Lt_Dan_Sweden 0 Posted April 14, 2002 Hi I would like to understand MaxMsgSend? One explanation: In a Dedic_Setup.rtf made by Radishville 208.251.17.94 Quote "MaxMsgSend=; Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 26 " End quote From Codemasters http://www.codemasters.com/support/faqs.php?gameid=14 "Problem: What ports need to be opened in a firewall to play online? Solution: Direct X will need port 47624 or 6073 tcp both outgoing and incoming 2300-2400 tcp both incoming and outgoing 2300-2400 udp both incoming and outgoing Operation Flashpoint needs 2234 tcp both incoming and outgoing" This got me thinking... hmmm... Now the question: Do I need to open 256 ports if i use MaxMsgSend=256? Share this post Link to post Share on other sites
suma 8 Posted April 14, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Do I need to open 256 ports if i use MaxMsgSend=256?<span id='postcolor'> No. Messages given by MaxMsgSend limit are sent sequentially. This number is is related to max. message that may be present in send queue. Share this post Link to post Share on other sites
Lt_Dan_Sweden 0 Posted April 16, 2002 aha Two more question: 1 So could you simplify by saying: "Too high Maxmsgsend defently will result in Desync above 0"? 2 Can Maxmsgsend be any integer number? (The reason I ask is some peolple are only testing 64,128,196,256 etc numbers that can evenly be divided by 64) Share this post Link to post Share on other sites