I have been reading through the forum, still dont find the answer…
I manage a network of about 500 clients. I have 1 public IP for the Router and some public IPs for those who requested access to the PSN. The thing is that I ran out of Public IPs, so im wondering if there is any work around to this mapping. Those the UPnP function achieve this goal?
ideally would be increase pressure on Sony to speed up implementation(as 1st grade, major level) of IPv6 support for PSN and devices(not only “gaming”-labeled), made by them.
they did it(albeit very slow)for “industrial” gear they offer, but not for PS4, yet, sadly
This is my NAT, still cant join the PSN:
What’s wrong?
EDIT: Its disabled, I know… It didnt work anyway so I disabled it.
61 X ;;; Mannini - DST-TCP
chain=dstnat action=dst-nat to-addresses=62.62.62.106 to-ports=0-65535
protocol=tcp dst-address=190.104.246.XXX (Routers WAN Port NOT GW IP)
Also, it looks like when it was enabled one of the admin guys couldnt access the Winbox. ??
EDIT: Afirmative, I cant access the Winbox if the nat above is enabled.
as long as game didn’t support “slightly different” port (in some range) choice(to override manually in config files of it)instead of default - nope, there isn’t any.
using UPNP only make issues instant, instead of ~ activity-based(even more for static port forwarding).not sure about PMP or PCP(both not not implemented yet not only in ROS, but most other brands).
Because I tried all the configuration possible but no luck, I cant get it to work.
I have asked many times, I posted the command lines I used but no answer. and I see some other people have the same issue.
How can I get it to work? is it possible at all, one public I for all the PS3/4?
It’s about general principle how ipv4 works. You should use ipv6 if the game supports it or ask a game developers to issue an update that enables using multiple port mapping by upnp /nat. Its not mikrotik’s fault that the Playstation has such limitation.