QUOTE(Heet @ Jul 1 2008, 02:45 AM)

No, ping limit is 30-50ms to the host.
http://www.teamxlink...pic.php?t=27715MS didnt like people playing for free last time.

How does the protocol work? Is it a standard ICMP Echo request, or something proprietary?
If it's ICMP ping, I suppose you could code Kaid to listen for echo requests and respond them with a packet forged with the target IP, without it ever getting to the destination, or even work some magic with iptables. (Don't hold me to that, I'm no iptables expert).
If it's proprietary, has anyone attempted a protocol analysis with tcpdump/Wireshark? Assuming it's not encrypted, in which case: are the keys traded or are they coded in the game? If they're traded, we might be able to intercept the public key as it's sent, and assuming it's not some proprietary encryption scheme, emulate the network traffic of the distant console in software with Kaid for ping packets only.
Of course, there's no solution if ping is calculated by standard game content packets, except for completely reverse-engineering each game's network protocol and emulating each remote client under Kaid, while processing the incoming stream and making corresponding updates under the emulated client. This would be near-impossible even if encryption's not in play, which would make it completely impossible.
But these are just idle musings, can anyone enlighten me to some details of this protocol?