Replies: 8 comments 5 replies
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It looks like you're not alone, it looks like Starlink trips up many people: https://www.reddit.com/r/Starlink/comments/llwlvh/ddns_does_not_work_with_starlink_nor_does_remote/ Your best bet is to go to the Starlink subreddit and see what they've come up with to provide you with something that looks like a traditional static or dynamic IP - both of which work with the server software.
Can you try and rephrase what you're trying to achieve? This doesn't make sense Another option, is to sign up with AWS or GCP and host your server in their very generous "welcome to the service" free tiers. I got about a year's worth of credits last time I did that. |
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I was trying to say that the only way my friends could currently connect is if they were physically here at my location. So i was looking for a solution for the to be able to connect remotely from anywhere they wanted. I looked into the AWS but i'm not too sure what I should be using under all their resources to get things working. |
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You are probably up against the same thing people are with TMOBILE Home Internet.... some form of CGNAT/XLAT464 implementation that doesn't give you a forward facing IPV4 address that will allow unsolicited inbound connections. It monkeys with a lot of things... really screws up console gaming features because it breaks peer-to-peer traffic. You might be able to setup a VPN with a reserved IP and inbound peer-to-peer support with someone like Windscribe. You would need to pay extra for the features, but it would give you a forward facing V4 address and allow you to configure up to 10 ports that you could configure to point back to your network. They offer annual plans to help reduce the cost... forget the numbers, but think it could come out somewhere between $10-16 USD per month depending on the terms you choose. They also have OpenVPN profiles that you can set up on a router if you have one that supports it. We switched back to Spectrum since we qualified for the new internet assistance plan ($30 discount, based on household income level) so I never got around to testing it myself, but on paper it looked like a potential solution. EDIT: |
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So i have found a method to get around this with cloudflare and cloudflared. |
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May want to watch the connections the client is trying to use to verify it is trying to use only the custom port assignments you are trying to enforce. Could be another piece to the puzzle still trying to reach out or listen on the OEM port assignments. |
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I have made some significant progress in finding a solution to fix this issue. I can get the cloudflare tunnel working, the client can and has connect successfully. The problem i'm facing now is that the tunnels maximum packet size is limited to 1201 and the server is using larger packets than that and they are being dropped adn I am R0ing right after connecting. |
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External client systems/routers <should> pick up on the tunnel's lower MTU if they are running MTU Discovery and all... perhaps the snag may be the packets coming out from the game server not getting tweaked to get through the tunnel reliably?
Don't know if there would be a practical way to test the idea... but do you have a means of restricting the MTU between the tunnel and the game server?
Router, managed switch... some software solution?
Normally, this would get addressed by those automatic MTU discovery approaches... but sometimes it helps to strong-arm it to a static value to have consistency (for example, this has been a pretty common thing to address upload issues with PSN in the past).
The idea being, let the game server generate the larger packets initially, but then they get split into the smaller chunks in one of the network layers before going into the tunnel (in the case of a PS3/PS4, could just tell it to send them in smaller chunks from its network settings since doing it in the router negatively impacts all devices).
We normally want to avoid such fragmentation scenarios for various reasons... but just curious if it may make it functional even though it will inject some overhead/lag into the picture.
EDIT: replying directly via email does weird formatting... hopefully it is "straight" now...
…On Monday, August 1, 2022, Aeisu ***@***.***> wrote:
I have made some significant progress in finding a solution to fix this
issue. I can get the cloudflare tunnel working, the client can and has
connect successfully. The problem i'm facing now is that the tunnels
maximum packet size is limited to 1201 and the server is using larger
packets than that and they are being dropped adn I am R0ing right after
connecting.
I did have one freak incident where i didn't D/C and went from Mog House >
South Sandy > East Ronfaure > South Sandy
I then put on some gear and the server kicked me once that happened.
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Reply to this email directly, view it on GitHub
<#2185 (comment)>,
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it looks like you can set the MTU size per connection type in wondows using netsh |
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I have been having a lot of trouble trying to connect to my server from an outside source.
I run on Starlink for ISP which i know runs on a private IP address.
I have looked into ways to connect to my network like remote.it to tunnel direct to the server port and the OpenVPN through my router or the DDNS server but none of these seem to have any results.
I'm not sure if I'm doing something wrong or if it will not even work at all. I could really use some direction or technical help to set this up since i was trying to make a server me and my friends could connect without needing to be connected through the Wi-fi or LAN
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