FS9. FSX & P3D CTD Guide - NEW!
FSX / P3D Configuration Guide - UPDATED!
Simulation's Premier Resource!
AVSIM is a free service to the flight and simulation communities. Please help us keep it that way. Donate what you can today! Thank you for your support!
FSX on Gamespy
18 replies to this topic
Posted 14 July 2008 - 05:24 PM
1) true.2) well I little niftyness on your part helps here, if it's too jumpy use the up and down arrow keys to highlight the desired server and click the join button bottom right of the screen.3) This is not an issue with fsx, multiplay, the atc's etc.. but a pilot issue imho.Real world, frequencies are set for airports and don't change around too much, therefore you can find then on real world charts. FSX is easier still, airports never change. Thus every airport has it's agreed upon frequencies which you can find on your charts or the fsx built in gps, it lists all the frequencies you'd ever need and in the real world, it's actually expected of you to know the frequencies beforehand along your planned flight path.Decreases workload in real life as well.Why no one bothers to check their gps for the frequency they need is beyond me, the asking for frequency is very annoying but I don't blame this on the atc's who can't even change the tower frequencies. they are set and listed in your gps and/or on your printed charts. On our server we also agree on a universal unicom frequency which is listed in the server description. I don't like it personally preferring to tune to the airspace I'm in and if no tower follow appropriate procedures but this would need everyone to do this too. It seems to real even for the so called "pro atc" servers so far. A global freq is practical for the game though, it's just not my preference.(the problem here is no one ever reads serve descriptions it seems so they still ask, the mic checks if done properly I can appreciate though, I reply according to icao stating readability 1 through 5 and any specifics.4) Again keyboard work around might help you on that.The lobby being full bugs me far more with it's vague you might be connected from somewhere else error. It should say sorry lobby is full since that is the cause. So for me it's not the jumping and scrolling but the being dropped from gamespy every time you return to an of course full free flight lobby.5) Not sure, load pause?Hope it helps, find a good server, dedicated, a server which removes nuisances etc. and stick with it. The one I joined has a forum and a direct connect ip/server status to check when you have joined enabling you to partly circumvent gamespy.For the rest I feel your pain, I hope the tips eases it a little.Alternatives are fshost which I don't really like, unicom with third party voice etc.. or vatsim e.g. I haven't tried vatsim yet, not comfy on the mic yet lol.Cheers!
Please donate today!
Posted 16 July 2007 - 02:29 PM
>OK,>>Having spent most of the night playing (first time)>multiplayer on GameSpy, here's what I mean:>>1) FSX is unable to stay connected for any length of time to>GameSpy. Why? I have no idea really, but it appears that>GameSpy sucks and is spewing its suckitude all over FSX. Why>Microsoft, a company with literally billions of dollars spent>on R&D, can't afford a few FSX servers to host its own>sessions, and would rather partner with a company that does>nothing but make them look bad, is beyond my comprehension.Yes, I do get random disconnects, usually only after leaving a game though... not in a game. It has happened before, but not very often. I'd say this is a problem that should be looked into though as it does happen.>Does GameSpy run XBox360's shared gamespace (I really don't>know)? But I wonder why a 25-year franchise requires a 3rd>party gamespace provider that can't keep folks connected and>is constantly nagging me for my email address so that I can be>spammed.No idea.>2) Now ... to the UI suckitude: Enter a multiplayer lobby and>just sit there for a few minutes. Now, attempt, I dare you, to>click on the servers in the list to ponder which you'd like to>enter. It's nigh impossible, as the list is refreshed every 2>seconds. Try it yourself. You will come to know where the term>"suckitude" originated. I invented this word after fruitlessly>attempting to click on a particular server for about 5>minutes; but couldn't because the list keeps jumping around.I posted about this weeks ago... it refreshes way too fast... guess it's their way of keeping pilots on their toes, when you're flying, you have to be able to react quickly... ;) But seriously, it does suck. I've noticed that either after hours of online flight time, or me adapting to it, it doesn't bug me AS much... Not sure if using it causes it to slow down over time or I just got used to it... lol>3) More UI issues: It seems to me that if I'm going to join a>hosted session that has a tower, that the tower should be>REQUIRED to specify in the lobby what its freakin frequency>is. But the host of the session isn't required to specify what>the tower frequency is (or ground, or ATIS, etc.) The very>first thing EVERY SINGLE player does is a comm check, and>because they usually have no idea what frequency the tower is>on thanks to the UI not allowing the tower to specify this in>the session setup, the comm checks get broadcast to all>frequencies by use of the Shift-CapsLock maneuver. This>clutters all frequencies and creates a DDOS situation. The>"create host" options should include the option of specifying>freqs as part of the session settings; and this info should be>in the lobby. (Some hosts have compensated by including freq's>in the comments ... spotty at best.)There should be a text box specifically for frequencies used I think... that way when someone hosts a game, they just fill in the blank as to what freq ATC is on. That'd be handy.>4) Searching for appropriate sessions: Can't be done because>of the jumpiness of the list, but even if the list would sit>still for longer than 1500 miliseconds ... it's still barely>functional. The player should be able to filter the list of>hosts to EXCLUDE a) locked sessions for which a password is>required "pro" sessions where pilots are expected to adhere>to FAA-like ATC rules c) sessions at foreign airports where>the tower does not even speak English d) sessions that do/do>not support voice, e) host sessions that are too latent to be>even considered playable f) by VFR/IFR conditions g) by>day/night settingI agree... a much better search function could and should be had... Right now it's essentially just a luck of the draw choice... "that thar looks good!" then you hope you can click on it before its at the bottom of the page...>5) Cancel Buttons. Hit cancel a few times in the multiplayer>UI, and you'll see what I mean. Some programming loop occurs>that is so time consuming that the game appears frozen (it>probably isn't, but it appears that way.)Never experienced that... but then I've never tried hitting cancel more than once...>So ... that's just from my first few frustrating howers of>experience. This is not an exhaustive list of suckitude; but>indicitive of the frustration to come, I suppose.>Having said that ... once I did find a session that was fast>enough, had a tower, had an English-speaking tower, had a>competent tower, was in VFR conditions, in daylight and I>actually got permission to operate my craft in that pattern>... it was FUN AS ####.Usually by that time I have to get off because I have studying to do... ;) But I would recommend you to detroitvirtual.com. We encourage professionalism and fun. It is a locked server, you have to check out the web site to sign up, and get admitted to know the password. We are currently working on getting the server more populated so it'll be more fun and so that we'll hopefully someone on ATC most of the time...Swearing and bad attitudes are not viewed as professional behavior on the server, in the TS server, or on the forums... I'm sure you wont have a problem adhering to those rules though :)
Posted 13 May 2007 - 02:27 PM
On the topic of disconnects, I've been doing some experimenting lately as FSX multiplayer for me has always been and remains to this day a bitter-sweet experience; it's really, really sweet when it works, but unfortunately those occations are few and far between. I started out from the same conclusion as you guys seem to have come to - it's all or in large part Gamespy's fault. I came to this conclusion for a number of reasons:1) Disconnections from hosts due to "Host closing the session" - which is more often than not utter BS, since the host is very much alive when I check the server list again and never went anywhere according to other users (if I manage to reconnect afterwards)2) The server list being hyperactive and fidgety to put it mildly. There seems to be no end to the updates it does - it just keeps on going and going and I wouldn't be surprised if it kept updating the list even while you're already connecting to a host, causing unnecessary traffic3) Getting disconnected (often) from the master server with the message "You've been disconnected, possibly because you connected from another computer" (or something to that effect). Which, of course, is nothing but hogwash4) Once I managed to connect to a host, it was USUALLY smooth sailing. Sure, I still occasionally ran into trouble, but it was rare. The real hurdle was to actually get this far without the lobby tripping all over youSo, with this in mind, I got to testing a theory - the lobby is supposed to be a central list of all hosts currently available, but once you get past that all communication SHOULD in theory be between your computer and the host's (this doesn't seem to be how it works in FSX - hence all the trouble). The plan was to cut Gamespy out of the loop as soon as it wasn't required, and I already had the tool to get this done - a program called PeerGuardian 2, a security software that keeps tabs on all net traffic in and out of your computer and blocks that which originates from or is sent to... well, "undesireable" companies or computers. I'm sure I don't have to tell you about the security and privacy risks on the internet. As luck would have it, IGN Entertainment's servers are already included in the program's blacklist so no fiddling about was required from me.Turning the program on gave me instant results - I was unable to log on to the multiplayer lobby, as the gamespy server was "unreachable". That, of course, was a problem, so I temporarely disabled PG2 and logged in. After the server list had populated itself with a handful of hosts I located a suitable server, selected it and clicked on the button to connect to it. As soon as the connection popup appeared, I re-enabled PG2. Great success! The connection completed without an incident and I was able to set myself up for some multiplayer fun. PG2's log window showed several blocked attempts to connect to IGN's server, which was proof of FSX still trying to talk with the master server. A few moments later FSX even popped up an error message that connection to the master server had been lost, but that I could continue with my session if I wanted to. How nice of them!Of course, considering the way ACES and Gamespy have set up the whole multiplayer deal, there ARE some definite downsides to this approach. Since Gamespy's server is what maintains knowledge of every player's presence, when you use PG2 (or some other similar program) your friends list won't work. Assuming each client takes care of informing the master server of their status I suspect that you won't show up on your friends' lists either. Another (somewhat surprising) issue is that you won't have access to text chat; you can see the userlist and enter a message, but it never appears in the chat box nor do messages from other users. I was fully expecting to be unable to monitor the lobby while connected to a host's briefing room, but apparently ACES decided to run ALL text chat through Gamespy's servers. Instead of your client sending your in-game chat message to the host for redistribution to other players, the message APPEARS to go to Gamespy's lobby server which then transmits it to those who are in the same session with you. A de-centralized approach would have been better in my opinion, as then hosts would not have to rely on Gamespy for ANYTHING. But I'm sure someone had a REALLY good reason to do it this way. Pretty sure.You will also experience strange behavior when exiting a session. The few times I've tried this, pressing ESC and choosing "End flight" while in-game sends you to the multiplayer log-in screen (obviously, since you're no longer logged in to the master server), but you're STILL connected to the host! You can hear people talking in the background if they're using voice comms. When you log back in, you're sent to the host's briefing room, from where you can select "Leave session" to get back to the host list.Despite these abnormalities I'm personally very excited with the prospect that I am actually ABLE to use the multiplayer feature, instead of banging my head to the wall whenever Gamespy's servers decide that I logged out, logged in or the host dropped (when nothing of the sort happened). I'm still experimenting though and can't promise the same results for everyone and absolutely can not take responsibility for any mishaps; there might be other issues I haven't ran into yet. After all, I've seen some people claim they have NO problems with the lobby, as amazing as that sounds, so "your mileage might vary" in regards to this workaround, too. Should someone here decide to try this method I would be happy to hear about your results in this thread! If SP1 doesn't fix the multiplayer component (fingers crossed!), atleast there's SOMETHING I can do about it myself.EDIT:Oh, and while I'm at it, there IS of course the theoretical possibility that you might be able to get the multiplayer to work through VPN software such as Hamachi. That would of course mean more work for everyone involved, as you would not have access to a central list of hosts but would rather have to organize games on discussion boards or a special "FSX Hamachi Community" website. I haven't tried this yet myself; I'd definitely be interested in hearing if someone has succesfully participated in a "Local Network" game ran through Hamachi.
Posted 17 April 2007 - 04:44 PM
Agreed, good topic and having tried multiplayer a bit more now I have to agree. The GameSpy connections that seem to get dropped is annoying, and this doesn't happen in FS9 or FSX Host Client r any of my online air combat sims either - it IS unique to FSX and Gamespy and a common point of discussion over voice comms even in the FSX online flights. Not a local user configuration problem, I'm sure. And in my case Ive triple-checked my FSX online settings and router ports.The disconnects, and program pauses due to the disconnects, make FSX look bad, possibly due to GameSpy's fault FSX looks and feels "buggy" in this regard. It's noticeably less responsive and user-friendly once connected, that's for sure.Having said that, FSX multiplayer is a gas when it works and you're with the right crowd. And although I tend to avoid using them due to wanting to be able to talk to my family or hear what's going on in the house when I'm flying, having built-in voice comms spurs people into getting acquainted and sharing tips - it's a very gregarious atmosphere out there. It would be nice if the other flight-category "channel" selections were used more, like if Bush flights could be actually placed in the "Bush Flying" section.....that would make the "Free Flight" section less crowded (maybe) but even so the selection problem there is abysmal and a "freeze" feature for the server list should have been added as a right-click option or something. Anyway, when it works it'taint bad at all!
Posted 21 March 2007 - 02:52 PM
Hehe, suckitude, what a fantastic word. Oxford probably wouldn't agree, but then they added "bada bing" to their lovely dictionary, so really all bets are off. :)I agree about the bugs mentioned so far, especially the hosting issues. I host a session every other night, and have not once spawned in the position I chose. Host always ends up on the runway. And yeah, the host ends up feeling pretty dumb when they know they have to shut down a session, interrupting their friends' flights just because they want to change aircraft. Getting booted from gamespy right after shutting it down adds that extra insult. :)Some other bugs that I hope can be addressed:1. If a player in your session appears to pass through terrain on your system, regardless of whether he hit the ground on his own, his or her landing gear will appear to be down for the rest of the session...until of course he decides to land, in which case his gear will be down from his perspective, but will appear as being retracted on your screen, resulting in levitating aircraft during taxiing. This happens constantly during low flight in multiplayer due to different terrain resolutions and mesh complexity settings. The only way to fix it is to get the person to leave and rejoin, or to have them turn off crash detection, lower their gear and smash themselves into the ground for real, then raise their gear again.2. Similar problem with engines. If a player shuts down their engine using keyboard shortcuts for mixture and then restarts it, or shuts it down more than 30 miles away from other players, when they come into view they have a stopped prop in flight, regardless of what their engine is actually doing. 99% of the time shutting it down and restarting it never actually gets their prop to spin again from the perspective of other players. Granted this is a minor thing, but it looks silly, and its something I run into a lot when shooting my FSX films.3. Invisible aircraft problem. If the host crashes during flight, when he/she respawns they will be invisible to every other player for the rest of the session. Also when doing shared cockpit in many aircraft, especially addons, as soon as the second pilot joins the plane, it becomes invisible to all other players. This doesn't happen all the time, but it does occur quite often. And it isn't just physically invisible, its also invisible to the session info, CTRL-SHIFT-O/F etc by other players doesn't find that aircraft at all.4. Effects will often get "stuck" on in multiplayer. Things like propwash, contrail effects etc, and will end up showing 50 feet above players' aircraft after they have landed and shut down. It looks ridiculous. Lights are similarly flaky and often appear to be on from the perspective of other players and vice versa. Anyway, I haven't seen these issues mentioned yet, so I thought I'd bring them up. I think some periodic state checks by the game on other players aircraft would help a lot with these issues. All the game has to do is poll the other players once every minute or so to get the proper state of the major visible bits of their aircraft. Is their engine running? Is their gear down? Are their lights on? I don't think a few extra ones and zeros will have any effect on gameplay, but they'd sure help the visual anomalies.So yes, Gamespy is utter "suckitude". You never end up where you choose to be and you get kicked if you so much as look at it funny, but it's still a ton better than what we had in FS9. Cheers.
Posted 20 March 2007 - 09:17 PM
>A Kick option will be available once SP1 is released. My>bad, I forgot to hook up that option in the in-game Chat UI>and nobody noticed apparently :->.>>Not sure how hosting the lobbies somewhere other than GameSpy>would make any difference, FSX controls all the access to its>own lobbies (you can't get to them from any other GameSpy>UI/App - you have to be running FSX to access them) so what>exactly would be different on some other server?>>The KICK option is just the tip of the Iceberg.Constant Disconnects -- FSX "should " be able ro maintain a more stable connection, or at least, have the option to automatically re-connect.The HOST should be ble to go back to the Sesson's lobby without CLOSING the session, and dumping itself back at the gamespy Logon screen. -- In fact, the host "should" be able to do a whole mass of things that even the payers cannot do. At the moment, the Host can allow players to do things that even the Host cannot allow himself to do.The only GOOD thing about loosing connection with Gamespy when in the Game, is then you do not get those annoying "ADD ME TO YOUR FRIENDS LIST" popups, when you are on short finals.Where is the DO NOT DISTURB Option.????etcetcTalking of MP UI, I have 3 things to say(1) Line Wrap. !!!(2) Vertical Scroll. !!!(3) Max number of lines. !!!Hoping to see great things in SP1Geoff_Dfs-mp.com
Posted 20 March 2007 - 03:37 PM
I imagine it is too late for SP1, but the jumpiness of the session list has got to be fixed. It is very hard to use. I have no idea what the solution is, but it seems that there are two, maybe three causes:1. the length of the list keeps changing2. servers keep leaving and coming back (even though I imagine they were available all the time), as if the check for whether or not a server exists is too short3. server availability rating keeps changingPlease investigate this. I'd rather have the list remain static. Maybe keep server names on the list even if they are gone and just gray them out if they aren't available, or lengthen the time of refresh, or, create a box to turn automatic refresh on and off, so that those of us who want to search a static list can refresh the list when we choose instead of having it automatically refresh every 1/10 of a second.Thomas[a href="http://www.flyingscool.com"] http://www.flyingsco...s/Signature.jpg [/a]I like using VC's :-)N15802 KASH '73 Piper Cherokee Challenger 180
Posted 23 February 2007 - 12:52 AM
A Kick option will be available once SP1 is released. My bad, I forgot to hook up that option in the in-game Chat UI and nobody noticed apparently :->.Not sure how hosting the lobbies somewhere other than GameSpy would make any difference, FSX controls all the access to its own lobbies (you can't get to them from any other GameSpy UI/App - you have to be running FSX to access them) so what exactly would be different on some other server?
Posted 22 February 2007 - 05:34 PM
I have to agree on the idiocy of using gamespy for FSX. There need to be more control over the whole MP issue. I have had similar problems, I usually run as the controller. On one session a kid popped in and really tried to be ground control, and after getting him/her used to the vernacular, they left. Then you get the yahoo's that get an aircraft, pop in and screw up all your well laid plans. A kick/boot function would really help out!
Posted 22 February 2007 - 03:55 AM
I have had much more success with it. Selecting a session in the Free Flight lobby is a bear; the other lobbies are much better (such as flight training and Helicopter ops). A trick that works is to highlight a session as far down as you can scroll before it refreshes; you can than make your way to the bottom. The sessions on top are usually the fastest.If you find a session you like, consider adding the host to your friend's list to make them easier to find again (or any competent controller if they are not the host). Right click on the person's name to request it, either in the lobby, briefing room or chat window.Consider hosting your own session; (maybe in a less crowded lobby) and definitely try sharing aircraft. If it is enabled; you and your copilot can talk privately. If you want to join someone elses aircraft, make sure you do NOT select "share my aircraft". That is if you want someone to join you; then you select "share my aircraft". You can set a password to keep the terrorists out- (once in a while you get an Xhole who pulls all your engines).My username on Gamespy is Shalomar; may I ask yours? My PM is enabled.All in all, Multiplayer would be much better on MS owned servers. But it can still be a lot of fun; I rarely get disconected while flying unless the host leaves. I have never been asked for my E-mail addy- what is that about? If it really is just too much for you, FSHost has a client so you can fly on FSHost servers like Bushnet and ChicagoATC.net . The one drawback is that you must fly in windowed mode.Best Regards, Donald :-waveFLYing? It's cool. Trillions of birds and insects can't be wrong.
Posted 21 February 2007 - 06:24 AM
OK,Having spent most of the night playing (first time) multiplayer on GameSpy, here's what I mean:1) FSX is unable to stay connected for any length of time to GameSpy. Why? I have no idea really, but it appears that GameSpy sucks and is spewing its suckitude all over FSX. Why Microsoft, a company with literally billions of dollars spent on R&D, can't afford a few FSX servers to host its own sessions, and would rather partner with a company that does nothing but make them look bad, is beyond my comprehension.Does GameSpy run XBox360's shared gamespace (I really don't know)? But I wonder why a 25-year franchise requires a 3rd party gamespace provider that can't keep folks connected and is constantly nagging me for my email address so that I can be spammed.2) Now ... to the UI suckitude: Enter a multiplayer lobby and just sit there for a few minutes. Now, attempt, I dare you, to click on the servers in the list to ponder which you'd like to enter. It's nigh impossible, as the list is refreshed every 2 seconds. Try it yourself. You will come to know where the term "suckitude" originated. I invented this word after fruitlessly attempting to click on a particular server for about 5 minutes; but couldn't because the list keeps jumping around.3) More UI issues: It seems to me that if I'm going to join a hosted session that has a tower, that the tower should be REQUIRED to specify in the lobby what its freakin frequency is. But the host of the session isn't required to specify what the tower frequency is (or ground, or ATIS, etc.) The very first thing EVERY SINGLE player does is a comm check, and because they usually have no idea what frequency the tower is on thanks to the UI not allowing the tower to specify this in the session setup, the comm checks get broadcast to all frequencies by use of the Shift-CapsLock maneuver. This clutters all frequencies and creates a DDOS situation. The "create host" options should include the option of specifying freqs as part of the session settings; and this info should be in the lobby. (Some hosts have compensated by including freq's in the comments ... spotty at best.)4) Searching for appropriate sessions: Can't be done because of the jumpiness of the list, but even if the list would sit still for longer than 1500 miliseconds ... it's still barely functional. The player should be able to filter the list of hosts to EXCLUDE a) locked sessions for which a password is required "pro" sessions where pilots are expected to adhere to FAA-like ATC rules c) sessions at foreign airports where the tower does not even speak English d) sessions that do/do not support voice, e) host sessions that are too latent to be even considered playable f) by VFR/IFR conditions g) by day/night setting5) Cancel Buttons. Hit cancel a few times in the multiplayer UI, and you'll see what I mean. Some programming loop occurs that is so time consuming that the game appears frozen (it probably isn't, but it appears that way.)So ... that's just from my first few frustrating howers of experience. This is not an exhaustive list of suckitude; but indicitive of the frustration to come, I suppose.Having said that ... once I did find a session that was fast enough, had a tower, had an English-speaking tower, had a competent tower, was in VFR conditions, in daylight and I actually got permission to operate my craft in that pattern ... it was FUN AS ####.Great idea. Poor hosting partner. Undeveloped UI. It's a shame it's so much work to get to the fun part.
Posted 20 February 2007 - 11:19 PM
>Well, let me rephrase:>>I'm flying FSX in multi-player mode using GameSpy. I'm finding>that it pretty much blows chunks. I'm wondering if it's just>me, or has anyone else found this to be a pleasant>experience?I'm still confused, is the issue performance, stability, both??