On Line

Flying and talking 'on-line' for the first time can be a daunting task, we at South West Flight Sim are here to make that step easier and more enjoyable for you.

SWFS has a mixture of pilots at various levels of capability, Tuesday and Thursday evenings are our regular planned flight nights; we also have pilots flying many evenings during the week.

We use a VPS FSHost Server and a TeamSpeak3 Server, both are available for SWF pilots 24/7.

You do not have to join or attend the South West Flight Simulator Group to fly with SWFS.

The SWFS Group meet most months at Ipplepen Village Hall in Devon which has broadband access. You are more than welcome to call in and meet them should you be in the area for an 'on-line' flying demo.    


TeamSpeak3 Server

The IP address is   eurots7.gameservers.com:9101

You will need to download TS3 software which is free from http://www.teamspeak.com/?page=downloads select either 32bit or 64 bit Client depending on your version of Microsoft Windows. 

The password is available via the 'Contact Us' box.

Always update TS3 when offered the latest version.

Select 'Connections' - Connect - enter the server address - give yourself a temporary nickname (you first name is ideal so that we recognise you) and press 'Connect'.


FSHost Server

The IP address is 109.70.148.31

A password is required, email swfs.server@gmail.com for more information. Better still, we will let you know if you contact us on Team Speak.

FSX and Prepar3D users will need to download free FSHost Client Software from http://www.chocolatesoftware.com/fshost/)

If you use FS9 you do not need any additional software to connect to the server, just use the multiplayer option from the top menu of FS9.

You will need a headset with an attached microphone for the best quality sound.

See you soon!

Very important - Port Forwarding

In order for FS9/FSX/P3D to communicate correctly with the FSHost Server it is essential that you set up the ports correctly on your router, failure to do so will prevent other pilots being able to join the session.

The Chocolate Software Help page, last topic - Firewalls, Routers and Port forwarding explains this in detail, but the important issue is to get into the advanced software options in your router and do the following:

Routers:
Every router has a different way of doing the port forwarding, so I can't tell you exactly how it'll be done.  But if you go to www.portforward.com, they have a huge list of instructions for every router ever made -- you just need to know the brand and model number, which you can get from looking on the actual router.  When you go to that web site, ignore the ad about buying a program -- you don't need it.  Select your router from the list, and then select FSHost from the list of applications.  It'll then walk you through how to do the port forwarding for your particular router, for using it with FSHost.  It'll also tell you how to find your internal IP address, and FSHost itself will tell you your external IP address after it registers successfully with the Master Server.
Here are all the ports that need to be forwarded to the PC running FSHost (the web site above will list these ports also, but I'll include them here so you understand which ones you might have to change, and why): 
  • TCP 80 (or your Remote Access port on Server / Options / Remote Access tab of FSHost)
  • TCP 47624
  • UDP 2300 to 2400
  • UDP 23456 (or your "2004 host port" on the Server / Options / Session tab of FSHost)
  • UDP 6073
You may also need to give MSFS permission to use the ports in your Firewall software

Finally some user fedback to share...


An apology to all – it seems that some of our recent port-related issues have been down to me and my miscreant system settings. Here is the story...

FSX users use FS Host Client to connect to SWFS, whereas FS2004 users simply connect using FS2004 built-in multiplayer settings. FS Host Client requires that certain router ports are open (port range 23450-23470), so that a "daisy-chain" connection can be arranged through all present multiplayer players. If one player has closed ports, no subsequent connection can be made. This is my rather simplistic understanding of this system.

My router assigns the required port configurations to a specific network device, in my case this is my flightsim PC. For this to work reliably, the PC should have a static IP address so that it matches the routers configuration each and every time, otherwise without a static IP address the ports won’t be open because the PC may have a different IP address.

I have traced the issue back to when I installed a new wireless dongle, and of course, in so doing, my static IP configuration was undone. I didn’t realise the ramifications of installing a new wireless dongle, and thus I failed to check whether my port forwarding configuration was running correctly. It wasn’t, and probably for quite a long period of time. When I discovered this error last Wednesday, it took me an age to identify and then fix the problem, and so I missed the evening’s online flight.

So, is all this relevant? Yes, I believe that it is, because the best thing for us all to do is to occasionally check our port settings, as this will prevent inadvertent errors of this nature. It’s no good thinking that your ports are open because the last time you checked they were indeed open; instead, we should all check our ports periodically.

Go to "
http://www.chocolatesoftware.com/forum/index.php?topic=737.0" to download the FSPORTEST_1.6.EXE shown half-way down the page. When this is run, it will call up a Command Prompt (DOS Box) whereupon it will automatically test all the ports that must be open for FS Host Client to work, and you will see the results immediately.

However, do first check that your firewall allows FSPORTEST_1.6.EXE through its security net!

Best wishes,
Fabio