Subj : What would YOU do? To : Markus Reschke From : Carol Shenkenberger Date : Sun Dec 09 2018 11:49 am Re: What would YOU do? By: Markus Reschke to Carol Shenkenberger on Sun Dec 09 2018 09:22 am MR> Hi Carol! MR> Dec 08 18:07 2018, Carol Shenkenberger wrote to Fred Riccio: FR>>> How will you clean this up? Be specific. "Change FTS-5001" isn't a FR>>> good answer. Tell us WHAT you will change and what you will change FR>>> it to. Keep in mind that FTSC standards document "current FR>>> practice". CS>> This may be a case of a proposal to standardize it. If we have at CS>> least one functional tool that uses the dual listing, that can be a CS>> base for an actual FTS instead of a FSP. MR> Wouldn't we get two FTS docs contradicting each other then??? Not if we align them. Take what is in existing use, see what the differences are, then what tools already use them and see what works. This isn't a really common thing to see (a site with 2 lookup addresses). I'd say most of us with 2 have a reason for it. Mine is backup connectivity for the most part. I've had one or the other go off for a bit and with the game league (Battlenet) that can get nasty fast. Either way, I've been dual listed for probabaly 6 years now? I've had the synchro.net address since 2007 (though it probably dropped out when I was moving back stateside) and I picked up the DYNDNS address around 2010 or so, listed it later. Folks who connect to the game league here give me conflicting reports on which seems to work better with a very nominal edge towards Synchro is in north america and a reverse for overseas. The pool though is too small to show anything real there. Folks in my league just know if one 'seems out' to 'try the other'. Unless my actual local gear is powered down or without ISP access, it's very rare to have a problem and if so, never both at once. Justanet (Gert?) may be able to explain how rapid fire BRE nets can get. 2,000 packets a day is not uncommon here. Things backlog fast if there is 'blip'. 7 games with 25 sites sending a nominal 1 packet per game per hour is 4,200 packets inbound. Those are then replicated outbound to 24 sites.... It's not actually that much (fewer nodes now for one) and they are all small packets, but it adds up to a traffic jam inbound here. xxcarol --- SBBSecho 2.12-Win32 * Origin: SHENK'S EXPRESS telnet://shenks.synchro.net (1:275/100) .