I don't know what to do. I can't seem to get three or four holes in and TGC disconnects. The SkyTrak shows connected to the wifi, internet has no issues. If I exit out of TGC and restart the program connects right away, but now I am NOT where I left off. As I'm typing this it is sitting in the attempting to connect screen (keeps timing out), the SkyTrak is all greens and the laser on. Really frustrating!!!
Disconnects are *** me off!!
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You are not the only one with this issue. ProTee wants to see the logs and I haven't had a chance to send mine in. I think its related to the multiplay because we had issues with it originally so we stopped using it. It's just too coincidental.
When you see this, exit TGC and send the game log file (output_log.txt) to our helpdesk. The log file is located here:
c:\programdata\protee united\tgc simulator\tgcsim_data\game\golf_data
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TGC is growing by the week and more members are getting involved and if TGC is using the same server as the PS4 or PC steam players with or without sim players which it might a 3 man team will not crash a system as standard PC players are playing team matches, unless the system is weak and is already being used beyond its limits.there was only one group that played today and we were done by 1 pm so that posting at 344 pm holds no water lincoln as no groups were in process. The issue is a little bigger then a couple guys playing a group round and ProTee United is figuring it out with HB studios. The game is evolving and group play is not going anywhere. But I have never had a connection issue or been kicked off with either my protee or my GC2 during single play that i can remember until recently and this happens when there are no groups playing at all as i monitor who is playing group sessions at all times. So please do not put the blame to group play and lets see what we can do to help with the fix.Last edited by aeroburner; 01-02-2017, 02:19 AM.
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I had some issue yesterday around 3:00 - 4:00 PM PST with connection lost. But I agree with mmlincon there was issues in the beginning when playing rounds with other players since that was how it was done in the first sim tours (I think that it might of been a beta tour) you had to play with someone else. It had a lot of issues but I think those issues were fixed. But there is something going on that wasn't happening a few weeks ago.
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I am not disagreeing MX but this is the second time that lincoln has blamed group play with no facts. Group play started with a couple guys back in the end of September which is more then 3 months ago and we just expanded it around Thanksgiving weekend to others which is over 5 weeks ago as it started taking off but group play is not everyday either some days we find the time some times its a couple days till we can group up, But anyone can correct me if i am wrong on this but very recently there was a server crash that was pretty extensive and since that crash things have not been the same, if that server was repaired instead of replaced the system can suffer servers can be fixed but there are going to be bugs in it till its stable again and this is most likely whats happening. I am on the phone with stingr as i am typing this he is playing a tournament round and he had issues on the second hole had to restart TGC to get it to work, and there is no groups going at all. just an FYILast edited by aeroburner; 01-02-2017, 06:17 AM.
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I don't know anything about group play. I started a round couple days ago by myself, gave up from disconnects. Got back to it today, literally couldn't finish the 12 holes remaining. I think I played number fifteen four times, made it to eighteen for just a fleeting moment, but the dreaded disconnect crushed the hopes of actually finishing , back to sixteen. Gave up for the day. Feelings on JNPG for at least stability?
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game play data is so minimal in a game like this. i've been off work and have played 30 rounds in the last 10 days with zero connection issues from the bay area. there is bad weather all over the country so this seems way more likely to be route issues since i doubt they have server farms across the country for tgc like they do for google that people typically use to test and say 'my internets are fine'.
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Since I have been playing there have been times where randomly the game would kick me offline and even though it said there was no connection, the rest of my internet connection worked fine.
ironically I had more issues during single play with losing the network before there were more groups playing multiplayer. It could be because I am not too far from thinman and my tgc connection for the most part has been pretty stable recently.
i think there has been some confusion about multiplayer causing problems. We have a couple specific points where the game freezes during live play. Protee asked us to provide the logs because they were aware of the issue but could never get enough data to fix it. This freezing is unrelated to server disconnect issues where it says there is no network connnection.
i could be wrong but I don't think the multiplayer is causing disconnects because that's not the error the multiplayer guys are getting it appears. It more the game freezes and gets out of sync. They restart the game and finish where they left off.
the good news is protee cares and steps up to solve issues. They fixed the no launch problem with 3.10 pro tee interface within 24 hours after gettting aeroburner a logs. I am sure protee will get these hiccups resolved.
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The game runs fine for me when I tee it up with a ghost player - online live play as been an issue. So far I have updated my Internet and hard wired everything. Since I done this online play is a little better but what really has improved is my skytrak box never losses connection to the WI-FI network - you know it goes from 3 greens or 2 greens and a red to green, yellow, and red.
Anyway, the when I upgraded my Internet I also ordered a new router, ASUS RT-AC5300 Wireless..." - it is a beast. Not sure if this is an issue but mine if 4 year old so time for a new one anyway. One reason I think it might be the router is when I lose connection or get behind in online play my network connection on my TGC PC shows no activity. When working well getting a lot of traffic - so the router is not sending anything. This sorta matches what I see in two logs...see below
However, I looked at two log files today. The first one shows timeouts and the other shows a refused connection. I do have Norton smart firewall on with default settings so next time I play a online round, hopefully later today, going to turn disable the smart firewall and hopefully the refused connections go away
System.Net.WebException: The request timed out
at System.Net.HttpWebRequest.EndGetResponse (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
at System.Net.HttpWebRequest.GetResponse () [0x00000] in <filename unknown>:0
at Rest.Get (System.String url) [0x00000] in <filename unknown>:0
Error or no friends from ProTee server (Filename: C:/rpt/golf/protee/Unity/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)
System.Net.WebException: The request timed out
at System.Net.HttpWebRequest.EndGetResponse (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
at System.Net.HttpWebRequest.GetResponse () [0x00000] in <filename unknown>:0
at Rest.Get (System.String url) [0x00000] in <filename unknown>:0
System.Net.WebException: The request timed out
at System.Net.HttpWebRequest.EndGetResponse (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
at System.Net.HttpWebRequest.GetResponse () [0x00000] in <filename unknown>:0
at Rest.Get (System.String url) [0x00000] in <filename unknown>:0
System.Net.WebException: The request timed out
at System.Net.HttpWebRequest.EndGetResponse (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
at System.Net.HttpWebRequest.GetResponse () [0x00000] in <filename unknown>:0
at Rest.Get (System.String url) [0x00000] in <filename unknown>:0
UnloadTime: 6.170745 ms
Unloading 6 Unused Serialized files (Serialized files now loaded: 1 / Dirty serialized files: 0)
Unloading 773 unused Assets to reduce memory usage. Loaded Objects now: 55020.
Total: 32.985561 ms (FindLiveObjects: 1.760752 ms CreateObjectMapping: 1.851494 ms MarkObjects: 27.908222 ms DeleteObjects: 1.011981 ms)
Unloading 0 Unused Serialized files (Serialized files now loaded: 1 / Dirty serialized files: 0)
Unloading 196 unused Assets to reduce memory usage. Loaded Objects now: 54238.
Total: 31.318254 ms (FindLiveObjects: 2.034179 ms CreateObjectMapping: 1.782386 ms MarkObjects: 26.948523 ms DeleteObjects: 0.219342 ms)
Unloading 1 Unused Serialized files (Serialized files now loaded: 1 / Dirty serialized files: 0)
Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 54235.
Total: 31.474798 ms (FindLiveObjects: 1.975287 ms CreateObjectMapping: 1.794705 ms MarkObjects: 27.254700 ms DeleteObjects: 0.072713 ms)
2nd log file
[1/1/2017 4:05:45 PM] [INFO] [SHOT#: 37] Ball launched (377)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)
[1/1/2017 4:06:14 PM] [INFO] [SHOT#: 38] Ball launched (323)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)
[1/1/2017 4:07:15 PM] [INFO] [SHOT#: 39] Ball launched (317)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)
[1/1/2017 4:08:08 PM] [INFO] [SHOT#: 40] Ball launched (349)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)
[1/1/2017 4:08:42 PM] [INFO] [SHOT#: 41] Ball launched (315)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)
[1/1/2017 4:09:33 PM] [INFO] [SHOT#: 42] Ball launched (317)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)
[1/1/2017 4:10:16 PM] [INFO] [SHOT#: 43] Ball launched (318)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)
[1/1/2017 4:12:36 PM] [INFO] [SHOT#: 44] Ball launched (323)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)
[1/1/2017 4:19:45 PM] [INFO] [SHOT#: 45] Ball launched (86836)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)
[1/1/2017 4:20:11 PM] [WARNING] TGC not started or not connected
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)
Connect Exception: No connection could be made because the target machine actively refused it.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)
[1/1/2017 4:20:15 PM] [WARNING] TGC connection refused
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)
Connect Exception: No connection could be made because the target machine actively refused it.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)
[1/1/2017 4:20:19 PM] [WARNING] TGC connection refused
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)
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Penrose i know your on the right track to getting this fixed and appreciate playing with you, I am also glad on the router upgrade as we discussed firewalls and router filters can pay havoc with flow rate. I will open my net duma next time we play and watch your internet rates from my side
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that would be great - hopefully we can connect tonight sometime - I am pretty wide open even if just a few holes. The new router will not be here until wed however so it will be just the Norton security test. There are some blocks in the Norton logs but since I have no ideas what port or IP the TGC servers are it is a little difficult to come to some conclusion.
It would be interesting to see if he new router gives me any better pingtest numbers.
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I am NOT blaming multiplay as the cause, it is just something new as is this problem. We have had disconnects happening all along, just very infrequently, now it is happening a lot. One big change is the complete loss of your progress. That really didn't happen before. So, when you start experiencing new issues you start looking at what changed. The only thing I know about that has changed is the use of multiplay which has had issues in the past. I'm just saying we need to look into it. Depending on how a game is developed multiplay can have a HUGE impact on performance and system requirements.
Also, I was playing my round around 1 pm in fact so it is likely that multiplay played a roll. I didn't post until much later. The bottom line is there is an issue and we all need to start providing data to ProTee so it can be fixed. Another option is to put multiplay on hold and see if the problem "magically" goes away. If nothing else that could rule it in or out.
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