Connection lost- Server lost- build 342

Yes I have also noticed that many servers disappear fromt the lobby and I have to refresh multiple times until they are back.

For example, I knew my brother were racing in the Simracers4life (SR4L) server, and when I tried to join I could not find the server in the lobby. I had to refresh several times and suddenly it was back, with 3-4 players. And a few days ago, when I entered multiplayer, I was suprised that I could only find servers with max 2 players. I hit refresh button a few times, and suddenly I had a couple of servers with 10-20 players too.

:confused:

I had this too, I also had problems with password entry too, eventually let me in. Another racer had problem with password too. Closing rfactor2 down restarting fixed it for me. This was Sunday Oct 27 around 19.30 uk time dont know if that was significant.
 
It isn't the build, it is the matchmaker. The results direct from the matchmaker are wrong too:
http://commerce.rfactor.net/Servers/Query/0/0/desend/server_name/is/any/any/?callback

Or run this command in PowerShell:
Code:
(((New-Object System.Net.WebClient).DownloadString("http://commerce.rfactor.net/Servers/Query/0/0/desend/server_name/is/any/any/?callback")).Replace("(","").Replace(");","") | ConvertFrom-Json).fields | Select server_name, mod_name, track_name, cur_players | Sort server_name
 
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And actually it looks like the problem is solved. I am getting consistent results when querying the matchmaker now. Now if we could just get server filters back.
 
Sounds great !!!
We'll see tonight with 20 peoples online but your communication on this issue was REALLY bad ISI !!!
 
Hi Noel,

I'm sorry but it does not work:
Planting more than five people, and of course 20 minutes wholes



EDIT : That race canceled: crash after 20 minutes


ISI WE EXPLAIN!
Administrators pay the server
 
Last edited by a moderator:
+1 there's a huge problem since BUILD 342 : but no reaction from ISI !!!

since 1 week ...
I've been able to pass on so far "people think there is a problem". There's been no other specific information to pass on and feed back to you from that.
 
same problem for one week, therefore we end up with a few people, the server stops working, and I know that other leagues have the same problems, and since the 342 build.
 
What is the problem?
The server crashes when organizing a race, from 6 people (about) every 20 minutes. rFactor 2 to stop working (DEDICATED)
One week it lasts and more

Same Problem, dedicated server crash randomly
How can we solve the problem that is quite a hassle! ?
Here is the event log observers windows if it can help you


Yesterday, multi server crash and all those that I have been dropped.
Have played a few minutes and hop crash.
I have noticed that if a voluntary collision crash server but the game (test)
 
What is the problem?
The server crashes when organizing a race, from 6 people (about) every 20 minutes. rFactor 2 to stop working (DEDICATED)
One week it lasts and more
Doesn't do that in our testing. So I'd need more information than that. What content, what server specs, what setup? What content? What plugins?
 
Move where you post. :) Foreign language forums are not a place to report issues like this. This forum, where you're replying, is that place. Surely you are aware that the English forums are for this...

The thread you linked to also provides none of the information that would be useful apart from build number and that you experience crashing. Please see my post above, thanks.
 
Spec Dedicated Servers :
Intel Xeon Quad Core 2ghz, 4GB RAM, 64BITS

Server Dedicated rFactor 2 :
Mod : Renault Clio 1.0 By ISI
Track : Mills by ISI

Plugin
LiveRacers.DLL
Setting : (multiplayer.ini ???) :
//[[gMa1.002f (c)2013 ]] [[ ]]
[MULTIPLAYER]
[ Multiplayer General Options ]
Net Connection Type="5" // 0=28k, 1=56k, 2=ISDN, 3=128kbps cable/dsl 4=256+kbps cable/dsl, 5=LAN, 6=custom
Upstream Rated KBPS="5000" // Rated uploading speed of connection, in kilobits per second
Downstream Rated KBPS="5000" // Rated downloading speed of connection, in kilobits per second
Bind IP="0.0.0.0" // By setting this to anything other than 0.0.0.0 will cause network traffic to bind to the specified IP. This should only be set if the host machine has more than one network adapter
Multiplayer Enum Type="1" // 0=LAN, 1=Internet
Multiplayer Sort Type="0" // 0=Ascend, 1=Decend
Multiplayer sort field="0" // Default to 0 to sort by game name
Multiplayer sort value="" // Blank implies wildcard search
Multiplayer filter password servers="0" // Setting to true will add filter to only search for servers that have a password and discard all servers without a password
Multiplayer filter first operand="" // Blank implies no filtering will be done, otherwise this operand must be a field in the active server list
Multiplayer filter operator="" // Blank implies no filtering will be done, operator can be either >, <, or =
Multiplayer filter second operand="" // Blank implies no filtering will be done, otherwise this must be string value
Multiplayer auto retrieve servers="1" // If true then game will auto download server list when possible. If false, it won't and user will have to manually download the list
Net Flush Threshold="472" // threshold for auto-accumulation flush while building data chunks (default is standard MTU of 536, minus 64 bytes room for layer headers: 472)
Simulation Port="54297" // range is 1025 - 65535
HTTP Server Port="64297" // range is 1025 - 65535. Used for file sharing
Allow Chat In Car="1" // whether to allow incoming chats to appear while in car
Autoscroll Chat="1" // whether to auto-scroll chatbox as new chats arrive
Colorcode Chat="1" // whether to color-code chats in the chatbox
Display Laggy Labels="0" // whether to display vehicle labels on vehicles with laggy connections
Delay Vehicle Graphics="1" // if true, delay loading vehicle graphics when clients join in order to reduce the pause
Temporary Vehicle Graphics="10" // number of vehicle graphical instances to load at init time for temporary use when clients join (if number is exceeded, quality will deteriorate)
Extrapolation Time="2.00000" // Extrapolation time (in seconds) before car disappears
Position Spring="16.00000" // Position spring at 1000ms latency (lower latencies have stronger springs, higher latencies have same springs)
Orientation Spring="28.00000" // Orientation spring at 1000ms latency
Damping Multiplier="1.00000" // 1.0 = critical damping, higher values are overdamped, lower values are underdamped and not recommended
Path Prediction="1.00000" // Influence of the AI path on remote vehicle prediction (0.0-1.0)
Remote Vehicle Collision="200.00000" // Maximum distance from current vehicle that we will run collision on remote vehicles to prevent them from appearing to go through walls
Leave/Join Messages="3" // 0=none 1=in-car 2=monitor 3=both
Buddy List Announce="1" // whether to allow other players to see what game you are in
Auto Join Chat Server="0" // Whether to auto join to lobby chat during start up
Spectator Mode="1" // Join games in spectator mode (rather than with a separate vehicle)
Spectator Starting View="4" // Preferred starting camera view as spectator
Spectate Vehicle="" // Preferred vehicle to spectate upon join
Show Seating="0" // Show vehicle seating and status (driver/passenger/spectator) when vehicle labels are on
Lobby Chat Nickname="" // Nickname to use in Lobby Chat, if this is blank player name will be used
Live Updates="1" // whether to download news and UI elements on game load. (28.8s turn this off)
Auto Exit="0" // whether to automatically exit after leaving auto-hosted/auto-joined games
Download Custom Skins="1" // whether to automatically download skins from when clients join server with custom skins

[ Multiplayer Server Options ]
Default Game Name="LESDEGLINGOSDUTARMAC CHAMP" // Name of last multiplayer game we hosted
Collision Fade Thresh="0.70000" // Collision impacts are reduced to zero at this latency
Announce Allowed="0" // Whether to announce server to matchmaker
Announce Host="1" // Whether servers will attempt to register with the matchmaking service
In developement="0" // Whether server is running an unchecked mod. Server will not be listed in normal matchmaking queries
Closed Qualify Sessions="0" // 0 = open to all, 1 = open but drivers will be pending an open session, 2 = closed
Closed Race Sessions="1" // 0 = open to all (currently N/A), 1 = open but drivers will be pending an open session, 2 = closed
Race Rejoin="2" // Whether disconnected players can rejoin a race session: 0=no 1=yes with fresh vehicle 2=yes with vehicle in same physical state
Enforce Real Name="0" // Whether Server will display real name used at time of account creation
Driver Swap Setups="1" // whether vehicle setup is transferred during driver swaps (except steering lock and brake pressure) ... note that UI garage is now loaded for vehicle when you become a passenger
Nagle Algorithm="0" // whether server's system messages are delayed for better packing (lower bandwidth, but some clients see unacceptable delays)
Loading Sleep Time="0" // Milliseconds that dedicated server sleeps between each instance while loading tracks and vehicles
Loading Priority="1" // Dedicated server's priority level when loading tracks and vehicles: 0=low, 1=normal, 2=high
Pause While Zero Players="0" // Whether to pause a dedicated server (and stay in practice session) if no human players are present
HTTP Server Enabled="1" // Whether the dedicated server starts a HTTP server
HTTP Server Max File Size="500" // Maximum file size, in MB, that the HTTP server will provide
HTTP Server Document Root="Packages" // Document root for HTTP server. This path is relative to path stored in data.path. data.path located in root install path
HTTP Server Send Rate="-1" // EXPERIMENTAL Data rate (kilo bits per second) at which internal HTTP Server will delivery content
Allowed Traction Control="0" // max level 0-3
Allowed Antilock Brakes="0" // max level 0-2
Allowed Stability Control="0" // max level 0-2
Allowed Auto Shift="0" // max level 0-3
Allowed Auto Clutch="1" // max level 0-1
Allowed Invulnerability="0" // max level 0-1
Allowed Opposite Lock="0" // max level 0-1
Allowed Steering Help="0" // max level 0-3
Allowed Brake Help="0" // max level 0-2
Allowed Spin Recovery="0" // max level 0-1
Allowed Auto Pit="0" // max level 0-1
Allowed Auto Lift="1" // max level 0-1
Allowed Auto Blip="1" // max level 0-1
Forced Driving View="0" // 0=no restrictions on driving view, 1=cockpit/tv cockpit/nosecam only, 2=cockpit/nosecam only, 3=cockpit only, 4=tracksides, 5=tracksides group 1
Must Be Stopped="1" // Whether drivers must come to a complete stop before exiting back to the monitor
Allow AI Toggle="0" // Whether users are allowed to toggle to AI control on the fly
Allow Spectators="1" // Whether to allow spectator clients to join the server.
Allow Passengers="1" // Whether to allow spectators to join a car as a co-driver/passenger. If set to 1 and Allow Spectators is set to 0, spectators will be kicked from the game during the Race Session.
Allow Hotswaps="1" // 0=drivers can only change at pitstops using the pit menu, 1=Drivers can switch at anytime with the Driver Hotswap key
Allow Spectator Chat="1" // Whether to allow spectators to send chat messages
Allow Passenger Chat="1" // Whether to allow passengers to send chat messages
Max MP Players="25"
Max Data Per Client="9999" // if desired, a per-client upload limit (in kbps) will be used if lower than the computed throttle rate
Unique Vehicle Check="0" // server setting, will check client vehicles to deny duplicates of the same vehicle
Minimum AI="0" // server will ensure this number of AI, but only at the beginning of practice/qual sessions
Maximum AI="32" // prevent more than this # of AI (there may be other limits)
Vote Percentage Add AI="49" // must EXCEED this percentage to pass vote for adding AI (set to 100 to disable)
Vote Percentage Next Session="58" // must EXCEED this percentage to pass vote to advance to next session (set to 100 to disable)
Vote Percentage Other="66" // must EXCEED this percentage to pass vote for race restart, event restart, or load next race (set to 100 to disable)
Vote Min Voters="1" // minimum voters required to call vote (except for adding AIs)
Vote Max Race Restarts="1" // maximum race restarts called by vote
SuperAdminPassword="" // Chat "/admin <password>" to become super-admin. Super-admins are secret and can change the regular admin password with "/apwd <new_password>" (which also removes all current regular admin control).
Admin Password="tototototo" // Chat "/admin <password>" to become admin (make sure admin and super-admin passwords are different). Exit or chat "/admin" to become non-admin. One super-admin plus three regular admins are now allowed.
Admin Functionality="1" // 0 = non-admin's can NEVER call or vote, 1 = non-admin's can't call or vote if admin is present, 2 = non-admin's can call and vote, but admin's vote wins, 3 = if non-admin calls, all voting is normal, but any admin calls win instantly
Allow Any Event="1" // 0 = don't allow users to vote for specific tracks, 1 = allow users to vote for any track in server list, 2 = allow users to vote for any track, note that admins can do anything
Test Day="0" // 0 = normal sessions (practice, qualifying, warmup, race), 1 = 30-hour test "day"
Practice 1 Time="165" // 0 = use default from GDB, otherwise this is # of minutes for practice 1 (1-10 by 1, 15-90 by 5, 105-165 by 15)
Qualifying Time="25" // 0 = use default from GDB, otherwise this is # of minutes for qualifying (1-10 by 1, 15-90 by 5, 105-165 by 15)
Qualifying Laps="255" // 0 = use default from GDB, otherwise this is # of laps allowed in qualifying
Warmup Time="5" // 0 = use default from GDB, otherwise this is # of minutes for warmup (1-10 by 1, 15-90 by 5, 105-165 by 15)
Race Client Wait="32" // Seconds to wait at the beginning of a race session for clients to get ready and go to grid
Allow Hotlap Completion="16" // Allow hotlap completion before switching sessions (1=testday/practice1 2=practice2 4=practice3 8=practice4 16=qual, 32=warmup, 63=all)
Delay Between Sessions="30.00000" // Dedicated server delay before switching sessions automatically (after hotlaps are completed, if option is enabled), previously hardcoded to 45
Delay After Race="90.00000" // Dedicated server additional delay (added to "Delay Between Sessions" before loading next track
Server Session End Timeout="300" // Session is advanced automatically after N seconds after completion (non-dedicated server only)
Client Fuel Visible="2" // whether fuel level is visible in results file (0=never, 1=on clients, 2=on server, 3=both)
Pit Speed Override="0.00000" // pitlane speed limit override in meters/sec (0=disabled)
Enable Autodownloads="1" // Whether to allow clients to autodownload files that they are missing.
Unthrottle Prefix="_" // Prefix of any clients to be unthrottled (use with caution!)
Unthrottle ID="-9999999" // Unique ID of client to be unthrottled (use with caution!)
Lessen Restrictions="0" // Allows careful users to test the limits
Join Password="totototo" // Password for clients to join game
Isolation="0" // Reserved
MOTD="" // Message of the day

On the old build, it worked very well, The result file shows:

http://www.simagenda.com/resultats/rfactor2/race-report-1381952142.html

We contacted our hosting (hosteur.com)
No problem said

I repeat that between leagues (so multiple server configurations have been tested and we all had the same problem)
 
I crashed when I was in a server with Ring Tourist and multiple cars (due to alt+tab and then trying to get back). When I came back to the server some perople were missing and many names were duplicated (down right hand corner that showed times).

But this time server didn't dissapear at least. (or crashed, only rf2 crashed)
 
Spec Dedicated Servers :
Intel Xeon Quad Core 2ghz, 4GB RAM, 64BITS

Server Dedicated rFactor 2 :
Mod : Renault Clio 1.0 By ISI
Track : Mills by ISI

Plugin
LiveRacers.DLL
Setting : (multiplayer.ini ???) :


On the old build, it worked very well, The result file shows:

http://www.simagenda.com/resultats/rfactor2/race-report-1381952142.html

We contacted our hosting (hosteur.com)
No problem said

I repeat that between leagues (so multiple server configurations have been tested and we all had the same problem)
Thanks for that info. And you're saying that every 20mins it happens, or 20mins into the session? 20mins into practice, race, or any session? What if you switch session at 10mins, does the crash happen 10mins into the second session?
 
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