seconds is normal. 2.5 seconds is bad. 5.0+ seconds should never happen.



There is a programmed delay with firing guns.


Anything else is latency issues. 

  • Re : the state of nf as it stands

    02. 16. 2015 13:12


EricIdle

Originally Posted by normpearii
Do a tracert or pathping to the server. You'll figure it out really quickly who's really causing your game to lag.

Yeah, I've done a few these last days. 17 hops. Until arriving at CDNetworks, latency of max. 50ms. Between CDNetworks and 211.43.155.6, latency is at around 180-200 ms. Guess what my conclusion is?

I've also done pathpings to the servers of some other popular online games. First of all, fewer hops (13 or 14), and one hop's latency never exceeds 80 ms.

  • Re : the state of nf as it stands

    02. 16. 2015 16:17


normpearii

Originally Posted by EricIdle

Originally Posted by normpearii
Do a tracert or pathping to the server. You'll figure it out really quickly who's really causing your game to lag.

Yeah, I've done a few these last days. 17 hops. Until arriving at CDNetworks, latency of max. 50ms. Between CDNetworks and 211.43.155.6, latency is at around 180-200 ms. Guess what my conclusion is?

I've also done pathpings to the servers of some other popular online games. First of all, fewer hops (13 or 14), and one hop's latency never exceeds 80 ms.

Again. Everyone needs to pay more attention:

 

Originally Posted by TraceRoute

Microsoft Windows {Version 6.1.7601}
Copyright (c) 2009 Microsoft Corporation.  All rights reserved.
 
C:\Users\          >tracert 211.43.155.6
 
Tracing route to 211.43.155.6 over a maximum of 30 hops
   1    ***Removed Line*** (Local Network)
   2    ***Removed Line*** (Local Network)
   3    ***Removed Line*** (Local Network)
   4    ***Removed Line*** (ISP Local)
   5    ***Removed Line*** (ISP District)
   6    ***Removed Line*** (ISP Region)
   7    ***Removed Line*** (ISP Region)
   8    ***Removed Line*** (ISP Main)
   9    ***Removed Line*** (ISP Main)
 10    ***Removed Line*** (ISP Main Switch)
 11    40 ms    56 ms   105 ms  66.109.7.162
 12    92 ms    91 ms    93 ms  ae-1-6.bar2.SanFrancisco1.Level3.net {4.69.140.153}
 13    91 ms   112 ms    90 ms  ae-1-6.bar2.SanFrancisco1.Level3.net {4.69.140.153}
 14    91 ms    90 ms    93 ms  CDNETWORKS.bar2.SanFrancisco1.Level3.net {4.53.134.30}
 15    91 ms    93 ms    90 ms  174.35.127.42
 16    94 ms    91 ms    95 ms  174.35.127.82
 17    93 ms    91 ms    92 ms  174.35.127.122
 18    94 ms    90 ms    95 ms  211.43.154.54
 19    93 ms    94 ms   112 ms  211.43.155.6
 
Trace complete.


Obvious edits are [] replaced with {}, username removed and any line that can be used to trace where I live. 

All the red are caused by the corresponding jumps from the first red IP.


That’s my hint for the day.

  • Re : the state of nf as it stands

    02. 16. 2015 19:32


tiago1118

its the routes from the server it doesnt affect all of you due to the type of routes of your isp i guess so its mostly server fault because of the way the routes are they affect alot of people not all

  • Re : the state of nf as it stands

    02. 17. 2015 13:30


MIKIEBOY666

Not sure how much clearer we can make this taigo, I basicly gave up after repeating ymself two or three times but you really are not getting this:-

 

SDE have nothing to do with the route you are taking to the server, its your ISP.

 

What do you think SDE do, guess when your coming online, go to your house log in to your computer and take you to your ISP then force them at gunpoint to take you 3 million miles around the world before dropping you off at the server?

 

GO AND SPEAK TO YOUR ISP ABOUT YOUR LAG   <<<< (clear enough?)

  • Re : the state of nf as it stands

    02. 18. 2015 19:56


jacopo

Originally Posted by MIKIEBOY666

Not sure how much clearer we can make this taigo, I basicly gave up after repeating ymself two or three times but you really are not getting this:-

 

SDE have nothing to do with the route you are taking to the server, its your ISP.

 

What do you think SDE do, guess when your coming online, go to your house log in to your computer and take you to your ISP then force them at gunpoint to take you 3 million miles around the world before dropping you off at the server?

 

GO AND SPEAK TO YOUR ISP ABOUT YOUR LAG   <<<< (clear enough?)


this taught me a lot....is there a way to make the connection hop only to the navyfield server and back to me, without me calling them up and bitching?

  • Re : the state of nf as it stands

    02. 19. 2015 00:18


MIKIEBOY666

No jacopo, you need to contact your is and provide them with your trace route result and ask them to check quality of route.

  • Re : the state of nf as it stands

    02. 19. 2015 08:50


leiurus

@mikieboy666 can you please explain how mfischer get the idea that SDE works with  CDNETWORKS and therefore is responsible for bad routing....

Just to repeat SDE cant change the routing dosnt help.

  • Re : the state of nf as it stands

    02. 19. 2015 17:39


mfischer

This old thing again...don't you guys know the search function....?

ok then Let me be very clear.

This Issue is caused by SDEnternets contracted Hosting Company CDNetworks (AKA Panther Networks). Yeap its simple SDEnternet need to changing thier hosting company.

Why...ok here goes for the umteemth time..

CDNetworks host the SDE NFNA servers in the USA with IP addresses that are Korean.

Ok so what well ...now the rest is a bit technical but I'll try in laymens terms..

its very very bad.

Ok some tech stuff I'll try to keep it light.

CDNetworks have the NFNA server hosted in San Jose CA with Korean IP addresses to get this to work they have to advertise the IP addresses to be available outside of Korea network space. This means they have to re route the IP Range to another network. To do this they use what is called a AS number for the IP address space with BGP routing.

Now routing for these Korean IP addresses is via BGP AS number readvertisments from the assigned IP range provided by Korean Internnet Security KISA ( used to be KRNIC) to the CDNetworks data centre in SAN Jose CA.

But..These routes are invalid, they are not stable as the AS number is not trusted by T1/T2  Internet Service Providers ( these are the big internet companies) and CDnetwork are using T3 isp's in US to advertise the routes.

This means lest trusted routes and what we call Route poisoning which is a method to prevent a router from sending packets through a route that has become invalid.

This causes the BAD Routes with are using BGP peers to reject and mark the AS number as bad. the result is that these get rejected by T1/2 isp's .. the result is unstable routes.

Unstable route advertisements result in jitter, loss, frame amd packet retransmits as the data connection tries to find a viable path between network nodes.

A normal AS number route may get 1 - 2 bunces a year. The CDnetwork routes for the NFNA servers gets several a day and about 100-200 per month..it builds up as the routes get reported as Route poisoned by more ISP's

In regards to NF this results in packet loss = lag = desync as this game is relaint on good data packet connections, actually this is a problem with MMORPG's that rely on time and sequenced packet deliveries for a game to work.

This is why your ship "jumps" in lags or goes fast to catch up to the position in the game. The client is trying to work out where your ship should be. Or goes totally out of sync and loses what ships are where etc...

SDEnternet has acknowledged the IP addressing as the primary network issue ( I have this in several tickets with GM's and much older emails with Yuno directly)

SDEnternet have stated that they have a contract with their Hosting company for all of the companies internet services and they are not changing.

SDEnternet have stated that they cannot get CDNetworks to change the Korean IP addresses to USA addresses, as CDNetworks they REFUSE to do this.

Most of the game senior mods are aware of this ( You know who you are, we have had at lenght discussions on this topic) and yet most mods persist in telling the community that its your problem.

Nothing will get fixed as SDE are not interested in adressing the issue and moving to a t1 hosting company for NFNA.

I am quite happy to discuss this a a high technical level with however wants to just pm me and we can skype or whatever ... or use the search function where the above has been discussed several times in the forums.

Cheers.

mfischer

 

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