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Posted

This Problem is intermitant (Only happens now and again)

Sometimes i can get on in one go.

And this happens to any zone.

 

http://img28.imageshack.us/img28/9408/11iq.jpg

 

http://img28.imageshack.us/img28/4590/28in.jpg

Posted

hm is your computer doing alot of other things on the background? I get the same message now and then when my computer is slow.

The connection request to the server (or its reply) times out and the client will just aborting connecting with this error message. Nothing too worry about.

 

Other cause of this problem I can come up with is that your connection is (too) slow or you have (too) high packetloss which cause the connection to abort.

Posted

I have a 54mps Broadband connection,

and nothing else is running apart from firewall and antivirus.

P.S Firewall is set to allow Continuum.

 

I say it's !@#$%^&*ed AOL. :angry:

Posted

Maverick, it's a security device, the average AOLer (no offence to the topic poster) Should not be allowed on continuum, and priitK recognised this, so set up a couple of security devices in cont.

 

Oh, and try out other zones than TW, and... did the player list ever change from 255? because that number looks slightly suspiscious

Posted
Maverick, it's a security device, the average AOLer should not be allowed on continuum, and priitK recognised this, so set up a couple of security devices in cont.

What?! Priitk disallowed AOL people to enter? Why?

Posted

That's bull and I don't want too see things like that in Tech Support anymore, Paine! I do not like your troublemaking tendencies.

 

Anyway, is the problem constant? Are you unable to log in for 15 minutes or so? Or does it just pop up once now and then?

Posted
Maverick, it's a security device, the average AOLer should not be allowed on continuum, and priitK recognised this, so set up a couple of security devices in cont.

What?! Priitk disallowed AOL people to enter? Why?

 

That was a joke smile.gif

Posted

Well the word actually says it already; packetloss: the amount of packets getting lost.

 

With above 0% packetloss packets gets lost during transfer - either with Server2Client (S2C) or Client2Server (C2S). I believe with lower then 0% packetloss, packets get lost but get resent so one of both sides (Server or Client) actually gets too much packets.

Too high packetloss (even with negative) is always bad and renders you lagging (plossing) so much that it becomes impossible to play.

 

Packetloss is caused by the connection from you to the server. If you are on a LAN (Local Area Network) this packetloss can be caused by other people using the internet connection. If that's not the case, either your ISP or some foreign router is doing a bad job.

With AOL I was told that they were always the source of the problem.

Posted
Well, this is strange. Basically, negative packetloss is "good" packetloss and it should not matter at all (unless there's like 500% of it)... but it seems that it does... so all I can suggest is check your network. I've never used wireless myself, so I don't know how unplayable it is, but could be what Mav said.
Posted

No, actually, there is no packetloss. It's the final packetloss that counts and if that is 0, there is none.

 

My best guess is that it is the negative packetloss caused by your wirelss network.

 

I'm thinking if a server receives two connection requests, it will first send a reply and then send another thinking you cancelled the first. However, Continuum receives the first reply and then tries to connect with the "overwritten" encryption key from the first server reply, which of course fails.

Posted

Agreed, try plugging in and see what happens...

 

I've been playing wirelessly for over a year now, on a laptop, with < 0.3% Ploss and 110-120 ave pings from FL to SSCX (Seattle, WA).

 

To address SOS's comment... negative packetloss CAN be very bad. What it means is that your packets are being received out of order (out of time) and so the server must interpolate (fake) the packets that it decides to throw away.

 

Example:

 

If you have -100% packetloss, that means that it is throwing away 50% of your packets. (for each 1 it sends, there is one that doesn't make it properly... so you are 50/50). This mean that the server is receiving 50% less usable data OVERALL, compared to the average player.

Posted
Only bad because of the 0.2 cents it'll cost in bandwidth blum.gif I'm pretty sure that Continuum has out-of-order position packet correction, it'd be very easy to do.
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