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New Player questions about LAN, WiFi, and Internet

posted Oct 10, 2012 20:51:21 by Rob'Bodhi'Wolff
I have some questions about the various mechanisms used to connect the clients to the server, and how feasible each type of connection is.

1) Internet -- does the client version have an option to toggle the "main viewer" on each client, so that internet-based gamers still get to see the main viewer? (I can't imagine that staring at *just* the comms screen for hours on end is exciting!)

2) WiFi -- do WiFi networks work sufficiently to connect all 6 computers adequately to play (no lag/stuttering/updating issues)?

I'm trying to avoid any excess effort on my part, 'cause I'm a lazy bugger. In other words, I'm trying to avoid having to set up an actual ethernet LAN every time.

If I can use a combo of WiFi and internet then things just got a whole lot easier!
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5 replies
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EricWethington said Oct 11, 2012 02:15:21
I can answer # 2
WiFi works fine. typically use 1 PC tower (cabled to router) and 3-4 laptops running WiFi.

AND at the big 4 Bridge party in Ohio Admiral Mike S. just hosted, over 2 the Bridges were Wifi (Dining Room, and Kitchen Bridges) while 2 others were LAN Bridges.

Capt Wethington
"Jimi-Saru"
"... ooops!"
Last words of Captain Phour Phazier Phred from Phremont
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PurplePenguin04 said Oct 11, 2012 04:25:18
Client stations all have a LRS and a VIS button available. The LRS gives a view similar to the Science station but you can no zoom or click on anything. the VIS button gives you a visual of what's going on, it's essentially the same as the front view of the main screen.

Also, I believe each station can also select to be a main screen. This gives a MAIN button on the top that will show whatever is going on on the main screen.
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Rob'Bodhi'Wolff said Oct 11, 2012 05:11:07
Thank you kindly for the responses, all.

My mates back in Canada will be ecstatic to hear this!
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Mike_Substelny said Oct 11, 2012 13:20:23
Repost from the Troubleshooting forums:

Last Saturday we had four full bridges set up at my house in Cleveland. For a while we even had a remote Game Master in Phoenix. During that time we had 25 computers on the same home network running four different Artemis games (there were other machines on the network not playing Artemis). Then we ran all four bridges in the same game, without a Game Master, but with more laptops so the Communications Officers could Skype each other. Artemis experienced no network problems whatsoever. Here is how we did it:

* My home network has two wireless access points. This is necessary because wi-fi has trouble penetrating the century-old brick wall running through the middle of my house.
* My main Artemis server has a hardwire ethernet connection to the network and internet.
* We set up another whole bridge with all six computers (including server) on hardwired ethernet.
* The Game Mastered game took place while all four bridges were playing separate games on four servers but over the same network.
* When all four bridges were in the same game we used the fastest computer as the server.

We do not know if any of this was necessary. Also we did run into a few non-network glitches:

* Skype crashed a lot and we eventually abandoned it.
* One of the older laptops crashed several times.
* One netbook glitched while copying the new Artemis files from a thumb drive. We re-copied and it was fine.
[Last edited Oct 11, 2012 13:20:48]
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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karl1982 said Oct 17, 2012 01:06:41
1) Internet -- Each client can switch to LRS (a basic map overview) and VIS which is equal to the main viewscreen, neither of which are interactive. Also, given enough bandwidth, the remote player can run two instances and run a second copy of the main viewscreen or the observer screen (same as main viewscreen but with an automatic panning camera).

2) WiFi -- I've had some significant issues with WiFi, but the computer running our simulation was on wireless, and I think this may have been part of the problem as it significantly increased wireless traffic. It does seem to work fine for clients.
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