If you haven't yet heard, FSO multi has suffered from a lack of experienced network coders and from a lack of interest. However, multi is still available and playable, even though it's not perfect. So let me answer some quick questions and then get into some of the major issues still holding us back.What is the easiest way to play *right now*?
PXO has been resurrected!
1. Go to https://pxo.nottheeye.com
and register for an account. Validate the account via email. If you do not see the email, send a message on the #PXO channel on the HLP discord, or reply here.
2. Go to the profile page on pxo to look for the login info to enter into FSO.
3. Enter the username and password the website provide s(not the one you used to create the account) in the Multiplayer settings tab of FSO's in-game settings. (Copy-paste is now enabled, thank you Taylor!!)
4. Click on the ready room to go to the PXO lobby. The PXO (or fsnet) icon should be in the top left corner.
5. When you're ready to play click on the Games Icon and look for games to choose from. If there are none present, you can start one, and depending on Firewall and Port Forwarding settings, it may or may not become visible to other players.Do I need a pilot just for multi, like in retail?
No. With the new pilot code, single and multi pilots are merged. You just need to switch modes. How do I get to multiplayer in FSO?
You need to switch to multiplayer mode in the pilot selection or barracks screen. The toggle is on the top right of the pilot list.
Once you are in the mainhall, in multiplayer mode, just select the ready room, like you are about to continue a campaign, and you should see the PXO *or* game selection screen.What's actually wrong with multi?
Non-server players (clients and hosts who use standalones) are not able to score hits reliably, even when hit effects appear. This comes with the multiplayer territory, but is more pronounced in FSO.How can I optimize my multi experience??
Is Squadwar going to come back?
- Make sure you set the update rate to LAN in the multi settings screen, regardless of your connection speed. FS caps the bandwidth it uses based on these settings, but they were designed for connections from 1999. LAN has the least restrictive limits.
- Be aware of the lock button on the far right of the load out screen that allows you to pick your own ship and load out. Before hitting lock you can can switch your wing position but it keeps you from altering your starting loadout. After hitting lock, you can no longer change positions, but you are able to change ships and loadout.
- Be aware that collision detection can be inaccurate, even for ship-ship collisions. One recent test, I died because, while flying 1-3 meters above a Moloch, I was detected by the server as running into it.
- Make the AI the bombers. The odd collision detection makes being a bomber even worse than normal, so let the AI do the hard work for you.
- Remember that missiles may have lost their lock on your machine, but can still be tracking you on the server. Be more cautious as a multi client about dodging missiles than normal.
- Again, make sure the host is the player with the highest internet upload speed. This will ensure that object update packets get to you the quickest and you have the smoothest experience.
I have heard whispers of Squadwar eventually coming, but that is probably further down the line.Is anyone actively working on the actual guts of FSO multi?
A large multi upgrade is currently in Beta. See the following post.What we've done:
1. We've verified that the networking fundamentals of the engine are sound.
2. We've fixed numerous bugs. (more every day!)
3. We are testing an interpolation upgrade.
4. We are testing a primary accuracy upgrade.What *may* be on the horizon:
2. More screens available for multi use. (Command brief, fiction brief, cutscenes)What's the endgame?
Multiplayer that is: Fun. Enjoyable. Reliable. Easy. What can I do to help?
See the following post!This post will be updated and improved as time goes on.