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    The Staff of SOH

  • Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning

Why Not Multiplayer?

The main problem with FSHost is and always has been that it needs to run on a Windows server. I currently have some 30 Linux server accounts and each one of them could easily host a few FSHost sessions. The cost is neglect-able. But when I had to run a Windows Server I paid over 250 $ a year and that was cheap ! In addition the ruddy server software crapped out at least once a month, causing me to spend many evenings figuring out and restarting all FSHost sessions.

So from a hosting perspective, multiplayer is not interesting unless one has its own server and a lot of time.....
 
Why would u have to pay for a server when u can run it/them off your computer? I have a refurbished IBM Pentium 3 or 4 I got from TigerDirect and I run both servers on it, cost was around 170 dollars and that was a few years ago and I don't count the cable access to the internet cause I would have that anyway. The only problem I've ever had was sometimes they wouldn't connect to the master server but all that meant was that they didn't show up on FSHostSpy, the servers still worked.
 
Why would u have to pay for a server when u can run it/them off your computer? I have a refurbished IBM Pentium 3 or 4 I got from TigerDirect and I run both servers on it, cost was around 170 dollars and that was a few years ago and I don't count the cable access to the internet cause I would have that anyway. The only problem I've ever had was sometimes they wouldn't connect to the master server but all that meant was that they didn't show up on FSHostSpy, the servers still worked.
Yea, I'm with you Reddog. I ran one for Lago for several years and managed the server for Netwings without much trouble (FSHost and Teamspeak access) from my home computer which wasn't even half as good as the one I have now. I guess there are circumstances that require that you pay for server access, but for general MP play it's not necessary really, especially considering the general numbers of participants, you'd be very hard pressed to put much strain on a normal system. As for the Master Server, I didn't connect on purpose, it ensured (more or less) that the only pilots were those from Lago since no one else could see my server. I liked the ability to change the hoplists when I wanted (every month a different one) to keep things fresh, change the weather, etc. Lots of fun!
 
Sorry, I can't have computers in my house running day and night ;-) I work 16 hours a day, that's enough..... after that we both get some rest before we get on the next 16....... 7 days a week... :icon_lol:
 
Love MP. It's so much more entertaining than flying single offline. However, FSX isn't as user friendly as previous FS. You must have several ports opened up in order for the various server client software to work right.

But once you get everyone together, it's a blast. Just wish there where more groups off the VATSIM to fly with.
 
The main problem with FSHost, FSInn, DafSim and others we have tested is that they are not enough smooth to permit close or tactical formation in FSX.
I mean "close": below 0.3-0.2 NM players begin to jump around and is really difficult mantain a good position, close formation is almost impossible.
Most of the warfare operations are difficult to simulate (ie: dogfighting, air refuel, etc.) more over most animations different than default cannot be seen, and also weapons drop/launch cannot be simulated.
We use embedded FSX multiplayer that is very smooth and permits to see all animation and weapon launch, ground impact, etc.. mantaining a good consistency.
The drawback with FSX MP is that is an hybrid client-server architecture so no virtual server nor dedicated server unless very expensive one.
However we have managed to have an 1MB bandwidth in outgoing line that support our dedicated server.
 
I started flying with CFS2, then I think it was FS2002. When the zone closed i joined the WSPilots group. That lasted till FSX came along with its advanced requirements. Along about that time people were disgusted with all of the "problems" that came with the sim. Many flyers found other things to do. One of my flyer friends was given an ultimatim by his wife, another decided to spend more time with his grandkids.
A sucessful server wil also depend on the charissma of the "leaders" of the groups who fly together, If one of the "leaders"stops showing up for the regular flying sessions, the "followers" will disappear, too.
The old Netwings server was always pretty popular, and the people were friendly. Are people using the servers now as friendly as before?
 
I've been on the SOH server several times over the past month, and am always alone....{sniff}.....

Having trouble with the hoplist BTW, when I go to the start point I end up on the Helipad, regardless of how many times I tell it I want to be on the active runway. If I run to the active, will I be prompted by the hoplist?
 
I've been on the SOH server several times over the past month, and am always alone....{sniff}.....
That's unfortunate TeaSea but we do have four servers so maybe someone was on one of the others. I have been on a few times in the past couple of weeks usually in the evenings EDST. You can check if anyone is on a server by looking at the server status pages:

Server #1 (on port # 23456): http://www.sim-outhouse.net:8181/
Server #2 (on port # 23457): http://www.sim-outhouse.net:8182/
Server #3 (on port # 23458): http://www.sim-outhouse.net:8183/
Server #4 (on port # 23459): http://www.sim-outhouse.net:8184/

Those pages will show if anyone is currently using the server and the map will show their position in real time.

Having trouble with the hoplist BTW, when I go to the start point I end up on the Helipad, regardless of how many times I tell it I want to be on the active runway. If I run to the active, will I be prompted by the hoplist?
The hop-list server doesn't care where you start from and the starting position is controlled by your sim settings so I am not sure what is happening on your end. You can start at a gate/parking area if you like and taxi to the active if you want and actually that is the preferred method so that you don't 'spawn' on top of or inside a player who is about to take-off on the active.
 
Ah!

Thanks for the list of ports.....

You are correct on the local SIM side...it's clearly on my client where the error regards the positioning is....you know, I haven't tried to purposely park the aircraft anywhere else, so I think I'll do that....
 
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