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rurounijones

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About rurounijones

  • Birthday 01/01/1980

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  1. > We can say that we are developing a novel logistics system for the CH-47F that dynamically allows the player to determine what is loaded and unloaded from the aircraft based on weight and area. Will this be accessible via the scripting system (e.g. setting load & unload zones to integrate with this system, limiting what can / cannot be loaded) ? Will there be events emitted to the MSE to allow for scripts to react to loading and unloading events? Will scripts be able to load / unload the aircraft themselves without UI. (e.g. Deploy troops immediately on landing without needing pilot interaction) Alternatively. Will ED actually actively collaborate with server owners, mission makers and scripters so that a system that meets their needs, as well as any of ED's needs, is delivered?
  2. That is a head-scratcher but ED will ED
  3. @BIGNEWY Thank you for the information, based on that just a few follow-up clarification requests. > 2. ED doesn't save the traffic. There are no plans for it. If we will change the policy, the statement will be provided. Just to be clear since a lot of people asked me about this with OverlordBot: Does ED do anything with the voice data apart from route it to other DCS customer owned game clients? (e.g. does it stream it to an AI for training etc. This can be done without technically saving anything. Hence the specific phrasing of the question). Ideally the answer to this would be "ED does not do anything with the voice data apart from routing it between customer owned DCS game clients". > 4. Yes, Turn servers are designed to be distributed if needed. Understood but my question was more, are they currently geographically distributed rather than can they be. If they are not, for example, how does ED decide when servers are required in a specific region (e.g. Australia). Does ED even have the metrics and insight to know where traffic is coming from / going to, how much it is, and where a geographically distributed TURN server cluster would provide a better customer experience..
  4. While that is nice to hear; it doesn't answer most of the questions in my original post. Could you have a look at them? 2. Privacy Policy: 3. Self-hosted 4. Geographic Distribution 5. Design
  5. @BIGNEWY@NineLine - Any news? There are still threads being posted (e.g. the one below) where the answer still seems to be "We are adding more TURN servers"
  6. I noticed that one of the reasons given for the variable performance of the In-Game VOIP at launch was not enough TURN servers and that ED were bringing more online to compensate. From For anyone reading along, think of a TURN server as a VOIP host server that the audio network traffic gets routed through like in a traditional client/server setup, although the WebRTC protocol ED users is peer2peer by default the reality of the internet makes this less than usable so TURN servers are needed so that data can flow between clients. This was a bit of a surprise to me and has raised a number of questions in my head regarding the implementation of DCS VOIP that I would appreciate if ED could answer, @BIGNEWY, @NineLine. 1. Centrally Hosted? Can ED confirm if it centrally hosts all TURN servers and that a community DCS server (e.g. a Hoggit server, an Enigma server) is not the server through which the radio network traffic is routed when TURN server option is enabled in the client. The following questions depend on the answer to 1 being "Yes, they are centrally hosted" so the following may not need answering. 2. Privacy Policy: What is the privacy policy at ED specifically regarding the handling of this audio traffic. Does ED do anything apart from route it to other clients. e.g. Does ED record or save the audio traffic. 3. Self-hosted Will ED allow community servers (e.g. Hoggit, Enigma) to run their own TURN servers, have control over them, and be able to have clients connect to them instead of the central ones via a server config setting that is read by clients. 4. Geographic Distribution Are the TURN servers geographically distributed? (e.g. are Australian players, playing on an Australian DCS server, having their audio traffic routed through a local Australian TURN server or is the traffic going half-way around the planet to servers in the US or example) 5. Design This one is more out of curiosity but why did ED go with a centrally managed setup? It increases costs to ED since they now have to pay for and maintain these servers when the DCS community servers are largely sitting idle in terms of spare CPU and RAM and could run them instead.
  7. The latest newsletter https://www.reddit.com/r/hoggit/comments/1770pru/dcs_newsletter_voice_chat_data_link_development/ says > We are also working on a separate voice chat program, which will allow you to communicate with units in multiplayer servers without having to actually run the simulator. Given the above and the fact that we never got anything close to a positive response in this thread; I am going to guess that ED will only allow Voice Chat via their official client, probably locked behind having to log in using DCS username/password, and that any hope of things like OverlordBot, DATIS, Radio music players and the like that exist for SRS will not be available for ED's system.
  8. The latest Newsletter: https://www.digitalcombatsimulator.com/en/news/newsletters/8ee1c3ca60f9edbd7bec24a7c8a1a56e/ Makes mention of lots of improvements coming to DCS Voice Chat but doesn't talk abou texternal integration. Is there anything that can be shared on this front?
  9. Excellent update. Thanks to all involved, hopefully this will add some more gameplay loops for the transport degenerates.
  10. Warehouse APIs, which were part of this request, have been added in todays patch https://www.digitalcombatsimulator.com/en/news/changelog/openbeta/2.8.8.43489/ : And a related Hoggit post: https://www.reddit.com/r/hoggit/comments/15tp037/update_2_on_proposal_for_short_term_goals_for_dcs/
  11. Unfortunately over a year later there appears to be nothing happening. Any updates, @Kate Perederko ? Are you still hiring for a role? Do you have a link to the role on the https://www.digitalcombatsimulator.com/ru/vacancies/ hiring site?
  12. @Se1ko The work to enable exports of all the other instruments has already been done by the HELIOS team. See my post earlier in this thread (posted 6 months ago) about what ED can do to use that work to get exports to function again for everyone and also fix custom countermeasure programs as well. It is not difficult work and I do not believe it to be time-consuming. However ED, for whatever reason, does not care to do it nor provide updates on this topic despite multiple people asking @c0ff @BIGNEWY @NineLine for an update multiple times. Welcome to "How ED reacts to community suggestions, especially low-hanging fruit QoL ones" crash course 101. Leave your optimism on this topic by the door.
  13. @Why485Could you clarify if you mean "Nautical Miles" or not when you say "miles" in your post? Just to remove ambiguity.
  14. @NineLine@BIGNEWY@Kate PerederkoCan we get an update on this topic?
  15. This feature would be very useful for friends wanting to play on popular servers. I have 0 expectations that ED will actually implement this feature in a reasonable timeframe. Please prove me wrong, ED.
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