Slow game

  • PL 11 Pompa Diesla


    Routenverfolgung zu pl11.railnation-game.com [174.138.103.140]

    über maximal 30 Hops:


    1 1 ms 1 ms 1 ms fritz.box [192.168.178.1]

    2 16 ms 16 ms 17 ms 192.0.0.1

    3 17 ms 16 ms 16 ms 62.214.38.29

    4 19 ms 20 ms 19 ms 62.214.32.206

    5 27 ms 27 ms 27 ms fra2-edge1.digitalocean.com [80.81.195.151]

    6 27 ms 28 ms 30 ms 138.197.250.138

    7 * * * Zeitüberschreitung der Anforderung.

    8 * * * Zeitüberschreitung der Anforderung.

    9 * 22 ms 22 ms 174.138.103.140


    Ablaufverfolgung beendet.

  • Thanks everyone - you can stop sending us your traceroutes.
    We ruled out the routing theory, everything looks good in that regard.

    We are looking into some other possible causes with our provider. Unfortunately I cannot provide you with an ETA at this point.

  • I am also facing this issue in INT 401, here is the tracert result:


    Tracing route to m401.railnation-game.com [174.138.103.97]

    over a maximum of 30 hops:


    1 2 ms 2 ms 1 ms reliance.reliance [192.168.29.1]

    2 5 ms 1 ms 3 ms 10.14.216.1

    3 8 ms 10 ms 10 ms 172.16.18.5

    4 9 ms 10 ms 10 ms 192.168.96.238

    5 8 ms 10 ms 9 ms 172.26.111.117

    6 12 ms 10 ms 12 ms 172.26.111.130

    7 11 ms 10 ms 9 ms 192.168.44.42

    8 8 ms 10 ms 10 ms 192.168.44.45

    9 13 ms 10 ms 10 ms 172.16.26.5

    10 11 ms 10 ms 10 ms 172.16.18.6

    11 36 ms 36 ms 36 ms 172.26.40.7

    12 38 ms 36 ms 36 ms 172.26.40.7

    13 38 ms 34 ms 35 ms 103.198.140.174

    14 171 ms 173 ms 170 ms 103.198.140.75

    15 170 ms 176 ms 171 ms 103.198.140.56

    16 165 ms 165 ms 167 ms 103.198.140.75

    17 164 ms 164 ms 166 ms ae40.ams3-edge1.digitalocean.com [80.249.211.163]

    18 * * * Request timed out.

    19 * * * Request timed out.

    20 * * * Request timed out.

    21 * * * Request timed out.

    22 195 ms 187 ms 186 ms 174.138.103.97


    Trace complete.

  • Thanks everyone - you can stop sending us your traceroutes.
    We ruled out the routing theory, everything looks good in that regard.

    We are looking into some other possible causes with our provider. Unfortunately I cannot provide you with an ETA at this point.

    Whatever you have done, has worked. Right now, there are no issues at all :)
    I hope it lasts :love:

  • I am happy to hear that, I will forward that feedback.
    How about for the others? Is the performance back to normal?

    However, we haven't gotten the all clear from our provider yet, so they are still working on the issue.
    For us the situation got better but there are still some areas in the game that are loading a bit sluggish.


  • For us the situation got better but there are still some areas in the game that are loading a bit sluggish.

    After going through all servers, and all components of the game, then I will agree with you. There are some areas in the game thats still a bit slow. But over all, the game is so much better. Thank you so much for this. You are a superstar :-)

  • I am happy to hear that, I will forward that feedback.
    How about for the others? Is the performance back to normal?

    However, we haven't gotten the all clear from our provider yet, so they are still working on the issue.
    For us the situation got better but there are still some areas in the game that are loading a bit sluggish.




    You have to start with the fact that the game won't load.


    You have to relog several times on the start board to enter the game at the end.


    It has nothing to do with subscriber lines, link routes or subscriber computers.


    The problem lies with the sender - that is, your servers.


    50 players online and train schedules cannot be changed.


    Whoever has more than 20 cities connected cannot do anything in the game.


    Keep looking for a solution, because you haven't fixed anything.


    We start the final tomorrow.


    Fear to be afraid of what will happen


    P.S.


    I do not know myself, but from the data from players I can see that, for example, BIG BEN, Rocky Mountains, Komora Dymnar etc. are on one IP.


    Here's your problem.


    For me, there can be 15 players, but in another game world (on the same IP) there will be 400, in another 300, and 250 on others, and everything is suspended for me.


    I don't know what you have installed between the server and the network with this IP address, but it definitely has too little bandwidth.


    Until now, I was sure that each game world is a separate server and separate IP.


    Now the matter is clear and probably does not require any comment. Everyone sees it already.


    P.S.2


    Now all you need to do is make a vote which bug fix out of the millions you already know and everyone will be happy.


    And the bandwidth will still be as it is.


    Because voting is the only way to fix problems in the game - right?


    In Polish-French it can be described as żenuła!!!

  • tolek, tak to wyglada;) I haven't been able to play for the last 2 weeks. on the wheeler. I have all the cities conected since then. it's a fact. but not only I have all the cities and the game works for others. when there is less than 30 players online , the game works better.

  • tolek, tak to wyglada;) I haven't been able to play for the last 2 weeks. on the wheeler. I have all the cities conected since then. it's a fact. but not only I have all the cities and the game works for others. when there is less than 30 players online , the game works better.

    Miło spotkać rodaka na forum :-)


    Resolution changes, increasing the capacity of graphics element packets, additional background fumigation and several servers on one IP and that's what it is.


    But instead of telling the truth, it's better to pretend you are analyzing the problem so as not to solve it.

    Additionally, it is completely pointless to engage players to do link tests - complete ignorance since they know that they do not have adequate bandwidth.


    So what if the player has 1.3 Gb / s connection, if their server - actually the connection, is not able to handle it?


    We know what needs to be done, but in the era of cost cutting (even support wants for free), the cost of another equipment is unlikely to go through.


    Domino effect: the number of players decreases, the income decreases, so the costs are cut - getting rid of more servers, so the bandwidth is reduced again, more problems for the players, so the number of players is reduced and the circle closes.


    As a result, the game will disappear. Maybe that's good, it will teach the owners something.