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FAQ RevisionsEditor: justin See Profile
Last modified on 2004-03-11 12:29:39

3.1 SOCOM U.S Navy Seals

·'could not connect to the socom server.'
·'A valid link could not be established..'
·Account already in use error
·Connected but all rooms empty
·Room Full error
·Voice chat problems
·'Disconnected from network' error
·Where is the SOCOM login server?
·Where are the other SOCOM servers
·SOCOM has a 'network setup' function too? which do I use?
·Someone is cheating
·What port/protocol does voice chat use?
·what protocol does the game data use?
·SOCOM Bandwidth utilisation
·SOCOM and ISP Bandwidth Caps
·loading-bar crash issue
·Cheating with GAMESHARK
·Complete list of possible ERRORS you may experience
·Can 56kers fake broadband play?
·I dont have the socom headset, can i use any usb headset ?
This error occurs if the PS2 could not find the SOCOM login servers at all. Perhaps the SOCOM login server is offline, or perhaps your ISP is partly down..

Note: when you get this error, and press X to continue, and your adaptor is setup as AUTOMATIC config (or perhaps, in all cases!), you will have to REBOOT SOCOM (power cycle your PS2) if you wish to try again.

If you try connecting again immediately, the PS2 sends out NO packets, then warns you with a different message about bad cabling!

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This error can happen if you try connecting again WITHOUT rebooting your PS2 and SOCOM. The message takes over a minute to appear after the 'flashing dots of doom' screen. Please power off and power on the console, then start the online connection process again.

If the message persists as the first connection error from a fresh start, then it might mean what it says - that there is a wiring error somewhere in your setup!

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If you drop from the servers, they may think you are still connected. Please wait and try later, the SOCOM servers will have reset themselves.

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The servers are either partially or fully down, or were just rebooted. Try disconnecting and reconnecting, or refreshing. If the rooms still read 0 players each, try again later.

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A room seems to have a maximum of 256 players. If you see 252+ players, do not attempt to connect as it is likely you will clash with others at the same time. Scroll down and find an ALTERNATE room for your area.

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There are several different voice chat problems that people are having.
1. Can speak but cannot hear others
2. Can try to open the channel but not get confirmation beep
3. Game freezes when channel is open for talking
4. Headset and voice chat does not work at ALL

First, try the SINGLE user game, and try giving bravo team a voice command 'BRAVO MOVE TO CROSSHAIRS'
If the icon does not light up with little volume bars flashing, then the headset is not working. If it lights up but BRAVO does not respond, speak more clearly, less loudly, or more loudly, until they do.

Ok now return to ONLINE.

If the game freezes when pressing O try rebooting your PS2.. this seems to be a weird glitch that is cured by that.

If nobody can talk, then it maybe because the game HOST (session master) is behind a router that blocks UDP packets needed for arbitration of who has the voice channel. Until that host quits, talking will not work.

Almost nobody has client side headset problems with they are DIRECTLY CONNECTED to their high speed modem. Ok, but if you are behind a router of some kind, or using Windows ICS, then make sure that a firewall is not blocking INCOMING udp ports 6000-6999 ... if it is, then do the following

* Disable the firewall
* Place the PS2 IP address or physical port on the router into the router DMZ (refer to router manual)
* Configure the router, using its web interface or other telnet interface, to FORWARD this port range to the PS2 IP address

See the questions and answers in the PORT FORWARDING section of this faq for more information.

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If, in the middle of a game, the game action freezes, although voice chat may still work (verify with others they see the same problem!), then eventually, you get the 'disconnected from network' error, it means the SOCOM servers are being rebooted or taken offline for some reason.

Try refreshing the room list .. you might find your room people count went to zero.. or you may not be able to reconnect at all.

Read a book. Phone up a friend, try later.

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During the SOCOM connection process - where the flashing lights appear on the screen and State: Waiting to Connect appears, the PS2 will attempt to resolve the name
socom2002-prod.pdonline.scea.com
This currently resolves to 208.236.12.233
This IP address is owned by 989 Studios / SCEA.
It is pingable if the login server is up and running, and seems to be located in San Diego, California.. (sdg.pnap.net)

It then tries to establish a TCP connection to port 10075 on this machine. If this machine cannot be reached, or refuses this connection, then the player is told 'could not connect to the SOCOM server'.

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Still under investigation..

After login, the PS2 talks to beast016.scea.com, perhaps to get the user agreement and message of the day.

Joining the US EAST room, the PS2 tries to talk to port 10078 on beast024.scea.com

It seems there are servers beast003.scea.com to beast055.scea.com .. yet all of these are located in the same place.

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Both network setups, the one that comes on the adaptor config disk, and the one that comes with the SOCOM game, do the same thing. Both save and over-write the network settings save file on your memory card.

The one that comes with the SOCOM game, behind the EDIT CONNECTION option, seems a little more slick, plus you can choose TEST CONNECTION from that without going to the trouble of rebooting the network setup disk etc.

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SOCOM US Navy Seals online may sometimes suffer from LAG, either due to server side or client side problems.

LAG causes OTHER players you can view to FREEZE (although with a running animation) and WARP.

LAG can also cause players movement and action data to be spool up and play in SLOW MOTION. This bizarre effect means the player may be found to be moving (but slowly) and shooting (but slowly) and turning etc. Sometimes these actions last well after the game should have ended! The player will be dead, and talking on their headset, but to the enemy, he is still alive and unkillable.

So if you come upon a player FROZEN or MOVING SLOWLY then you may shoot him multiple times and he will not die. Worse, his REAL position could be changing and he could shoot YOU during this LAG instant.

This is NOT cheating.

GAMESHARK or other cheat codes are NOT available for SOCOM online. But, there are a couple of game glitches that are in use by cheats: wall clipping, where certain places in some maps allow players to get beneath the scenery, and "skating" are two examples

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Voice chat for SOCOM uses UDP protocol, and short packets are sent to you somewhere in the 6xxx range .. directly from other users cable and DSL modems .. thats right, not via the sony servers!

An SCEA host nekra02.scea.com may be the machine that decides whether the channel is free to be grabbed or not..

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The game data is a TCP stream between you and a single SCEA server, containing the update packets for the world information. The Sony servers are named beastXXX.scea.com .. where XXX is a 3 digit number.. It is unknown whether other named ranges exist and where they might be located.

As far as we can tell currently, all the game lobbies, which are named after different world zones, are currently connected to the same servers, all located on the west coast. Your current PING time to (for example) beast020.scea.com is representative of the kind of in-game lag that you might get with SOCOM.

Please be aware that if your ISP is suffering any kind of packet loss then other people will warp, or freeze, or your position updates may not get back to the server.. so you may be killed even though you think you have moved.

This decision by SOCOM to use TCP rather than UDP as its game data transport is unfortunate, and we think it will make the game too sensitive to any slight but persistent packet loss.

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If you are SPEAKING, your connection is required to send at a rate of about 8kbit per second average .. but it must send this data to up to seven people (your team-mates) .. so the outgoing bandwidth rises to 56kbit in that case, in addition to the game related data..

If you are receiving voice chat from another player, UDP bandwidth use is just 8kbit downsteam.

The incoming TCP game data stream from the sony servers amounts to what looks to be at most 50kbit .. in fact, with a four to six person game, we recorded an average bandwidth utilisation of just 11kbit down, and 2kbit upstream, over a period of 24 minutes. A 10 to 16 player game utilised about 20kbit down, on average.. but would probably burst higher.

Note: the following is still speculation:

Oddly, though, there is also a UDP data stream, that seems to be sent to just one players ps2 (presumably the 'host'). This contains, perhaps, player movement commands, and comprises up to 100 bytes per second (1kbit). If all players are sending this, then the game host maybe receiving 16kbit per second in additional data.

The host is also sending to each player, 50 to 150 byte UDP packets, up to 700 bytes per second maximum rate.. this is 7kbit per second! if the host is really sending to all 16 players, they are using up to a 100kbit upload capacity!

One can conclude the following:

Bandwidth usage estimate for 'player':

TCP game data down: 20kbit average
UDP host data down: 7kbit average
UDP host data up: 1kbit average
Receiving talk down: 8kbit avg
Transmitting talk up: 100kbit max

Upstream usage: 2kbit to 60kbit (for talking)
Downstream usage: 27kbit to 35kbit (for talking)

Bandwidth usage estimate for 'host':

Same as player use, with the exception that you must add 100kbit more for 'player' data! So upstream capacity is up to 164kbit (if you talk and host).

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Compare SOCOM, in-game, with voice chat, to about a 50kbit (medium quality) streaming radio station in terms of download capacity used.

A very rough estimate is a download limit of 5gigabytes monthly would allow you to have about 250 hours of game time (not including lobby time) in a month!

Even if SOCOM uses 128k down, you could still manage 100 hours of actual gameplay time per month before the cap was exceeded.

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If your SOCOM crashes back to lobby or crash back to menu or title screen, during the loading bar (the blue 'loading' screen).. then you may have to sign on with a second ID because the first will be marked used..

When trying to join a game gain, pick one that has less, or far less, than 15/16 players, and avoid the system generated games, and the lobbies with 250+ people in them.. this seems to help..

Another idea is to join a game with just ONE Person in it, chat to them and wait for more players, then launch when you have six or so..

The problem might be random, currently, and a function of excessive people trying to play..

The crash back to menu will not always come at the very end of the loading bar. Some maps do not fill the entire loading bar.. so the crash is when the game finishes loading the level data the talks to the game servers again in order to display you as a 'ghost'.

more news if we get it.

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Please see This forum thread which details how Gameshark is at least attempting to keep any possible ONLINE codes out of the hands of the public.

If they fail in this, I personally hope Sony will squash them in the courts..

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Here are the different failures you can experience while connecting and playing SOCOM online. We expect this list to diminish as they sort out issues on the server.

* Can normally talk, but suddenly, cannot grab the talk channel .. no confirm tone. This is for everyone in the game not just you.

* Come up on a player and he is unkillable .. and usually, stationary. Just shoot him 3 times then move on, he will vanish within 20 seconds. He has gone link-dead

* Watching players and suddenly everyone is running on the spot or stationary. This means the server has choked, either for everyone or for you. If voice chat still works, its for everyone, and the game will soon abort

* Joining a game then launch, then loading bar almost finishes and you get kicked out either all the way or back to the lobbies list .. this problem is happening randomly. appears to be fixed

* Start game 1 of a series, and the game mysteriously ends with 0 kills and 0 deaths on all sides.. this could be because the game host went link-dead, in which case the next game should work with a new host.

* Everyone is warping (stopping then warping to new spots). This is either server side congestion, or the game host is lagging out.. When dead ask others if they see the same thing. Give up and find a new game.

* Voice chat freezes your play action. This problem seems to be a game client bug. I've sniffed the data and its still coming in .. and the voice chat is going out ok as well.. but for some reason the CIRCLE button is freezing the graphics engine. The problem seems to persist over games. Try rebooting your PS2 SOCOM copy.

* US EAST/WEST/CENTRAL 1 onwards shows zero players. This problem vanishes if you just wait a little while.. it happens when re-entering the lobby list.

* Clan functions not working - see system message from sony. fixed

* Nickname in use. Just wait a while, or use a backup Nickname and alternate between the two. Your NIC will be marked in use for a few minutes if you pull the PS2 connection while logged in, or get kicked out to the SOCOM screen.

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They can try, it involves faking a broadband connection with your PC. Details of how will not be given here. 56k players cannot use voice chat, they cannot be heard by others. They also will appear to move smoothly to the player, but other players will appear to warp, and 56k players will often get killed "from nowhere".
SOCOM is a team game and voice is necessary. Players who lag spoil the game for everyone, and also can delay the game exit (the servers do not suffer players with 56k or bad connections very well).

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Yes, any popular retail USB headset works fine.

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