This would be acceptable except that I ban all 2002 clients. So this is actually NOT accurate and didn't happen. Not only that, but everyone that was there was on 2004.
Well, everyone that
connected to the session was on 2004, anyway. But are you absolutely sure nobody tried to connect with 2002? As I said, TCP 47624 is used by FS2002 to find the session (when you click Search). Once it joins the session, it switches to a port in the 2300-2400 range. But anyway, I was just guessing that it might have happened, since that port is used by programs using the DirectPlay 7 method, and FS2002 was the most likely program that might've been using it. I obviously wasn't there when you were doing your testing, so I don't know what settings you used, or who tried to connect.
Both are actually accurate. I spent over a year pushing the LIMIT your fps slider to 1 or 2 below your normal average fps that you get. This allows for the cycles to go to other things. And the number is 22 fps. The human eye can NOT discern the difference of anything above 22 fpt. This is simply a fact and we don't need people saying they can tell. You can't. Sorry. I really love people that swear they can. Think what you want, science and eye doctors say you are wrong.
You may be interested in this page that discusses that topic a bit more:
http://www.100fps.com/how_many_frames_can_humans_see.htmAs for the other side, from what CP stated in their mag (looking through them to post the exact page and issue, will do ASAP) you should set the slider up to the max setting. NOTE, this simply removed the limit from your graphics card. Graphics cards run their own computations and thus do NOT affect the raw processing power of your cpu. That's why you have a cpu and a gpu.
I'm not sure that's completely accurate -- certainly the cpu is involved somewhat, since the game has to send all that data to the graphics card, and do other things related to processing each frame of video. The gpu certainly helps with the raw computations, but I believe the reason MS put the slider in there in the first place was as they've said -- to redirect those extra cpu cycles towards other aspects of the game, besides just the graphics.
And since we're primarily focused on multiplayer issues here, the real point is how it affects the bandwidth required for a session. All you have to do is trace the data being sent from FS to see that it's wasting a tremendous amount of bandwidth when the fps is so high.
Now, for the part that will probably make some people made...but I just call them like I see them.
Seems that you Russell, and please don't take this the wrong way, but you will cause everyone does..hehe, don't want to admit that something in your program is NOT working properly. But apparently, there are things happening, and it is a new fupah, so NOT your fault, within FS and your program that don't like each other. Since MANY people seem to be having this problem currently, it apparently IS a problem. I do NOT run 2002 games, have it turned off, and have stated such several times on here. So, (and for the record, turning it off was YOUR recommendation long time ago) I get upset when you keep referencing it and making comments that it must be being used. I said it isn't, and that's what I meant.
It sounds to me like you're the one that's mad here, if anyone is. As for my not wanting to admit that something's wrong in my program... I'm not sure I even want to respond to that. But I'll just say that you're welcome to talk to any of my beta testers and ask them about their experience of reporting bugs that they found, and how I responded to them.
Also, there is NO reason what so ever, unless the program (fshost) has some issue going on, that we should be forced to connect our clients to it in certain orders. MUST be aux programs (radar, etc..) THEN flight sim, THEN FSnav. Ports must all be different for each client. Very odd and should again NOT be necessary. I run other servers and have 100's of clients that connect to them all using the exact same port, and I use the exact same port with NO problems at all. Yet FSHOst HAS a problem. As I have been running servers for many many years, I can tell you, it IS a problem.
I've never said that they should be connected in a particular order.
And it's been my experience that they don't have to be. But if you're seeing that, then I can only suggest that it's related to how each individual program deals with DirectPlay, and the ports it uses. For example, FSNav uses 23432, which most people don't have open on their routers. When this happens, it gets no response, and switches over to 6073 and 2302-2400. So you could just as easily be using port 1000 or 44000, and the same ports will end up being used. Some routers have a problem with this, and in that case, some people have found that opening port 23432 can help because the entire session will be on one port. Also, some routers open ports automatically, based on which traffic they see going outwards first. This is why you don't have to forward TCP 80 for a web browser, because if the browser makes the initial outgoing connection, the router automatically opens the port for incoming traffic as well. So if a flightsim app was initiating a connection on a particular port, the router might open that port for incoming data, and then other apps that were connected after that might be using ports that were already open. But that's just the general idea -- there's certainly nothing in FSHost that requires that all radar programs be connected before flight sim, etc.
Again, may not be your fault, but again, it may be. I don't know, but please don't get so deffensive when we mention that there IS a problem.
I don't remember saying anything defensive -- I thought I was just stating the facts as I know them. And I never said there wasn't a problem, either.
But as I've always said here, I believe the problems you're describing are in DirectPlay, which happens to be used by FS, FSHost, FSNav, and all the other programs that connect directly to a multiplayer session. None of these programs have any control over all of those port issues, other than to select which port (23456, 23432, etc.) is the preferred port if the program wants to connect on a single port without falling back to a random one. It's DirectPlay that handles all of the actual data transfer at the port level, and programs like dplaysvr and dpnsvr are the ones on your system that are deciding which ports to use.
Now you can yell at me and kick me.....I can take it. 
No yelling necessary, but some of your latest posts have come a bit close to crossing the line. So far you've called someone an idiot, and no-doubt offended every FSHost user from one particular country. I'll be editing those posts after I finish with this one (the first time I've ever done that), and I'd appreciate it if you changed your tone a bit on these forums.
Russell