Ok, I have this all figured out. It's kind of a hack, but it does work:
1. Configure your firewall to port forward port 2300 tcp/udp from your public address to the internal nat'd address of your pc running realflight. Since there are a zillion firewalls I can't help you with this part, but it should be straight forward for most.
2. Add the loopback adaptor in your pc.
A. Goto your control panel then click add hardware.
B. Tell it you already added the hardware.
C. From the list choose "Add new hardware device."
D. Install hardware manually from a list.
E. Choose "Network Adaptors."
F. Choose "Microsoft" as the vendor and "Microsoft Loopback adaptor" as the device.
G. "Next" then "Finish" to install the adaptor.
H. Go to your network connections and find the loopback adaptor.
I. Now edit the properties and go to the tcp/ip properties.
J. Set the IP address to be the same as your public IP address. You can find it with www.whatismyip.com.
K. Set the netmask to be 255.255.255.252.
L. Now exit the device and network properties.
3. Now go to host a realflight session but make sure you define port 2300 when you setup your hosting.
Operation: It seems that realflight only needs one port if you define it, so we use port 2300, the only other problem is that realflight doesn't detect your public IP address, so we add a second virtual interface to the pc with the public IP address in it. That way when realflight goes to figure out what your public IP address is, it finds it bound to your loopback interface.
Note: If you have stuff you host on your public address such as a webserver or something your windows PC won't be able to see it because it thinks your public IP address is local. The solution is to disable the msloopback interface when your not using realflight.
KnifeEdge: The easiest solution to these problems is to allow people to define the public address in the hosting setup screen That would make this all work without this loopback interface hack.
So all that said, I have hosted several games and it works fine, but it does take a little bit of network know how before it works.
Thanks,
AKSchu.
1. Configure your firewall to port forward port 2300 tcp/udp from your public address to the internal nat'd address of your pc running realflight. Since there are a zillion firewalls I can't help you with this part, but it should be straight forward for most.
2. Add the loopback adaptor in your pc.
A. Goto your control panel then click add hardware.
B. Tell it you already added the hardware.
C. From the list choose "Add new hardware device."
D. Install hardware manually from a list.
E. Choose "Network Adaptors."
F. Choose "Microsoft" as the vendor and "Microsoft Loopback adaptor" as the device.
G. "Next" then "Finish" to install the adaptor.
H. Go to your network connections and find the loopback adaptor.
I. Now edit the properties and go to the tcp/ip properties.
J. Set the IP address to be the same as your public IP address. You can find it with www.whatismyip.com.
K. Set the netmask to be 255.255.255.252.
L. Now exit the device and network properties.
3. Now go to host a realflight session but make sure you define port 2300 when you setup your hosting.
Operation: It seems that realflight only needs one port if you define it, so we use port 2300, the only other problem is that realflight doesn't detect your public IP address, so we add a second virtual interface to the pc with the public IP address in it. That way when realflight goes to figure out what your public IP address is, it finds it bound to your loopback interface.
Note: If you have stuff you host on your public address such as a webserver or something your windows PC won't be able to see it because it thinks your public IP address is local. The solution is to disable the msloopback interface when your not using realflight.
KnifeEdge: The easiest solution to these problems is to allow people to define the public address in the hosting setup screen That would make this all work without this loopback interface hack.
So all that said, I have hosted several games and it works fine, but it does take a little bit of network know how before it works.
Thanks,
AKSchu.
Last edited: