What would be the problem with sending a few requests to freelancers with a description of the problem and where the journey should Go and negotiating a fixed price via sites such as fiverr?
If you have an offer for what it should cost, you could start a fundraising campaign to finance the whole thing.
Learning from 0 is honorable (Go), but time is a factor and the current connection problems are really bad.
You can then have this explained to you in the process and also have a much higher learning curve so that you can continue to work on it yourself if necessary.
Posts
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RE: Should I stay or should I Go?
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RE: Desync issue
Check your game files of Supreme Commander Forged Alliance via Steam.
https://support.rebellion.com/hc/en-gb/articles/5226744283549-How-do-I-verify-my-game-files
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RE: Current connection problems (Preferred Coturns for ICE)
Thanks for the feedback.
"US East has the same problems as all other coturns. We tried a very long test set yesterday."
My idea behind this was to have only one coturn server running, so that all traffic goes through it and other factors such as faulty coturn servers can be excluded.
US East has (at least with AWS) the best connection worldwide to Asia (Australia) <-> xxxUS Eastxxx <-> Europe. A compromise, so to speak, if only one coturn server were online."Our self hosted coturns are less reliable than using 3rd party ones. But much worse: the ice adapter (more precise the underlying library) is much more often failing to provide the important self-reflexive and relay candidates than 3rd party browser Turn test apps."
Are they all self-hosted except for GLOBAL? So the servers at Hetzner like Germany 1 or Finland?
Or am I misunderstanding something here and it was an internal test where players had no access to it?
"The relay is not needed that often, but if you don't get s self reflexive candidate (aka your own public ip) no connection can be made at all."
During a test (as host -> lobby) I once tried to block all coturn server connections locally (firewall), so that players can only connect directly to me, to roughly understand how much delay / lag / connection problems coturn servers generate.
Couldn't do this though, as once I blocked all coturn servers, I couldn't create a lobby or join other lobbies (tried this several times and with very few players in them to exclude any existing coturn server connections).
I wonder if this is a bug in the software and it is never assumed here that there are simply no coturn servers?Btw: No match worked yesterday. But since the coturn servers Finland is no longer in the list (off?), it works quite well.
Unless you have optimized it and that has made it better.
I cannot recommend Hetzner for DDoS protection.
I have personally had the best experience with OVH.
At OVH you can also write to the support if you get an attack, they look at it and have optimized the filters at that time (at least that was the case a few years ago). -
RE: Current connection problems (Preferred Coturns for ICE)
Btw: Practicing the weeks where “Global” didn't exist, I usually had very good connections and hardly any problems while playing.
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Current connection problems (Preferred Coturns for ICE)
Playing is currently not possible. Connections are not established or you get a timeout or players randomly lose the connection in the game.
I am aware of the DDoS problem, but could the person responsible deactivate all “coturn servers” except for “US East” to see if it gets better?
There were a lot of connection problems some time ago and the Germany 1 was probably crashed / out of memory error.
Would suggest a test without coturn servers, but after my tests some time ago, it seems to need at least one coturn server, otherwise no connections can be established in general.
It can't get any worse than it currently is.
Thanks.
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Get out of my way (Team Engies)
It's frustrating when you build an SMD with Tele protection and the team wants to help load it, but then the team's Engies get in the way of the rest of the build.
Is it possible to add this so that engies from your own team automatically get out of the way when something is to be built here, as is the case with your own engies?
Engies only, no other units.
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RE: persistent desync
Sounds like corrupted game files.
Check your game files of Supreme Commander Forged Alliance via Steam.
https://support.rebellion.com/hc/en-gb/articles/5226744283549-How-do-I-verify-my-game-files
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RE: connection problems
Try a ping network test via cmd.
Just search for cmd in Windows and ping google for 5 minutes:
ping www.google.com -t
Or check it via this page: https://ping.canbeuseful.com/#ping
If there are high pings or timeouts, your general connection is unstable.
If everything is stable, try using a VPN.
Note: In the FaF client, I have had the best results so far when I have selected “US East” as the only one under Preferred Coturns for ICE.
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Auto kicked Lobby Observers spam (ice-adapter.log)
Apparently, automatically kicked observers keep trying to establish a connection.
This then continues for the entire match.
Bug? -
RE: Private coturn server for my games.
If you block the faf coturn server selected in the settings, you cannot connect to other players.
So a coturn server is always used?Germany 1 = Hetzner (Dedicated Server?) always same IP
Finland = Hetzner (Dedicated Server?) always same IP
US East = Hetzner (Cloud?) always same IP although cloud?
Global = xirsys / DigitalOcean (Cloud?) mostly always a different IPAs the only coturn server, what does Global actually want with port 80?
Example:
Germany 1:
INFO Using all viable ice servers: [94.130.225.99:3478/tcp, 94.130.225.99:3478/udp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [94.130.225.99:3478/tcp, 94.130.225.99:3478/udp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [94.130.225.99:3478/tcp, 94.130.225.99:3478/udp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [94.130.225.99:3478/tcp, 94.130.225.99:3478/udp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [94.130.225.99:3478/tcp, 94.130.225.99:3478/udp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [94.130.225.99:3478/tcp, 94.130.225.99:3478/udp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [94.130.225.99:3478/tcp, 94.130.225.99:3478/udp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [94.130.225.99:3478/tcp, 94.130.225.99:3478/udp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [94.130.225.99:3478/tcp, 94.130.225.99:3478/udp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [94.130.225.99:3478/tcp, 94.130.225.99:3478/udp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [94.130.225.99:3478/tcp, 94.130.225.99:3478/udp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [94.130.225.99:3478/tcp, 94.130.225.99:3478/udp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [94.130.225.99:3478/tcp, 94.130.225.99:3478/udp] (c.f.iceadapter.ice.PeerIceModule:177)Global:
INFO Using all viable ice servers: [207.154.234.214:3478/tcp, 207.154.234.214:3478/udp, 207.154.234.214:80/udp, 207.154.234.214:80/tcp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [207.154.234.214:3478/tcp, 207.154.234.214:3478/udp, 207.154.234.214:80/udp, 207.154.234.214:80/tcp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [207.154.234.214:3478/tcp, 207.154.234.214:3478/udp, 207.154.234.214:80/udp, 207.154.234.214:80/tcp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [207.154.234.214:3478/tcp, 207.154.234.214:3478/udp, 207.154.234.214:80/udp, 207.154.234.214:80/tcp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [207.154.234.214:3478/tcp, 207.154.234.214:3478/udp, 207.154.234.214:80/udp, 207.154.234.214:80/tcp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [207.154.234.214:3478/tcp, 207.154.234.214:3478/udp, 207.154.234.214:80/udp, 207.154.234.214:80/tcp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [207.154.234.214:3478/tcp, 207.154.234.214:3478/udp, 207.154.234.214:80/udp, 207.154.234.214:80/tcp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [207.154.234.214:3478/tcp, 207.154.234.214:3478/udp, 207.154.234.214:80/udp, 207.154.234.214:80/tcp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [207.154.234.214:3478/tcp, 207.154.234.214:3478/udp, 207.154.234.214:80/udp, 207.154.234.214:80/tcp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [207.154.234.214:3478/tcp, 207.154.234.214:3478/udp, 207.154.234.214:80/udp, 207.154.234.214:80/tcp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [207.154.234.214:3478/tcp, 207.154.234.214:3478/udp, 207.154.234.214:80/udp, 207.154.234.214:80/tcp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [207.154.234.214:3478/tcp, 207.154.234.214:3478/udp, 207.154.234.214:80/udp, 207.154.234.214:80/tcp] (c.f.iceadapter.ice.PeerIceModule:177)
INFO Using all viable ice servers: [207.154.234.214:3478/tcp, 207.154.234.214:3478/udp, 207.154.234.214:80/udp, 207.154.234.214:80/tcp] (c.f.iceadapter.ice.PeerIceModule:177) -
RE: Private coturn server for my games.
- Can I see in the logs/debugger which player is in my lobby and has coturn server connections?
- Can I prevent this by not allowing coturn server connections (so, I could have the IPs and block them as hosts in my firewall, then no more players can get into my lobby - there are only 4 Germany 1 / Finland / USA East / Global of them - or are there several and only the key regions are listed)?
- When you switch from the lobby to the actual game, are all connections renegotiated, right or wrong? And what happens in the lobby is just a rudimentary check to see if it works at all with the connections?
- What about the option “Allow the ICE adapter to use IPv6”? It says that it causes connection problems for some players, but what advantage does it have in general (more stable connections when a connection is established?)?
- What actually causes the lag in a DDoS when players are in the game, if it's just P2P connections? If players are connected to coturn servers and these are then attacked (the coturn servers - are they attacked at all?), or are there other services that limit the game (live replay?)? Does the player still have connections to FaF service servers during the game, which can cause lag (in-game behind issues)?
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RE: No ranks below 0 (yes / no)?
Psychology plays a major role in the games industry.
https://www.youtube.com/watch?v=mpTBYiUSidAMinus ranks could demotivate new players and make them feel hopeless.
I imagine finding a match is also quite difficult, at least these players are kicked very often.
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No ranks below 0 (yes / no)?
It doesn't affect me, but I keep seeing players with a minus rank.
What is the deeper meaning of minus ranks?
Wouldn't it make more sense to limit the lowest limit to 0? -
RE: UEF T2 Field Engineer (T1 pgens)
This unit is not popular (my subjective perception).
I personally used this unit a few times and always came to the conclusion in combat that the lack of ability to build T1 Pgen (for T2 Arty) is a no go. Because at the stage of the game where this unit could be useful, this is important (every single shot counts).
I only use normal T2 Engis now and have done better against my opponent than with Field Engineers.
I would like to hear from others who actively use this unit, preferably with gameplay.
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RE: sera t3 subs have become op?
For me it's not a problem that T3 subs are strong against water units, but the anti-air ability is just op.
I would take the anti-air away from the T3 subs.
The current situation is that if your opposite T3 Sera Subs, you basically have to do the same or you lose. -
UEF T2 Field Engineer (T1 pgens)
T2 Field Engineers should be given the opportunity to build T1 Power Generators. Primarily because of the T2 Arty.
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RE: Fatboy rear guns (radius)
Yes, if it doesn't move and then has the ability to turn slightly in position to use 3/4 main guns.
But I don't find that really satisfying. Since you keep the Fatboy moving most of the time, you often can't use its already quite bad possibilities against other T4 units of the other factions.
Every other T4 unit can make full use of its main firepower if you assign it to a target (if you advance and go on the offensive). Only the Fatboy can't, because a few degrees are missing for the rear turrets.
And yes, the full name is "UEF Experimental Mobile Factory" and not mobile arty. Nevertheless, it is not used because of its construction possibilities but because of its turrets. Just like the Atlantis for torps and anti-air or CZAR for its Independence Day White House Laser + Allahu Snackbar Crash Landing. -
Fatboy rear guns (radius)
Could the radius of the Fatboy's rear guns be minimally extended so that they can also fire forward when the Fatboy is assigned a target? I find it quite frustrating when very often 50% of the firepower is not used.