Posted - 07 Nov 2015 : 22:49:11
While the BMS Multiplayer (MP) code is certainly stable, if the correct SOPs are not followed it can cause serious issues. This SOP must be followed for all official 185th MP sessions using BMS 4.33.4 otherwise the enjoyment of everyone could be ruined.
1. Ensure install and setup is completed as per the 185th VFS BMS 4.33.1 Install & Setup SOP.
2. All Sqn members and cadets must have completed Dunc's NAT test. Any issues resulting from the test are to be investigated to ensure they do not impact MP flights. Further details of the test, including link and pass parameters, can be found here.
3. Low frame rates can cause warping and stuttering issues for everyone in the MP environment. All members must ensure they adjust their graphics settings to maintain a minimum of 26 FPS in BMS including around airbases and when both the TGP and WPN pages are in use. Zipgun has provided a test TE and guidance on how to achieve this here and the BMS Manual Page 4-56 also has advice.
Hosting a MP Session
4. If behind a router you must ensure you have port forwarded 2934-2935 UDP for BMS 4.33.1 and 9987-9989 UDP for IVC. See http://portforward.com/ for help on setting up your router with Falcon. If you are still struggling you can post a query in our BMS 4.33 Technical Forum. If you are a cadet and cannot access the technical forum please contact our Cadet Training Officer (CTO) who will answer your query.
5. Prior to starting the host/server you must run the Simple Port Tester V3.0 and confirm that ports 2934, 2935, 9987, 9988 and 9989 UDP are correctly forwarding to the internal IP address on the computer that is hosting BMS/IVC.
6. Server/host must have control surface position updates disabled in FalconBMS.cfg file (set g_nRemoteControlSurfacesInterval 0). The only exception to this is carrier ops, where it should be set to the default of 200 otherwise carrier landings using the hook cannot be accomplished in MP.
7. Server/host to disable dubious connections in FalconBMS.cfg i.e. where port forwarding may not be set correctly (set g_bHostAllowsDubiousConnections 0).
8. Server/host to force clients to agreed bandwidth setting in FalconBMS.cfg (set g_nForceMinClientBwSetting 1024 or 512)
9. Pages 7-89 to 7-90 of the BMS Manual cover hosting a MP session.
10. Start the BMS 4.33 Update 4 launcher. Ensure you have the 32-bit version selected (top right corner) and launch the IVC server and minimise it (if you are also hosting IVC). Next click launch to load 4.33.4 and then choose your Theater. If you need to switch Theatre, you must then go back to desktop and restart BMS and IVC.
11. Prior to starting the host/server, you start a single player TE to confirm that all devices such as Track IR, HOTAS and MFDs are working correctly in the 3D world.
12. Click Comms.
13. Select New.
14. Enter your Sever Name as Host.
15. Enter your IP as 0.0.0.0.
16. BMS 4.33.4 requires around 10% more bandwidth per client than previous versions of BMS. The average upload bandwidth required for every client connected to the server/host is around 800 Kbps. In calculating the maximum number of clients that can connect to the host/server you should take your maximum tested upload bandwidth (less 20% for overheads such as spikes, TS and IVC) then divide this by the 800 Kbps allowance per client connected to the host/server. For example, your tested upload is 5000 Kbps, less 20% is 4000 Kbps so you can have 5 clients join the host/server.
17. Enter your bandwidth, as calculated above, in Kbps. In the example above you would enter 4000.
18. Very important, after entering your bandwidth setting you MUST press enter otherwise the bandwidth details may not be set correctly
19. As host, your computer needs to be able to sustain a frame rate of 26 FPS or better. Anything less than this will cause stuttering and pausing issues with clients. See Paragraph 3 for details on how to achieve and test this.
20. Ensure the "IVC Enabled" and "IVC Auto Gain Control" boxes are selected. If you are hosting IVC then enter 127.0.0.1 or localhost as the IVC IP address and a password if you want to set one. If you are not hosting IVC, enter the IVC server IP address and any password.
21. Click Save if you want to save these settings for future use.
22. Click Connect and after a few seconds you should get the message "Connection Established".
23. Click Comms then call "Host is Hot" and your IP, the required Theatre and the connection bandwidth eg "Host is Hot, IP 248.137.2.8, Korea KTO, 1024 bandwidth" then wait for all of the clients to join. If you wish, you can post some of the additional information using TeamSpeak (TS) before starting BMS then you just need to call "Host is Hot, connection details in TeamSpeak".
24. A new feature of 4.33 allows you to see the bandwidth of people joining the server. The setting in Paragraph 8 should force all clients to your chosen bandwidth setting but check it as they join just to be sure.
Joining a Server as a Client
25. For all 185th missions the following settings must be applied, these may be slightly different to those detailed on Pages 7-84 to 7-88 of the BMS Manual, which cover joining a MP host. Where there are differences, this SOP is the authority and should be followed.
26. If behind a router you must ensure you have port forwarded 2934-2935 UDP for BMS 4.33.4 See http://portforward.com/ for help on setting up your router with Falcon. If you are still struggling you can post a query in our BMS 4.33 Technical Forum. If you are a cadet and cannot access the technical forum please contact our CTO who will answer your query.
27. Prior to joining the host/server all clients must run the Simple Port Tester V3.0 and confirm that ports 2934 and 2935 UDP are correctly forwarding to the internal IP address on the computer that they will be running BMS on.
28. All clients must test internet speed and ping immediately prior to joining the server. Use Speedtest.net to the Kiel, Germany server if Floyd is hosting, otherwise use a Speedtest.net server close to the physical location of the host/server. If your ping is greater than 180ms, your upload speed less than 700 Kbps or your download less than 3000 Kbps then you will not be allowed to join the official missions without prior permission from Command. All cadets/prospective cadets must carry out this test and any with a connection below these standards must be referred to Command for a decision on if they will be accepted into the Sqn.
29. Members, especially those with upload and download speeds close to the minimum requirements, should minimize other traffic on their network that may be using bandwidth while flying in official missions.
30. Start the BMS 4.33 Update 4 launcher. Ensure you have the 32-bit version selected (top right corner) and launch the IVC client and minimise it. Next click launch to load 4.33.4 and then choose your Theater as per the host's direction. If you need to switch Theatre, you must then go back to desktop and restart BMS and IVC client prior to joining the server.
31. Prior to connecting to the server, you should load a single player TE to confirm that all devices such as Track IR, HOTAS and MFDs are working correctly in the 3D world.
32. Click Comms.
33. If you want to save the host's server details, click New then enter the callsign of the host under name.
34. Enter the IP of the host as provided by them.
35. If you are joining a TE or dogfight enter 512 in the Bandwidth box. If you are joining a campaign, enter 1024.
36. Ensure IVC enabled and IVC Automatic Gain Control are enabled.
37. Enter the IP of the IVC host in the Dedicated IVC Server box. If this is the same host then just re-enter the same IP.
38. Enter the IVC password if there is one.
39. Very important, after entering each setting in the Comms screen you MUST press enter or tab otherwise the details will not be set correctly
40. Click Save then connect. After a few seconds you should see the message "Connection Established". If you get a Failed to Connect to Server message ensure the Host IP is correct, you have selected the correct Theatre, you have correctly forwarded ports 2934-2935 UDP and that it is not being blocked by any Internet Security software. Once you have confirm these are set correctly then try to connect again. If you are still having issues speak to the host.
41. Click Comms and you will see a list of people connected to the Server.
42. After all clients have joined, the host will check everyone has the correct bandwidth setting and then ask everyone to confirm they are connected P2P and not CS. The host will then tell everyone to complete a text check in lobby order. Do this by typing the number of people you can see connected to the host in the order shown on the comms screen and pressing enter. If you don't see text from someone connected then let the host know and they will troubleshoot.
43. After completing the text check, the host will complete an IVC check by calling "IVC F1 check in lobby order". In the order shown on the comms screen everyone will then press F1 and state their callsign. If you don't hear someone during this check let the host know and they will troubleshoot.
44. The host will then start the TE or campaign. To do this they simply select the chosen mission or campaign and click "Commit Online".
45. When the rules of engagement box pops up, for official missions ensure everything is set to maximum realism apart from Padlocking, which should be set to Realistic. External views should be set to off. For unofficial missions the host may change the settings as required but be aware that enabling external views may cause technical issues. When completed click OK.
46. When the mission/campaign is loaded stop the clock and call "Mission Up, Stop the Clock".
47. At this point clients will join the mission. On hearing the "Mission Up, Stop the Clock" call, everyone can select the mission listed under TE/Campaign then Online. Click the Server game so it is Green then click commit. Click Comply/OK to agree the Rules of Engagement box that pops up.
48. Once in the mission stop the clock then jump into your assigned seat. Call "Callsign in, clock stopped".
49. If the hosts gives a joining order then you must join in turn and wait until the person before you has called "Callsign in, clock stopped" before you click commit.
50. Mission planning and briefing now commences. Note that the host/server must be in the first Flight to enter the 3D world. Under no circumstances is the host/server to remain in the 2D world once people start committing to 3D.
51. B61 and JSOWS are banned weapons that may not be selected by any members for official missions, other weapon restrictions may be imposed for specific missions and/or Theatres.
52. Stand off weapons must only be used in the numbers recommended by the BMS devs. Page 207, note 4 of the BMS Dash 34 states that only 4 long range weapon firings per player are supported, therefore this is the maximum number of long range weapons that can be in the air per aircraft at any one time. It will be down to Flight Leads to manage this requirement.
53. For official missions, cadets are not allowed to fly but they can listen into IVC mission comms from the 2D mission planning screen. Details of how to set this up can be found here.
54. Once everyone is ready to commit, everyone should click on their Flight, then the aircraft they are flying within that flight and finally click DTC then save. This will ensure that any changes made during the Mission Planning are saved to your DTC and available in the cockpit.
55. Once everyone is ready to commit, Flight Leads will call ready, the host will save the mission then click Fly and either Ramp, Taxiway or Runway. Usually this will be taxiway. They then call "Fly, fly, Fly. Commit to Ramp/Taxi/Runway (as appropriate)".
56. On hearing this call all clients click on Fly, then click ramp, Taxiway or Fly as briefed. There is no requirement to join in order (unless the hosts briefs this) or to say anything over IVC or TS.
57. Anyone connected to the host but not flying in an aircraft must set their clock to x64 once the commit call is given.
59. Once everyone has committed/set x64, the clock should speed up and the host calls "Good clock". All other comms are to be minimised while the 3D world is loading.
59. Once in the pit, the call "callsign in pit" should be made over TS. All further comms will be over IVC unless there is an issue, in which case TS may be used as a backup.
60. Very important, if commiting to taxiway, until all of a flight are in the pit no-one should move their aircraft.
61. The mission can then proceed.
62. Once the mission commences, if anyone has an issue and need to disconnect and rejoin this will be at the discretion of the host. In official missions, rejoins are not allowed at all once the first aircraft crosses the FLOT or is in contact with the enemy, whichever comes first. For unofficial flights, rejoins are entirely at the host's discretion.
63. If there are multiple issues, a restart decision will be made by the host. In the event of a restart, everyone must go back to desktop, close BMS and IVC, the server reset and everyone then connects to the server again.
64. If a restart/reconnect is not approved then any members with issues will need to remain in the 3D world until everyone has landed after the mission but declare a Tech for CPL purposes.
65. Once everyone has landed and parked, the host or Mission Commander will give the call or type in text chat "Cleared to disconnect". Everyone should press Escape then end the mission, once back at the debrief screen they can disconnect from the host by clicking comms then Sign Off. The host/server must be the last aircraft to exit the 3D world.
66. Very important, leaving the 3D world and disconnecting from the host before everyone has landed can cause serious issues. ALL pilots must remain in 3D world, regardless of their status until the mission is complete and everyone has landed. You may only back out of the 3D world and disconnect from the host once permission is given from the host or package commander.
67. The host/server should not disconnect until he has confirmed all clients have disconnected. Clients will often need to stay connected for several minutes while saving an ACMI before they get back to the debrief screen. Closing the host during this period will cause a CTD for the client and a loss of the ACMI and debrief screen.
68. Flight and package level debriefs will be completed at the end of every mission. This is part of the mission and all members who took part are expected to remain for the debrief.